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cocos2dx3.x利用sokcet创建客户端和服务端(一

Socke基类:

包括Socket的初始化,主要是windows上,在android上就不需要了

如果平台为windows,则需要初始化

SocketBase::SocketBase()
{
_bInitSuccess = false;
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
WORD wVersionRequested;
wVersionRequested = MAKEWORD(2,0);
WSADATA wsaData;
int nRet = WSAStartup(wVersionRequested,&wsaData);
if (nRet != 0) 
{
fprintf(stderr,"Initilize Error!\n");
return;
}
_bInitSuccess = true;
#endif
 
}


当然析构时也要释放资源

SocketBase::~SocketBase()
{
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
if (_bInitSuccess)
{
WSACleanup();
}
#endif 
}

因为windows的socket()返回的socket句柄为SOCKET(UINT_PTR)

与android的socket()返回的socket句柄int,类型不一样,所以都定义为HSocket

对于服务端和客户端都有关闭连接,所以基类就实现共同的。

void SocketBase::closeConnect(HSocket socket)
{
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
close(socket);
#elif (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
closesocket(socket);
#endif
}

当执行socket()出错时,windows返回SOCKET_ERROR,android返回<0,

所以实现error()

bool SocketBase::error(HSocket socket)
{
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
return socket == SOCKET_ERROR;
#elif (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
return socket < 0;
#endif
}

SocketBase.h
#ifndef __SOCKET_BASE_H__
#define __SOCKET_BASE_H__
#include "cocos2d.h"
#include <list>
#include <thread>
USING_NS_CC;
// 对于windows平台
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
#include <WinSock2.h>
#pragma comment(lib,"WS2_32.lib")
#define HSocket SOCKET
// 对于android平台
#elif (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
#include <arpa/inet.h>	// for inet_**
#include <netdb.h>	// for gethost**
#include <netinet/in.h>	// for sockaddr_in
#include <sys/types.h>	// for socket
#include <sys/socket.h>	// for socket
#include <unistd.h>
#include <stdio.h>	     // for printf
#include <stdlib.h>	// for exit
#include <string.h>	// for bzero
#define HSocket int
#endif 
 
class SocketBase : public Ref
{
public:
SocketBase();
~SocketBase();
 
protected:
void closeConnect(HSocket socket);
bool error(HSocket socket);
 
protected:
std::mutex _mutex;
 
private:
bool _bInitSuccess;
};
 
#endif

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