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📄 netshakehand.cc

📁 五行MMORPG引擎系统V1.0
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         return; // the existing connection should be kept - the incoming request is stale.
      else
         connect->deleteObject(); // disconnect this one, and allow the new one to be created.
   }


	///////////////////////////////////////////////////
	//传递connection的类名、连接参数...
   char connectionClass[255];
	//数据
   stream->readString(connectionClass);

   ConsoleObject *co		= ConsoleObject::create(connectionClass);
   NetConnection *conn	= dynamic_cast<NetConnection *>(co);
   if(!conn || !conn->canRemoteCreate())
   {
      delete co;
      return;
   }

   conn->registerObject();
   conn->setNetAddress(address);
   conn->setNetworkConnection(true);
   conn->setSequence(connectSequence);

   const char *errorString = NULL;
	//数据流,连接拒绝处理
   if(!conn->readConnectRequest(stream, &errorString))
   {
      SvrSendConnectReject(/*conn,*/ errorString);
      conn->deleteObject();
      return;
   }

   conn->setNetworkConnection(true);
   conn->onConnectionEstablished(false);
   conn->setEstablished();
   conn->setConnectSequence(connectSequence);

   SvrSendConnectAccept(/*conn*/);
}

//-----------------------------------------------------------------------------

void NetShakeHand::SvrSendConnectAccept(/*NetConnection *conn*/)
{
 	AssertFatal(m_pAuthSocket,"需要关联AuthSocket对象");
	NetConnection *conn = m_pAuthSocket->GetConnection();
	AssertFatal(conn,"需要AuthSocket对象需要关联Connection对象");

   BitStream *out = m_pAuthSocket->RequestSendStream(0,FALSE);//BitStream::getPacketStream();
	//识别码
   out->write(U8(ConnectAccept));
	//数据
   out->write(conn->getSequence());

	//数据接受响应处理
   conn->writeConnectAccept(out);

	m_pAuthSocket->ProcessSendStream();
   //BitStream::sendPacketStream(conn->getNetAddress());
}


//Client
void NetShakeHand::CltHandleConnectAccept(const NetAddress *address, BitStream *stream)
{
   U32 connectSequence;
	//数据
   stream->read(&connectSequence);

   NetConnection *conn = m_pAuthSocket->GetConnection();//findPendingConnection(address, connectSequence);
   if(!conn || conn->getConnectionState() != NetConnection::AwaitingConnectResponse)
      return;

   const char *errorString = NULL;
	//数据接受响应处理
   if(!conn->readConnectAccept(stream, &errorString))
   {
      conn->handleStartupError(errorString);
      //removePendingConnection(conn);
      conn->deleteObject();
      return;
   }

   //removePendingConnection(conn); // remove from the pending connection list
   conn->setNetworkConnection(true);
   conn->onConnectionEstablished(true); // notify the connection that it has been established
   conn->setEstablished(); // installs the connection in the connection table, and causes pings/timeouts to happen
   conn->setConnectSequence(connectSequence);
}


//Server
void NetShakeHand::SvrSendConnectReject(/*NetConnection *conn,*/ const char *reason)
{
   if(!reason)
      return; // if the stream is NULL, we reject silently

 	AssertFatal(m_pAuthSocket,"需要关联AuthSocket对象");
	NetConnection *conn = m_pAuthSocket->GetConnection();
	AssertFatal(conn,"需要AuthSocket对象需要关联Connection对象");

   BitStream *out = m_pAuthSocket->RequestSendStream(0,FALSE);//BitStream::getPacketStream();
	//识别码
   out->write(U8(ConnectReject));

	//数据
   out->write(conn->getSequence());
   out->writeString(reason);

	m_pAuthSocket->ProcessSendStream();
   //BitStream::sendPacketStream(conn->getNetAddress());
}



void NetShakeHand::CltHandleConnectReject(const NetAddress *address, BitStream *stream)
{
   U32 connectSequence;
	//数据
   stream->read(&connectSequence);

   NetConnection *conn = m_pAuthSocket->GetConnection();//findPendingConnection(address, connectSequence);
   if(!conn || (conn->getConnectionState() != NetConnection::AwaitingChallengeResponse &&
                conn->getConnectionState() != NetConnection::AwaitingConnectResponse))
      return;

   //removePendingConnection(conn);
   char reason[256];
	//数据
   stream->readString(reason);
   conn->onConnectionRejected(reason);
   conn->deleteObject();
}


//Server
void NetShakeHand::SvrSendDisconnectPacket(/*NetConnection *conn,*/ const char *reason)
{
   Con::printf("Issuing Disconnect packet.");

	AssertFatal(m_pAuthSocket,"需要关联AuthSocket对象");
	NetConnection *conn = m_pAuthSocket->GetConnection();
	AssertFatal(conn,"需要AuthSocket对象需要关联Connection对象");


   BitStream *out = m_pAuthSocket->RequestSendStream(0,FALSE);//BitStream::getPacketStream();
   // send a disconnect packet...
   U32 connectSequence = conn->getSequence();
	
	//识别码
   out->write(U8(Disconnect));
	//数据
   out->write(connectSequence);
   out->writeString(reason);

	m_pAuthSocket->ProcessSendStream();
   //BitStream::sendPacketStream(conn->getNetAddress());
}



//Client
void NetShakeHand::CltHandleDisconnect(const NetAddress *address, BitStream *stream)
{
   NetConnection *conn = m_pAuthSocket->GetConnection();//NetConnection::lookup(address);
   if(!conn)
      return;

   U32 connectSequence;
   char reason[256];

	//数据
   stream->read(&connectSequence);
   stream->readString(reason);

   if(conn->getSequence() != connectSequence)
      return;

   conn->onDisconnect(reason);
   conn->deleteObject();
}



void NetShakeHand::HandleInfoPacket(const NetAddress *address, U8 packetType, BitStream *stream)
{
}





void NetShakeHand::CltStartConnection(/*NetConnection *conn*/)
{
   //addPendingConnection(conn);
 	AssertFatal(m_pAuthSocket,"需要关联AuthSocket对象");
	NetConnection *conn = m_pAuthSocket->GetConnection();
	AssertFatal(conn,"需要AuthSocket对象需要关联Connection对象");

   conn->mConnectionSendCount = 0;
   conn->setConnectSequence(Platform::getVirtualMilliseconds());
   conn->setConnectionState(NetConnection::AwaitingChallengeResponse);

   // This is a the client side of the connection, so set the connection to
   // server flag. We need to set this early so that if the connection times
   // out, its onRemove() will handle the cleanup properly.
   conn->setIsConnectionToServer();

   // Everything set, so send off the request.
   CltSendChallengeRequest(/*conn*/);
}





void NetShakeHand::CheckTimeouts()
{
	Parent::CheckTimeouts();

 //  U32 time = Platform::getVirtualMilliseconds();
 //  if(time < mLastTimeoutCheckTime + TimeoutCheckInterval)
	//	return;

	//for(U32 i = 0; i < mPendingConnections.size();)
	//{
	//	NetConnection *pending = mPendingConnections[i];

	//	if(pending->getConnectionState() == NetConnection::AwaitingChallengeResponse &&
	//		time > pending->mConnectLastSendTime + ChallengeRetryTime)
	//	{
	//		if(pending->mConnectSendCount > ChallengeRetryCount)
	//		{
	//			pending->onConnectTimedOut();
	//			removePendingConnection(pending);
	//			pending->deleteObject();
	//			continue;
	//		}
	//		else
	//			CltSendChallengeRequest(pending);
	//	}
	//	else if(pending->getConnectionState() == NetConnection::AwaitingConnectResponse &&
	//		time > pending->mConnectLastSendTime + ConnectRetryTime)
	//	{
	//		if(pending->mConnectSendCount > ConnectRetryCount)
	//		{
	//			pending->onConnectTimedOut();
	//			removePendingConnection(pending);
	//			pending->deleteObject();
	//			continue;
	//		}
	//		else
	//			CltSendConnectRequest(pending);
	//	}
	//	i++;
	//}

}



//};//namespace RPGServer

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