c++写一个游戏聊天服务器

最近学习网络编程写了个聊天小程序,写个博客记录下自己的代码

涉及的技术:

c++网络编程

c++多线程

c++ STL

设计原理

以一个结构体的形式存储客户端,用vector存取存在的客户端,开启多线程处理逻辑

服务器允许登陆多个客户端,允许公屏聊天也允许私聊,默认情况下属于公屏聊天,若想私聊,格式为“@用户名+要发送的消息”;运行效果如下图:

c++聊天小程序_多线程

服务器实现

#include "stdafx.h"
#include <iostream>  
#include "windows.h" //一定要包含该头文件
#include "process.h"
#include <string>
#include <vector>
#include <algorithm>

using namespace std;
#pragma comment(lib, "WS2_32.lib")  //显示加载 ws2_32.dll	ws2_32.dll就是最新socket版本

int g_curPlayerNum = 0; //当前连接数
const char*g_PlayerName[] =		//假定的聊天者名字
{
	"aaaa",
	"bbbb",
	"cccc",
	"dddd",
};

struct PlayerInfo	//利用结构存储连接的客户端
{
	SOCKET sock;
	string name;
};

vector<PlayerInfo>g_clientSockList;		//利用vector存取已连接的客户端

void process(void*param)
{
	int index = *(int*)param;	//当前子线程编号
	while (1)
	{
		//服务器接收信息
		//int index = *(int*)param;
		char buf[2048] = { 0 };  //接收缓冲区
		int bytes;
		if ((bytes = recv(g_clientSockList[index].sock, buf, sizeof(buf), 0)) == SOCKET_ERROR)
		{
			cout << "服务器接收数据失败!" << endl;
		}
		//服务器转发(含逻辑处理)
		if (buf[0] == '@')
		{
			//私聊
			string Buf(buf);
			string recvPlayerName = Buf.substr(1, 4);	//分离出接收者名字
			copy(g_clientSockList[index].name.begin(), g_clientSockList[index].name.end(), &buf[1]);

			for (vector<PlayerInfo>::iterator it = g_clientSockList.begin(); it != g_clientSockList.end(); it++)
			{
				if (it->name == recvPlayerName)
				{
					if (send(it->sock, buf, strlen(buf), 0) == SOCKET_ERROR)
					{
						cout << "发送数据失败 to" << it->name << endl;
					}
					break;
				}
			}
		}
		else
			//群聊
			cout << g_clientSockList[index].name << "对" << "所有人说:" << buf << endl;
	}
}

int main()
{
	cout << "-----------聊天室服务器-----------" << endl;

	//套接字初始化
	WSADATA wsaData;	//这个结构被用来存储被WSAStartup函数调用后返回的 Windows Sockets 数据。
	WORD sockVersion = MAKEWORD(2, 2);	//windows网络编程库的版本号信息
	if (WSAStartup(sockVersion, &wsaData) != 0) //WSAStartup函数是在程序中初始化并加载Windows网络
	{
		cout << "套接字初始化失败!" << endl;
		return 0;
	}

	//创建服务器套接字
	SOCKET SeverSocket;
	if ((SeverSocket = socket(AF_INET, SOCK_STREAM, 0)) == SOCKET_ERROR)
	{
		cout << "套接字创建失败!" << endl;
		return 0;
	}
	struct sockaddr_in SeverAddress;		//一个绑定地址:有IP地址,有端口号,有协议族
	memset(&SeverAddress, 0, sizeof(sockaddr_in)); //初始化结构体
	SeverAddress.sin_family = AF_INET;
	SeverAddress.sin_addr.S_un.S_addr = htonl(INADDR_ANY);//填入本机IP地址 
	SeverAddress.sin_port = htons(60000);//设定端口号

	//绑定套接字     指定绑定的IP地址和端口号
	if (bind(SeverSocket, (sockaddr*)&SeverAddress, sizeof(SeverAddress)) == SOCKET_ERROR)
	{
		cout << "套接字绑定失败!"<<endl;
		return 0;
	}

	//服务器监听	
	if (listen(SeverSocket, SOMAXCONN) == SOCKET_ERROR) //监听的第二个参数就是:能存放多少个客户端请求,到并发编程的时候很有用
	{
		cout << "监听失败!" << endl;
		return 0;
	}
	else
		cout << "服务器等待连接......" << endl;


	while (1)
	{
		//服务器接受连接请求
		sockaddr_in revClientAddress;	//套接字的地址,端口
		SOCKET revClientSocket = INVALID_SOCKET;		//用来接收客户端连接
		//memset(&revClientAddress, 0, sizeof(revClientAddress));
		int addlen = sizeof(revClientAddress);
		if ((revClientSocket = accept(SeverSocket, (sockaddr*)&revClientAddress, &addlen)) == INVALID_SOCKET)
		{
			cout << "接受客户端连接失败!" << endl;
			return 0;
		}
		
		PlayerInfo stPlayerInfo;
		stPlayerInfo.sock = revClientSocket;
		stPlayerInfo.name = g_PlayerName[g_curPlayerNum];
		g_clientSockList.push_back(stPlayerInfo);
		int temp = g_curPlayerNum;
		_beginthread(process, 0, &temp);		//创建子线程来收发数据
		g_curPlayerNum++;
		cout << stPlayerInfo.name << "上线啦!" << endl;
	}
	return 0;
}

客户端

#include "stdafx.h"
#include "windows.h"
#include "iostream"
#include "process.h"
#include <string>
using namespace std;
#pragma comment(lib, "ws2_32.lib")

void Receive(void *param)
{
	string msg;
	while (1)
	{
		//客户端接受来自服务器的数据
		SOCKET clientSocket = *(SOCKET*)(param);
		char  recvbuf[2048] = {};		//接收缓冲区
		if (recv(clientSocket, recvbuf, 2048, 0) == SOCKET_ERROR)
		{
			cout << "数据接受失败" << endl;
		}
		else
		{
			msg = recvbuf;
			char sendPlayerName[5] = { 0 };
			int len = strlen(recvbuf);		//消息长度
			copy(&recvbuf[1], &recvbuf[5], sendPlayerName);	//分离出名字
			msg = msg.substr(5, len - 5);
			cout << sendPlayerName << "对你说:" << msg<<endl;
		}
			
	}
}

void Send(void *param)
{
	while (1)
	{
		//客户端发送数据给服务器
		SOCKET clientSocket = *(SOCKET*)(param);
		char sendbuf[2048] = {};		//发送缓冲区
		cin.getline(sendbuf, 2048);
		if (send(clientSocket, sendbuf, strlen(sendbuf), 0) == SOCKET_ERROR)
		{
			cout << "发送消息失败!";
		}
		else
			cout << "发送消息成功" << endl;
	}
}

int main()
{
	cout << "-----------个人客户端-----------" << endl;
	WSADATA  wsa;
	if (WSAStartup(MAKEWORD(2, 2), &wsa) != 0)
	{
		cout << "套接字初始化失败!"<<endl;
	}
	SOCKET clientSocket;
	if ((clientSocket = socket(AF_INET, SOCK_STREAM, 0)) == SOCKET_ERROR)
	{
		cout << "套接字创建失败!"<<endl;
	}
	Sleep(30);
	struct sockaddr_in ClientAddress;		//一个绑定地址:有IP地址,有端口号,有协议族
	memset(&ClientAddress, 0, sizeof(sockaddr_in)); //初始化结构体
	ClientAddress.sin_family = AF_INET;
	ClientAddress.sin_addr.S_un.S_addr = htonl(INADDR_ANY);//填入本机IP地址 
	//ClientAddress.sin_port = htons(60001);//设定端口号
	//绑定套接字     指定绑定的IP地址和端口号
	if (bind(clientSocket, (sockaddr*)&ClientAddress, sizeof(ClientAddress)) == SOCKET_ERROR)
	{
		cout << "套接字绑定失败!" << endl;
		return 0;
	}
	struct sockaddr_in SeverAddress;		//服务器地址 也就是即将要连接的目标地址
	memset(&SeverAddress, 0, sizeof(sockaddr_in)); 
	SeverAddress.sin_family = AF_INET;
	SeverAddress.sin_addr.S_un.S_addr = inet_addr("127.0.0.1");  //127.0.0.1表示本机ip地址
	SeverAddress.sin_port = htons(60000);//设定端口号

	//开始连接
	if (connect(clientSocket, (sockaddr*)&SeverAddress, sizeof(SeverAddress)) == SOCKET_ERROR)
	{
		cout << "客户端:和服务器连接失败!"<<endl;
		return 0;
	}
	else
		cout << "与服务器连接成功!" << endl;

	//创建两个子线程
	_beginthread(Receive, 0, &clientSocket);
	_beginthread(Send, 0, &clientSocket);

	Sleep(INFINITE);	//这里采用另外一种技术避免主线程执行完退出——使其无限期休眠
	//	关闭socket
	if (clientSocket != INVALID_SOCKET) {
		closesocket(clientSocket);
		clientSocket = INVALID_SOCKET;
	}
    return 0;
}