void closeConnection()
{
	if (cSocket.Close() != 0)
	{
		CCLog("ODSocket :closeConnection Close Error,errCode = %d!",cSocket.GetError());
	}
	if (cSocket.Clean() != 0)
	{
		CCLog("ODSocket :closeConnection Clean Error,errCode = %d!",cSocket.GetError());
	}
	//
	g_NetworkStat = NetworkStat_NotConnect;
	CCLog(" -----Network closed-----");
	//
	g_NetworkStat = NetworkStat_NotConnect;


	MessageAutoLock lock;
	RequestMessage* temp;
	int count = 0;
	while(!requestMsgQueue.empty())
	{
		count ++;
		temp = requestMsgQueue.front();
		requestMsgQueue.pop();
		delete temp;
	}
	CCLog("%s --> throwed %d request packet(s)",__FUNCTION__,count);


	// 这也不需要,因为ODSocket::Clean()有调用这个函数
//#ifdef WIN32
//	WSACleanup();
//#endif
}
void netSocketManger::endSocket()
{
    if (!threadSend.joinable()) {//线程已启动
        threadSend.~thread();
        delete m_sendEvent;
        m_sendEvent = NULL;
        
    }
    if (!threadRecive.joinable()) {
        threadRecive.~thread();
    }

    while (!m_sendQueue.IsEmpty()) {
        SocketData *sendData = m_sendQueue.Pop();
        //CC_SAFE_FREE(sendData->body);
        free(sendData);
    }
    
    while (!m_mainQueue.IsEmpty()) {
        SocketData *mainData = m_mainQueue.Pop();
        CC_SAFE_FREE(mainData);
        //CC_SAFE_FREE(mainData->addContent);
    }
    
    if (isConnect) {
        cSocket.Close();
        cSocket.Clean();
        isConnect = false;
    }
    m_isFirst = true;
    m_sendDelegateList.clear();
}
Esempio n. 3
0
void* TigerThread::thread_funcation(void *arg)
{
    ODSocket *pSocket = ODSocket::sharedODSocket();
    pSocket->Init();
    pSocket->Create(AF_INET, SOCK_STREAM,0);
    
    /*
     /////////////////////////////////////////////
     char ipaddr[20];
     cSocket.DnsParse("www.baidu.com", ipaddr);
     //192.168.22.154
     //aliyun-027.btcsky.com
     /////////////////////////////////////////////--DNS解析 www->ip
     */
    
    if (pSocket->Connect("58.83.190.220", 6621)) {
        char recvBuf[1024] = "\0";
        // std::string testmsg= |login|[email protected],e10adc3949ba59abbe56e057f20f883e,68:A8:6D:10:66:DC|$\r\n
        std::string testmsg= pSocket->msg_To_Sever;
        pSocket->Send(testmsg.data(),testmsg.length(),0);
        pSocket->Recv(recvBuf,1024,0);
        std::string rec_msg=std::string(recvBuf);
        printf("%s",rec_msg.c_str());
    }
    else
    {
        CCLog("服务器连接失败");
    }
    pSocket->Close();
    pSocket->Clean();
    return NULL;

}
//主线程更新
void netSocketManger::update(float dt)
{
    if (!m_mainQueue.IsEmpty()) {
        SocketData *data = m_mainQueue.Pop();
        
        if (data->eventType == REQUEST) {
            if (m_pushDelegate) {
                m_pushDelegate->pushHandler(data);
            }
        }else if (data->eventType == RESPONSE) {
            SendDelegateMap::iterator it = m_sendDelegateList.find(data->sn);
            if (it != m_sendDelegateList.end()) {
                SendDataDelegate *delegate = it->second;
                m_sendDelegateList.erase(it);
                delegate->sendHandler(data);
            }
        }else if (data->eventType == CONNECT_SUCCEED || data->eventType == CONNECT_FAIL || data->eventType == DISCONNECT) {
            if (data->eventType != CONNECT_SUCCEED) {
                if (!threadSend.joinable()) {//线程已启动
                    threadSend.~thread();
                    delete m_sendEvent;
                    m_sendEvent = NULL;
                    
                }
                if (!threadRecive.joinable()) {
                    threadRecive.~thread();
                }
                
                while (!m_sendQueue.IsEmpty()) {
                    SocketData *sendData = m_sendQueue.Pop();
                    //litaoming update
                    //CC_SAFE_FREE(data->body);
                    //CC_SAFE_FREE(sendData->reciveBody);
                    free(sendData);
                }
                
                while (!m_mainQueue.IsEmpty()) {
                    SocketData *mainData = m_mainQueue.Pop();
                    if (mainData != data) {
                        //CC_SAFE_FREE(mainData->body);
                        //CC_SAFE_FREE(mainData->addContent);
                    }
                    
                }
                if (isConnect) {
                    cSocket.Close();
                    cSocket.Clean();
                    isConnect = false;
                }
                m_isFirst = true;
                m_sendDelegateList.clear();
            }
            if (m_statusDelegate) {
                m_statusDelegate->statusHandler(data->eventType);
            }
        }
        //CC_SAFE_FREE(data->body);
        //CC_SAFE_FREE(data->addContent);
        free(data);
    }
}
Esempio n. 5
0
void MapScene::clientR()
{
    ODSocket cSocketR;
    cSocketR.Init();
    cSocketR.Create(AF_INET,SOCK_STREAM,0);
    while(!cSocketR.Connect(ip.c_str(),portW))
    {
#ifdef WIN32
        Sleep(1000);
#else
        usleep(1000 * 1000);
#endif
    } //因为是client 所以用的是portR;
    char buf[BLOCK_SIZE];
    for (;;)
    {
        if (!start)
            return ;

        int len = cSocketR.Recv(buf,BLOCK_SIZE ,0);
        if (len <= 0 )
        {
            heartBeat = false;
            break;
        }
        if (!status)
            break;
        int pAngle;
        int x;
        int y;
        int avatarId;
        int type = 0;
        int number;
        bool flag[MAX][4][20];
        int t_life = 0;
        int state = 0;
        avatarId = getIntFromStr(buf, 1);
        state = getIntFromStr(buf+1, 1);
        t_life = getIntFromStr(buf+2, 2);
        pAngle = getIntFromStr(buf+4, 4);
        x = getIntFromStr(buf+8, 4);
        y = getIntFromStr(buf+12, 4);
        avatar[avatarId]->pAngle = pAngle;
        avatar[avatarId]->getsprite()->setRotation(pAngle);
        avatar[avatarId]->getsprite()->setPosition(ccp(x,y));
        if (!avatar[avatarId]->getsprite()->getIsVisible() && status)
            avatar[avatarId]->getsprite()->setIsVisible(true);
        len = 16;
        if (state == 1 && !player->isFrozen)
        {
            player->isFrozen = true;
            schedule(schedule_selector(MapScene::freezeplayer), 0.1f);
            schedule(schedule_selector(MapScene::revertplayer), 2.0f);
        }
        if (t_life < player->life)
        {

            if (player->life == t_life + 5)
            {
                schedule(schedule_selector(MapScene::attackByBomb),0.1f);
            }
            reduceLife(t_life);
            player->life = t_life;
            schedule(schedule_selector(MapScene::syncLife), 0.1f);
        }
        for (int i = 0 ; i < MAX ; ++i)
            for (int j = 0 ; j <= 2; ++j)
                for (int k = 0 ; k < avatarBullets[i][j]->capacity(); ++k)
                    flag[i][j][k] = false;


        while(1)
        {
            type = getIntFromStr(buf+len, 1);
            if (type == 9)
                break;
            len += 1;
            number = getIntFromStr(buf+len, 2);
            len += 2;
            pAngle = getIntFromStr(buf+len, 4);
            len += 4;
            x = getIntFromStr(buf+len, 4);
            len += 4;
            y = getIntFromStr(buf+len, 4);
            len += 4;
            GameBullet * mybullet = (GameBullet *)(avatarBullets[avatarId][type]->objectAtIndex(number));
            mybullet->vAngle = pAngle;
            mybullet->getsprite()->setRotation(pAngle);
            mybullet->getsprite()->setPosition(ccp(x,y));
            if (!mybullet->getsprite()->getIsVisible())
                mybullet->getsprite()->setIsVisible(true);
            flag[avatarId][type][number] = true;
        }
        for (int i = 0 ; i < MAX ; ++i)
            for (int j = 0 ; j <= 2; ++j)
                for (int k = 0 ; k < avatarBullets[i][j]->capacity(); ++k)
                {
                    if (!flag[i][j][k])
                    {
                        ((GameBullet *)(avatarBullets[i][j]->objectAtIndex(k)))->getsprite()->setIsVisible(false);
                    }
                }
        if (t_life ==  0)
            break;
    }
    cSocketR.Close();
    cSocketR.Clean();
}
Esempio n. 6
0
void MapScene::clientW()
{
    ODSocket cSocketW;
    cSocketW.Init();
    cSocketW.Create(AF_INET,SOCK_STREAM,0);
    while(!cSocketW.Connect(ip.c_str(),portR))
    {
#ifdef WIN32
        Sleep(1000);
#else
        usleep(1000 * 1000);
#endif
    }
    ; //因为是client 所以用的是portR;
    char buf[BLOCK_SIZE];
    sprintf(buf,"%1d",id);
    int aid  = -1;
    int state = 0;

    while(1)
    {
        if (!start)
            break;
        for(int i = 0 ; i < MAX; ++i)
        {
            if (avatar[i]->getsprite()->getIsVisible())
            {
                aid = i;
                break;
            }
        }
        state = 0;
        if(avatar[aid]->isFrozen)
        {
            state = 1;
        }
        sprintf(buf+1,"%1d",state);
        sprintf(buf+2,"%2d",avatarLife);
        CCPoint herop = (player->getsprite())->getPosition();
        int dy = herop.y;
        int dx = herop.x;
        int angle = (int)player->pAngle;
        sprintf(buf+4, "%4d", angle);
        sprintf(buf+8, "%4d", dx);
        sprintf(buf+12, "%4d", dy);
        int len = 16;
        for (int i = 0; i <= 2; ++i)
            for (int j = 0; j < bullets[i]->capacity(); ++j)
            {
                GameBullet * mybullet = (GameBullet *)(bullets[i]->objectAtIndex(j));
                if (mybullet->getsprite()->getIsVisible())
                {
                    CCPoint p = (mybullet->getsprite()->getPosition());
                    sprintf(buf+len, "%1d", (int)i);
                    len += 1;
                    sprintf(buf+len, "%2d", (int)j);
                    len += 2;
                    sprintf(buf+len, "%4d", (int)mybullet->vAngle);
                    len += 4;
                    sprintf(buf+len, "%4d", (int)p.x);
                    len += 4;
                    sprintf(buf+len, "%4d", (int)p.y);
                    len += 4;
                }
            }
        buf[len] = '9';
        //if (demo > 3 || temp != 0)
        //{
        if (cSocketW.Send(buf, BLOCK_SIZE ,0)== -1)
            break;

        //	}
#ifdef WIN32
        Sleep(30);
#else
        usleep(30 * 1000);
#endif
    }
    cSocketW.Close();
    cSocketW.Clean();
}