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📄 server.cpp

📁 网络围棋对战的服务器端
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// Server.cpp: implementation of the CServer class.
//
//////////////////////////////////////////////////////////////////////

#include "stdafx.h"
#include "WeiQiServer.h"
#include "Server.h"
#include "WeiQiServerDlg.h"
#include "Game.h"
#include "ListenSocket.h"
#include "ClientSocket.h"
#include "Player.h"

#include <ShlWApi.h>

#ifdef _DEBUG
#undef THIS_FILE
static char THIS_FILE[]=__FILE__;
#define new DEBUG_NEW
#endif

//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////

CServer::CServer(CWeiQiServerDlg* Dlg)
{
	m_pDlg=Dlg;
	m_pListenSocket=NULL;
	m_NumOfReg=0;
	m_NumOfClient=0;
	m_NumOfGame=0;
}

CServer::~CServer()
{
}

BOOL CServer::FetchMsg(CClientSocket *pClientSocket)
{
	TCHAR pMsg[1000];
	char pTempMsg[1000];
	int ByteCount;
	BOOL EndFlag=FALSE;
	StrCpy(pMsg,_T(""));
	do
	{
		strcpy(pTempMsg,"");
		ByteCount=pClientSocket->Receive(pTempMsg,1000);	//Reveive只接收字节流	
		if(ByteCount>1000||ByteCount<0)
		{
			if(pClientSocket->m_InGame)
			{
				StrCpy(pMsg,_T("_QUITGAME1  "));
				StrCat(pMsg,LPCTSTR(pClientSocket->m_pGame->m_GameName));
				QuitGameMsg(pClientSocket,pMsg);
			}
			else
				PlayerQuit(pClientSocket);
			return FALSE;
		}
		else if(ByteCount<1000&&ByteCount>=0)
			EndFlag=TRUE;
		pTempMsg[ByteCount]=0;
		StrCat(pMsg,_T(pTempMsg));
	}while(!EndFlag);
	pMsg[10]=0;
	if(StrCmp(pMsg,_T("___LOGIN__"))==0)		//"___LOGIN__"
	{
		pMsg[10]=_T(' ');
		LogInMsg(pClientSocket,pMsg);
		return TRUE;
	}
	if(StrCmp(pMsg,_T("__NEWUSER_"))==0)		//"__NEWUSER_"
	{
		pMsg[10]=_T(' ');
		NewUserMsg(pClientSocket,pMsg);
		return TRUE;
	}
	if(StrCmp(pMsg,_T("__CREATE__"))==0)		//"__CREATE__"
	{
		pMsg[10]=_T(' ');
		CreateMsg(pClientSocket,pMsg);
		return TRUE;
	}
	if(StrCmp(pMsg,_T("_JOINGAME_"))==0)		//"_JOINGAME_"
	{
		pMsg[10]=_T(' ');
		JoinMsg(pClientSocket,pMsg);
		return TRUE;
	}
	if(StrCmp(pMsg,_T("_LISTGAME_"))==0)		//"_LISTGAME_"
	{
		pMsg[10]=_T(' ');
		ListGameMsg(pClientSocket,pMsg);
		return TRUE;
	}
	if(StrCmp(pMsg,_T("__TOPTEN__"))==0)		//"__TOPTEN__"
	{
		pMsg[10]=_T(' ');
		TopTenMsg(pClientSocket,pMsg);
		return TRUE;
	}
	if(StrCmp(pMsg,_T("_EXITGAME_"))==0)		//"_EXITGAME_"
	{
		pMsg[10]=_T(' ');
		ExitGameMsg(pClientSocket,pMsg);
		return TRUE;
	}
	if(StrCmp(pMsg,_T("__CHATMSG_"))==0)		//"__CHATMSG_"
	{
		pMsg[10]=_T(' ');
		ChatMsg(pClientSocket,pMsg);
		return TRUE;
	}
	if(StrCmp(pMsg,_T("_QUITGAME1"))==0)		//"_QUITGAME1"
	{
		pMsg[10]=_T(' ');
		QuitGameMsg(pClientSocket,pMsg);
		return TRUE;
	}
	if(StrCmp(pMsg,_T("_QUITGAME0"))==0)		//"_QUITGAME0"
	{
		pMsg[10]=_T(' ');
		PlayerQuit(pClientSocket);
		return TRUE;;
	}
	if(StrCmp(pMsg,_T("___PLACE__"))==0)		//"___PLACE__"
	{
		pMsg[10]=_T(' ');
		PlaceMsg(pClientSocket,pMsg);
		return TRUE;
	}
	return FALSE;
}

void CServer::SendMsg(CClientSocket *pClientSocket, CString Msg)
{
	if(pClientSocket!=NULL)
		pClientSocket->Send(Msg,Msg.GetLength());
}

void CServer::StartServer()
{
	if(m_Port==0)
	{
		MessageBox(_T("请输入服务器端口"));
		return;
	}
	if(m_pListenSocket!=NULL)
	{
		MessageBox(_T("服务器已经开启"));
		return;
	}
	m_pListenSocket=new CListenSocket(this);
	if(m_pListenSocket->Create(m_Port))
	{
		if(!m_pListenSocket->Listen())
			MessageBox(_T("服务器开启失败"));
		else
		{
			if(LoadPlayer())
				MessageBox(_T("服务器开启成功"));
			else
				MessageBox(_T("服务器数据出错"));
		}
	}
}

void CServer::ShutDownServer()
{
	if(m_pListenSocket!=NULL)
	{
		CString Msg=_T("_SHUTDOWN_  ");
		POSITION p=m_LogInList.GetHeadPosition();
		int n=m_LogInList.GetCount();
		CClientSocket* TempClient;
		for(int i=0;i<n;i++)
		{
			TempClient=(CClientSocket*)m_LogInList.GetNext(p);
			SendMsg(TempClient,Msg);
			delete TempClient;
		}
		delete m_pListenSocket;
		m_pListenSocket=NULL;
		m_NumOfClient=0;
		m_NumOfGame=0;
		m_pDlg->m_ClientNum=0;
		m_pDlg->m_PlayerList.ResetContent();
		m_pDlg->m_GameNum=0;
		m_pDlg->m_GameList.ResetContent();
		SavePlayer();
		m_ConnectionList.RemoveAll();
		m_LogInList.RemoveAll();
		m_PlayerList.RemoveAll();
		m_GameList.RemoveAll();
		m_Top10List.RemoveAll();
		MessageBox(_T("服务器关闭成功"));
		m_pDlg->UpdateData(FALSE);
	}
}

BOOL CServer::LoadPlayer()
{
	try
	{
		CFile DataFile("Server.dat",CFile::modeRead);
		DataFile.SeekToBegin();
		DataFile.Read(&m_NumOfReg,sizeof(m_NumOfReg));

		CPlayer* TempPlayer;
		for(UINT i=0;i<m_NumOfReg;i++)
		{
			TempPlayer=new CPlayer;
			DataFile.Read(TempPlayer->m_PlayerName.GetBuffer(30),30*sizeof(TCHAR));
			TempPlayer->m_PlayerName.ReleaseBuffer();
			DataFile.Read(TempPlayer->m_PassWord.GetBuffer(30),30*sizeof(TCHAR));
			TempPlayer->m_PassWord.ReleaseBuffer();
			DataFile.Read(&(TempPlayer->m_Level),sizeof(UINT));
			DataFile.Read(&(TempPlayer->m_Score),sizeof(UINT));
			m_PlayerList.AddTail(TempPlayer);
		}
		DataFile.Close();
		m_pDlg->m_RegNum=m_NumOfReg;
		m_pDlg->UpdateData(FALSE);
		return TRUE;
	}
	catch(CFileException)
	{
		return FALSE;
	}
}

BOOL CServer::SavePlayer()
{
	try
	{
		CFile DataFile("Server.dat",CFile::modeWrite);
		DataFile.SeekToBegin();
		DataFile.Write(&m_NumOfReg,sizeof(m_NumOfReg));

		POSITION p=m_PlayerList.GetHeadPosition();
		int n=m_PlayerList.GetCount();
		CPlayer* TempPlayer;
		for(int i=0;i<n;i++)
		{
			TempPlayer=(CPlayer*)m_PlayerList.GetNext(p);
			DataFile.Write((LPCTSTR)TempPlayer->m_PlayerName,30*sizeof(TCHAR));
			DataFile.Write((LPCTSTR)TempPlayer->m_PassWord,30*sizeof(TCHAR));
			DataFile.Write(&(TempPlayer->m_Level),sizeof(UINT));
			DataFile.Write(&(TempPlayer->m_Score),sizeof(UINT));
		}
		DataFile.Close();
		return TRUE;
	}
	catch(CFileException)
	{
		return FALSE;
	}
}

void CServer::PlayerQuit(CClientSocket *pConnectSocket)
{
	POSITION p=m_LogInList.GetHeadPosition();
	POSITION p1;
	int n=m_LogInList.GetCount();
	for(int i=0;i<n;i++)
	{
		p1=p;
		if((CClientSocket*)m_LogInList.GetNext(p)==pConnectSocket)
		{
			m_LogInList.RemoveAt(p1);
			SendMsg(pConnectSocket,_T("QUITGAMEOK"));
			Sleep(100);
			delete pConnectSocket;
			m_NumOfClient--;
			m_pDlg->m_ClientNum=m_NumOfClient;
			m_pDlg->FlashPlayer();
			m_pDlg->UpdateData(FALSE);
			return;
		}
	}
}

void CServer::LogInMsg(CClientSocket* pClientSocket,PTSTR pMsg)
{
	int i=12;
	while(pMsg[i]!=_T(' ')) i++;
	pMsg[i]=0;
	CString TempName;
	CString TempPass;
	TempName=pMsg+12;
	TempPass=pMsg+i+1;

	//判断是否已经登录
	POSITION p=m_LogInList.GetHeadPosition();
	int n=m_LogInList.GetCount();
	CPlayer* TempPlayer;
	for(i=0;i<n;i++)
	{
		TempPlayer=((CClientSocket*)m_LogInList.GetNext(p))->m_pPlayer;
		if(TempPlayer!=NULL)
		{
			if(TempPlayer->m_PlayerName==TempName)
			{
				SendMsg(pClientSocket,_T("_ALREADYIN"));
				return;
			}
		}
	}

	//判断密码是否正确
	p=m_PlayerList.GetHeadPosition();
	n=m_PlayerList.GetCount();
	for(i=0;i<n;i++)
	{
		TempPlayer=(CPlayer*)m_PlayerList.GetNext(p);
		if(TempPlayer->m_PlayerName==TempName&&TempPlayer->m_PassWord==TempPass)
		{
			pClientSocket->m_pPlayer=TempPlayer;
			CString Msg=_T("__LOGINOK_  ");
			TCHAR Buf[10];
			itoa(TempPlayer->m_Score,Buf,10);
			Msg+=Buf;
			SendMsg(pClientSocket,Msg);
			m_NumOfClient++;
			m_LogInList.AddTail(pClientSocket);
			m_pDlg->m_ClientNum=m_NumOfClient;
			m_pDlg->UpdateData(FALSE);
			m_pDlg->FlashPlayer();
			return;
		}
	}
	SendMsg(pClientSocket,_T("_LOGINFAIL"));
}

void CServer::NewUserMsg(CClientSocket* pClientSocket,PTSTR pMsg)
{
	CPlayer* TempPlayer=new CPlayer;
	int i=12;
	while(pMsg[i]!=_T(' ')) i++;

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