游戏服务端之C++网络库对外接口

大多数的情况下,游戏的服务端都是在Linux下运行,但是Linux下做开发C/C++的开发相对来说是比较困难的。所以一般来说,游戏的服务端都是做成可移植的,这样方便在Windows下做开发。也就是说,服务端既可在Windows下运行,也可以在Linux下运行。说了这么多,看似与网络链接半毛钱关系都没有。
其实不是这样的,就像Lua一样,既可以在Windows下调用它,也可以在Linux调用它,关键就库不同。熟悉网络编程的都知道,绝大多数的网络API在不同的平台调用是不同的。那如何做到可移植呢?其实无论你选择的网络模型是IOCP、select还是epoll。我们使用的时候只关心Accept(谁连接到服务端?)、Receive(怎样接收消息?)和Send(怎样发送消息?)。也就是说我们只需要3个接口。Send的封装可以写进库的源文件中,我们只需单例调用它就可以了。但是如果Accept和Receive写到了源文件中,那我要怎样调用呢?我要什么时候调用呢?到这里感觉好像很困难!!

gamesocket.h

#ifndef GAMESOCKET_H
#define GAMESOCKET_H

#include <stdio.h>
#include <stdlib.h>
#include <errno.h>
#include <string.h>
#include <sys/types.h>
#include <netinet/in.h>
#include <sys/socket.h>
#include <sys/wait.h>
#include <unistd.h>
#include <arpa/inet.h>
#include <fcntl.h>
#include <sys/epoll.h>
#include <sys/time.h>
#include <sys/resource.h>
#include <list>
#include "luaengine.h"

using namespace std;


#define MAXBUF 4096				//4KB may be enough
#define MAXEPOLLSIZE 2048




class GameSocket
{
public:


    static GameSocket& Instance()
    {
        static GameSocket instance;
        return instance;
    }
    ~GameSocket();
    bool    Init();
    int		Accept(int userID);
    int     Lose(int userID);
    int		Listen();
    int     Recv(int userID, char msg[MAXBUF]);
    int		Send(int userID, char msg[], short length);
private:
    GameSocket();
    int SetNonBlocking(int socket_fd);
    int m_epfd;
    int m_listener;
    struct sockaddr_in m_their_addr;
    struct epoll_event ev;

};

#endif // SOCKET_H
现在要将这个类封装成静态库,而Accept和Recv是被动触发的,是根据监听到的信息(Listen)而触发的。
gamesocket.cpp

#include "gamesocket.h"



GameSocket::GameSocket()
{
    Init();
}

GameSocket::~GameSocket()
{
    close(m_listener);
}

/*
   setnonblocking - 设置هڈ¥وں„ن¸؛é‌‍éک»ه،‍و–¹ه¼ڈ
   */
int GameSocket::SetNonBlocking(int socket_fd)
{
    if (fcntl(socket_fd, F_SETFL, fcntl(socket_fd, F_GETFL, 0)|O_NONBLOCK) == -1)
    {
        return -1;
    }
    return 0;
}



bool GameSocket::Init()
{
    LuaEngine lua;
    int lisnum ;
    int port ;


    lua.LoadLuaFile("Config/socket.lua");
    lua.GetGlobalProc("SocketConfig",0,2);

    lua.GetResult(-1,&lisnum,LuaEngine::INTEGER);
    lua.GetResult(-2,&port,LuaEngine::INTEGER);

    struct sockaddr_in my_addr;
    struct rlimit rt;

     /* 设置و¯ڈن¸ھè؟›ç¨‹ه…پ许و‰“ه¼€çڑ„وœ€ه¤§و–‡ن»¶و•° */
    rt.rlim_max = rt.rlim_cur = MAXEPOLLSIZE;
    if (setrlimit(RLIMIT_NOFILE, &rt) == -1)
    {
        perror("setrlimit");
        exit(1);
    }
    else
    {
        printf("Set System Argument Successï¼پ\n");
    }
    /* ه¼€هگ?socket 监هگ¬ */
    if ((m_listener = socket(PF_INET, SOCK_STREAM, 0)) == -1)
    {
        perror("socket create fail\n");
        exit(1);
    }
    else
    {
        printf("socket create success!\n");
    }
    SetNonBlocking(m_listener);
    bzero(&my_addr, sizeof(my_addr));
    my_addr.sin_family = PF_INET;
    my_addr.sin_port = htons(port);
    my_addr.sin_addr.s_addr = INADDR_ANY;
    if (bind(m_listener, (struct sockaddr *) &my_addr, sizeof(struct sockaddr)) == -1)
    {
        perror("bind");
        exit(1);
    }
    else
    {
        printf("Bind ip address and port success\n");
    }
    if (listen(m_listener, lisnum) == -1)
    {
        perror("socket listen\n");
        exit(1);
    }
    else
    {
        printf("socket listen success\n");
    }

    m_epfd = epoll_create(MAXEPOLLSIZE);

    ev.events = EPOLLIN | EPOLLET;
    ev.data.fd = m_listener;
    if (epoll_ctl(m_epfd, EPOLL_CTL_ADD, m_listener, &ev) < 0)
    {
        fprintf(stderr, "epoll set insertion error: fd=%d\n", m_listener);
        return -1;
    }
    else
    {
        printf("add listener to epoll success\n");
    }
}



int GameSocket::Listen()
{

        static int  new_fd;
        static int	nfds;
        static int	ret;
        static int	curfds = 1;
        static socklen_t len;
        static struct sockaddr_in their_addr;
        static struct epoll_event events[MAXEPOLLSIZE];
        static struct epoll_event ev;

        char recv_buf[MAXBUF];
        nfds = epoll_wait(m_epfd, events, curfds, -1);
        if (nfds == -1)
        {
             perror("epoll_wait");
             return -1;
        }

        for (int n = 0; n < nfds; ++n)
        {
            if (events[n].data.fd == m_listener)
            {
                new_fd = accept(m_listener, (struct sockaddr *) &their_addr,&len);
                if(new_fd < 0)
                {
                    printf("link error\n");
                }

                if (new_fd < 0)
                {
                     perror("accept");
                     continue;
                }
                else
                {
                    printf("connect from %s,the port is %d,the fd is %d\n",inet_ntoa(their_addr.sin_addr), ntohs(their_addr.sin_port), new_fd);
                }
                SetNonBlocking(new_fd);
                ev.events = EPOLLIN | EPOLLET;
                ev.data.fd = new_fd;
                if (epoll_ctl(m_epfd, EPOLL_CTL_ADD, new_fd, &ev) < 0)
                {
                     fprintf(stderr, "add socket %d to epoll fail ,%s\n",new_fd, strerror(errno));
                     continue;
                }
                else
                {
                    this->Accept(new_fd);
                }
                curfds++;
            }
            else if (events[n].events & EPOLLIN)
            {
                ret = recv(events[n].data.fd, recv_buf, MAXBUF, 0);
                if (ret < 1 && errno != 11)
                {
                     epoll_ctl(m_epfd, EPOLL_CTL_DEL, events[n].data.fd, &ev);
                     curfds--;
                }
                else
                {
                    this->Recv(events[n].data.fd, recv_buf);
                }
            }
        }
}

int GameSocket::Send( int userID, char msg[] ,short length)
{
    if(send(userID,msg,length,0) == -1)
	{
        printf("%d :msg can not be send\n",userID);
		return -1;
	}
	return 1;
}
就像上面的代码一个,在Listen会调用下面的代码,但是在gamesocket.cpp并没有对Accept和Recv的实现,其实这是对外接口的关键。
this->Accept(new_fd);
this->Recv(events[n].data.fd, recv_buf);
如果在gamesocket.cpp对Accept和Recv方法实现了,那在调用该库的时候,我们根本不知道怎样去调用Accept和Recv。所以只有Accept和Recv在库外实现,才可能去调用这两个方法。现在将两个方法的实现写在了interfacce.cpp中。
interface.cpp
#include "gamesocket.h"

int GameSocket::Accept(int userID)
{
    printf("Accept userID = %d\n",userID);
	return 1;
}

int GameSocket::Recv(int userID, char msg[MAXBUF])
{
    printf("receive a msg\n");
    printf("%s\n",msg);

	return 1;
}

int GameSocket::Lose(int userID)
{
    printf("Lose userID = %d\n",userID);
    exit(0);
    return 1;
}
执行结果:


PS:服务端都是消息响应的,也就是说,当我们获得消息(Recv)的时候,我们可以对下面的逻辑做多线程或者多进程的操作。

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转载自blog.csdn.net/a374826954/article/details/17252095