基于websocket的多用户网页五子棋(九)
一.前期回顾
对于前面内容不太了解的,可以去看一看下面的文章:
https://blog.csdn.net/weixin_60668256/article/details/152716063?fromshare=blogdetail&sharetype=blogdetail&sharerId=152716063&sharerefer=PC&sharesource=weixin_60668256&sharefrom=from_link
二.游戏房间建立长连接
void wsopen_game_room(wsserver_t::connection_ptr conn){//1.获取当前客户端的sessionJson::Value resp_json;session_ptr ssp = get_session_by_cookie(conn);if(ssp.get() == nullptr){return;}//2.获取当前用户是否在其他游戏房间或游戏大厅中了if(_om.is_in_game_hall(ssp->get_user()) || _om.is_in_game_hall(ssp->get_user())){resp_json["optype"] = "room_ready";resp_json["reason"] = "玩家重复登录!";resp_json["result"] = false;return ws_resp(conn,resp_json);}//3.判定当前用户是否以及创建好了房间room_ptr rp = _rm.get_room_by_uid(ssp->get_user());if(rp.get() == nullptr){resp_json["optype"] = "room_ready";resp_json["reason"] = "没有找到玩家的房间信息!";resp_json["result"] = false;return ws_resp(conn,resp_json);}//4.将当前用户添加到在线用户管理的游戏房间中_om.enter_game_room(ssp->get_user(),conn);//5.将session设置成永久存在_sm.set_session_expire_time(ssp->ssid(),SESSION_FOREVER);//6.回复房间准备好了resp_json["optype"] = "room_ready";resp_json["result"] = true;return ws_resp(conn,resp_json);}
三.游戏房间长连接关闭
void wsclose_game_room(wsserver_t::connection_ptr conn){//游戏房间的长连接断开//1.获取会话信息,识别客户端session_ptr ssp = get_session_by_cookie(conn);if(ssp.get() == nullptr){return;}//2.将session回复生命周期的管理,设置定时销毁_om.exit_game_room(ssp->get_user());_sm.set_session_expire_time(ssp->ssid(),SESSION_TIMEOUT);//3.将玩家从游戏房间移除,房间中所有用户退出了,就会销毁房_rm.remove_room_user(ssp->get_user());}
四.游戏房间消息处理
void wsmsg_game_room(wsserver_t::connection_ptr conn,wsserver_t::message_ptr msg){Json::Value resp_json;std::string resp_body;//1.获取session,识别客户端身份session_ptr ssp = get_session_by_cookie(conn);if(ssp.get() == nullptr){return;}//2.获取客户端房间信息room_ptr rp = _rm.get_room_by_uid(ssp->get_user());if(rp.get() == nullptr){resp_json["optype"] = "unknow";resp_json["reason"] = "没有找到玩家的房间信息!";resp_json["result"] = false;return ws_resp(conn,resp_json);}//3.对消息进行反序列化Json::Value req_json;std::string req_body = msg->get_payload();bool ret = json_util::unserialize(req_body,req_json);if(ret == false){resp_json["optype"] = "unknow";resp_json["reason"] = "请求解析失败";resp_json["result"] = false;return ws_resp(conn,resp_json);}//4.对消息进行处理return rp->handle_request(req_json);}
五.聊天代码实现
else if (info.optype == "chat") {//收到一条消息,判断result,如果为true则渲染一条消息到显示框中if(info.result == false) {alert(info.reason);return;}var msg_div = document.createElement("p");msg_div.innerHTML = info.message;if (info.uid == room_info.uid) {msg_div.setAttribute("id", "self_msg");}else {msg_div.setAttribute("id", "peer_msg");}var br_div = document.createElement("br");var msg_show_div = document.getElementById("chat_show");msg_show_div.appendChild(msg_div);msg_show_div.appendChild(br_div);document.getElementById("chat_input").value = "";}
//3. 聊天动作// 1. 捕捉聊天输入框消息// 2. 给发送按钮添加点击事件,点击俺就的时候,获取到输入框消息,发送给服务器var cb_div = document.getElementById("chat_button");cb_div.onclick = function() {var send_msg = {optype : "chat",room_id : room_info.room_id,uid : room_info.uid,message : document.getElementById("chat_input").value};ws_hdl.send(JSON.stringify(send_msg));}
Json::Value handle_chat(Json::Value &req){Json::Value json_resp = req;//2.检测消息中是否包含敏感词std::string msg = req["message"].asString();size_t pos = msg.find("垃圾");if(pos != std::string::npos){json_resp["result"] = false;json_resp["reason"] = "消息中包含敏感词,不能发送!";return json_resp;}//3.广播消息--返回消息json_resp["result"] = true;return json_resp;}
六.room前端代码(全部)
<!DOCTYPE html>
<html lang="en">
<head><meta charset="UTF-8"><meta http-equiv="X-UA-Compatible" content="IE=edge"><meta name="viewport" content="width=device-width, initial-scale=1.0"><title>游戏房间</title><link rel="stylesheet" href="css/common.css"><link rel="stylesheet" href="css/game_room.css">
</head>
<body><div class="nav">网络五子棋对战游戏</div><div class="container"><div id="chess_area"><!-- 棋盘区域, 需要基于 canvas 进行实现 --><canvas id="chess" width="450px" height="450px"></canvas><!-- 显示区域 --><div id="screen"> 等待玩家连接中... </div></div><div id="chat_area" width="400px" height="300px"><div id="chat_show"><p id="self_msg">你好!</p></br><p id="peer_msg">你好!</p></br><p id="peer_msg">leihoua~</p></br></div><div id="msg_show"><input type="text" id="chat_input"><button id="chat_button">发送</button></div></div></div><script>let chessBoard = [];let BOARD_ROW_AND_COL = 15;let chess = document.getElementById('chess');let context = chess.getContext('2d');//获取chess控件的2d画布var ws_url = "ws://" + location.host + "/room";var ws_hdl = new WebSocket(ws_url);var room_info = null;//用于保存房间信息 var is_me;function initGame() {initBoard();context.strokeStyle = "#BFBFBF";// 背景图片let logo = new Image();logo.src = "image/sky.jpeg";logo.onload = function () {// 绘制图片context.drawImage(logo, 0, 0, 450, 450);// 绘制棋盘drawChessBoard();}}function initBoard() {for (let i = 0; i < BOARD_ROW_AND_COL; i++) {chessBoard[i] = [];for (let j = 0; j < BOARD_ROW_AND_COL; j++) {chessBoard[i][j] = 0;}}}// 绘制棋盘网格线function drawChessBoard() {for (let i = 0; i < BOARD_ROW_AND_COL; i++) {context.moveTo(15 + i * 30, 15);context.lineTo(15 + i * 30, 430); //横向的线条context.stroke();context.moveTo(15, 15 + i * 30);context.lineTo(435, 15 + i * 30); //纵向的线条context.stroke();}}//绘制棋子function oneStep(i, j, isWhite) {if (i < 0 || j < 0) return;context.beginPath();context.arc(15 + i * 30, 15 + j * 30, 13, 0, 2 * Math.PI);context.closePath();var gradient = context.createRadialGradient(15 + i * 30 + 2, 15 + j * 30 - 2, 13, 15 + i * 30 + 2, 15 + j * 30 - 2, 0);// 区分黑白子if (!isWhite) {gradient.addColorStop(0, "#0A0A0A");gradient.addColorStop(1, "#636766");} else {gradient.addColorStop(0, "#D1D1D1");gradient.addColorStop(1, "#F9F9F9");}context.fillStyle = gradient;context.fill();}//棋盘区域的点击事件chess.onclick = function (e) {// 1. 获取下棋位置,判断当前下棋操作是否正常// 1. 当前是否轮到自己走棋了// 2. 当前位置是否已经被占用// 2. 向服务器发送走棋请求if (!is_me) {alert("等待对方走棋....");return;}let x = e.offsetX;let y = e.offsetY;// 注意, 横坐标是列, 纵坐标是行// 这里是为了让点击操作能够对应到网格线上let col = Math.floor(x / 30);let row = Math.floor(y / 30);if (chessBoard[row][col] != 0) {alert("当前位置已有棋子!");return;}//oneStep(col, row, true);//向服务器发送走棋请求,收到响应后,再绘制棋子send_chess(row, col);}function send_chess(r, c) {var chess_info = {optype : "put_chess",room_id: room_info.room_id,uid: room_info.uid,row: r,col: c};ws_hdl.send(JSON.stringify(chess_info));console.log("click:" + JSON.stringify(chess_info));}window.onbeforeunload = function() {ws_hdl.close();}ws_hdl.onopen = function() {console.log("房间长连接建立成功");}ws_hdl.onclose = function() {console.log("房间长连接断开");}ws_hdl.onerror = function() {console.log("房间长连接出错");}function set_screen(me) {var screen_div = document.getElementById("screen");if (me) {screen_div.innerHTML = "轮到己方走棋...";}else {screen_div.innerHTML = "轮到对方走棋...";}}ws_hdl.onmessage = function(evt) {//1. 在收到room_ready之后进行房间的初始化// 1. 将房间信息保存起来var info = JSON.parse(evt.data);console.log(JSON.stringify(info));if (info.optype == "room_ready") {room_info = info;is_me = room_info.uid == room_info.white_id ? true : false;set_screen(is_me);initGame();}else if (info.optype == "put_chess"){console.log("put_chess" + evt.data);//2. 走棋操作// 3. 收到走棋消息,进行棋子绘制if (info.result == false) {alert(info.reason);return;}//当前走棋的用户id,与我自己的用户id相同,就是我自己走棋,走棋之后,就轮到对方了is_me = info.uid == room_info.uid ? false : true;//绘制棋子的颜色,应该根据当前下棋角色的颜色确定isWhite = info.uid == room_info.white_id ? true : false;//绘制棋子if (info.row != -1 && info.col != -1){oneStep(info.col, info.row, isWhite);//设置棋盘信息chessBoard[info.row][info.col] = 1;}//是否有胜利者if (info.winner == 0) {return;}var screen_div = document.getElementById("screen");if (room_info.uid == info.winner) {screen_div.innerHTML = info.reason;}else {screen_div.innerHTML = "你输了";}var chess_area_div = document.getElementById("chess_area");var button_div = document.createElement("div");button_div.innerHTML = "返回大厅";button_div.onclick = function() {ws_hdl.close();location.replace("/game_hall.html");}chess_area_div.appendChild(button_div);} else if (info.optype == "chat") {//收到一条消息,判断result,如果为true则渲染一条消息到显示框中if(info.result == false) {alert(info.reason);return;}var msg_div = document.createElement("p");msg_div.innerHTML = info.message;if (info.uid == room_info.uid) {msg_div.setAttribute("id", "self_msg");}else {msg_div.setAttribute("id", "peer_msg");}var br_div = document.createElement("br");var msg_show_div = document.getElementById("chat_show");msg_show_div.appendChild(msg_div);msg_show_div.appendChild(br_div);document.getElementById("chat_input").value = "";}}//3. 聊天动作// 1. 捕捉聊天输入框消息// 2. 给发送按钮添加点击事件,点击俺就的时候,获取到输入框消息,发送给服务器var cb_div = document.getElementById("chat_button");cb_div.onclick = function() {var send_msg = {optype : "chat",room_id : room_info.room_id,uid : room_info.uid,message : document.getElementById("chat_input").value};ws_hdl.send(JSON.stringify(send_msg));}</script>
</body>
</html>
七.server.hpp代码全部
#ifndef __M_SRV_H__
#define __M_SRV_H__#include "db.hpp"
#include "matcher.hpp"
#include "online.hpp"
#include "room.hpp"
#include "session.hpp"
#include "util.hpp"#define WWWROOT "./wwwroot/"class gobang_server
{private:std::string _web_root;//静态资源更目录 ./wwwroot/ /register.html -> ./wwwroot/register.htmlwsserver_t _wssrv;user_table _ut;online_manager _om;room_manager _rm;session_manager _sm;matcher _mm;private:void file_handler(wsserver_t::connection_ptr& conn){//静态资源请求的处理//1.获取到请求uri-资源路径,了解客户端请求的页面文件名称websocketpp::http::parser::request req = conn->get_request();std::string uri = req.get_uri();//2.组合出文件的实际路径,相对跟目录 + uristd::string realpath = _web_root + uri;//3.如果是目录,增加后缀 login.html / --> /login.htmlif(realpath.back() == '/'){realpath += "login.html";}//4.读取文件内容Json::Value resp_json;std::string body;bool ret = file_util::read(realpath,body);//1.文件不存在,返回404if(ret == false){body += "<html>";body += "<head>";body += "<meta charset=\"UTF-8\">";body += "</head>";body += "<body>";body += "<h1> NOT Found </h1>";body += "</body>";body += "</html>";conn->set_status(websocketpp::http::status_code::not_found);conn->set_body(body);return;}//5.设置响应正文conn->set_status(websocketpp::http::status_code::ok);conn->set_body(body);}void http_resp(wsserver_t::connection_ptr &conn,bool result,websocketpp::http::status_code::value code,const std::string& reason){Json::Value resp_json;resp_json["result"] = result;resp_json["reason"] = reason;std::string resp_body;json_util::serialize(resp_json,resp_body);conn->set_status(code);conn->set_body(resp_body);conn->append_header("Content-Type","application/json");}void reg(wsserver_t::connection_ptr& conn){//用户注册功能请求处理//1.获取到请求正文std::string req_body = conn->get_request_body();//2.对正文进行json反序列化,得到用户名和密码Json::Value login_info;bool ret = json_util::unserialize(req_body,login_info);if(ret == false){DLOG("反序列化注册信息失败");return http_resp(conn,false,websocketpp::http::status_code::bad_request,"请求的正文格式错误");}//3.进行数据库的用户新增操作if(login_info["username"].isNull() || login_info["username"].isNull()){DLOG("用户名密码不完整");return http_resp(conn,false,websocketpp::http::status_code::bad_request,"请输入用户名和密码");}ret = _ut.insert(login_info);if(ret == false){DLOG("向数据库插入数据失败");return http_resp(conn,false,websocketpp::http::status_code::bad_request,"用户名以及被占用");}DLOG("注册成功");return http_resp(conn,true,websocketpp::http::status_code::ok,"注册用户成功");//成功 200//失败 400}void login(wsserver_t::connection_ptr& conn){//用户登录功能请求处理//1.获取请求正文,并进行json反序列化,得到用户名和密码std::string req_body = conn->get_request_body();Json::Value login_info;bool ret = json_util::unserialize(req_body,login_info);if(ret == false){DLOG("反序列化注册信息失败");return http_resp(conn,false,websocketpp::http::status_code::bad_request,"请求的正文格式错误");}//2.校验正文完整性,进行数据库的用户信息验证if(login_info["username"].isNull() || login_info["username"].isNull()){DLOG("用户名密码不完整");return http_resp(conn,false,websocketpp::http::status_code::bad_request,"请输入用户名和密码");}ret = _ut.login(login_info);if(ret == false){// 1.如果验证失败,则返回400DLOG("用户名密码错误");return http_resp(conn,false,websocketpp::http::status_code::bad_request,"用户名密码错误");}//3.如果验证成功,给客户端创建session,则返回200uint64_t uid = login_info["id"].asUInt64();session_ptr ssp = _sm.create_session(uid,LOGIN);if(ssp.get() == nullptr){DLOG("创建会话失败");return http_resp(conn,false,websocketpp::http::status_code::internal_server_error,"创建会话失败");}_sm.set_session_expire_time(ssp->ssid(),SESSION_TIMEOUT);//4.设置响应头部: Set-Cookie,将sessionid通过cookie返回std::string cookie_ssid = "SSID=" + std::to_string(ssp->ssid());conn->append_header("Set-Cookie",cookie_ssid);return http_resp(conn,true,websocketpp::http::status_code::ok,"登录成功");}bool get_cookie_val(std::string& cookie_str,const std::string& key,std::string&val){//Cookie: SSID=XXX; path=/;//1.以; 作为间隔,作为字符串进行分割,得到各个单个的cookie信息std::string sep = "; ";std::vector<std::string> cookie_arr;string_util::split(cookie_str,sep,cookie_arr);//2.对单个cookie字符串,以 = 为间隔进行分割,得到key和valfor(auto str:cookie_arr){std::vector<std::string> tmp_arr;string_util::split(str,"=",tmp_arr);if(tmp_arr.size() != 2){continue;}if(tmp_arr[0] == key){val = tmp_arr[1];return true;}}return false;}void info(wsserver_t::connection_ptr& conn){//用户信息功能请求处理Json::Value err_resp;//1.获取请求信息中的Cookie,从Cookie中获取ssidstd::string cookie_str = conn->get_request_header("Cookie");if(cookie_str.empty()){//如果没有cookie,返回错误信息;没有cookie信息,让客户端重新登录return http_resp(conn,false,websocketpp::http::status_code::bad_request,"找不到cookie信息,请重新登录");}std::string ssid_str;bool ret = get_cookie_val(cookie_str,"SSID",ssid_str);if(ret == false){//cookie中没有ssid,返回错误信息;没有ssid信息,让客户端重新登录return http_resp(conn,false,websocketpp::http::status_code::bad_request,"找不到ssid信息,请重新登录");}//2.在session中查找到对应的会话信息session_ptr ssp = _sm.get_session_by_ssid(std::stol(ssid_str));if(ssp.get() == nullptr){//没有找到session,登录以及过期return http_resp(conn,false,websocketpp::http::status_code::bad_request,"登录过期,请重新登录");}//3.从数据库中取出用户信息,进行序列化发送给客户端uint64_t uid = ssp->get_user();Json::Value user_info;ret = _ut.select_by_id(uid,user_info);if(ret == false){//获取用户信息失败,返回错误: 找不到用户信息return http_resp(conn,false,websocketpp::http::status_code::bad_request,"找不到用户信息,请重新登录");}std::string body;json_util::serialize(user_info,body);conn->set_body(body);conn->append_header("Content-Type","application/json");conn->set_status(websocketpp::http::status_code::ok);//4.刷新session的过期时间_sm.set_session_expire_time(ssp->ssid(),SESSION_TIMEOUT);}void http_callback(websocketpp::connection_hdl hdl){wsserver_t::connection_ptr conn = _wssrv.get_con_from_hdl(hdl);websocketpp::http::parser::request req = conn->get_request();std::string method = req.get_method();std::string uri = req.get_uri();if(method == "POST" && uri == "/reg"){return reg(conn);}else if(method == "POST" && uri == "/login"){return login(conn);}else if(method == "GET" && uri == "/info"){return info(conn);}else{return file_handler(conn);}}void ws_resp(wsserver_t::connection_ptr conn,Json::Value& resp){std::string body;json_util::serialize(resp,body);conn->send(body);}session_ptr get_session_by_cookie(wsserver_t::connection_ptr conn){//1.登录验证 -- 判断当前客户端是否以及成功登录Json::Value err_resp;std::string cookie_str = conn->get_request_header("Cookie");if(cookie_str.empty()){err_resp["optype"] = "hall_ready";err_resp["reason"] = "找不到cookie信息,请重新登录";err_resp["result"] = false;ws_resp(conn,err_resp);return session_ptr();}std::string ssid_str;bool ret = get_cookie_val(cookie_str,"SSID",ssid_str);if(ret == false){err_resp["optype"] = "hall_ready";err_resp["reason"] = "找不到ssid信息,请重新登录";err_resp["result"] = false;ws_resp(conn,err_resp);return session_ptr();}session_ptr ssp = _sm.get_session_by_ssid(std::stol(ssid_str));if(ssp.get() == nullptr){err_resp["optype"] = "hall_ready";err_resp["reason"] = "找不到session信息,请重新登录";err_resp["result"] = false;ws_resp(conn,err_resp);return session_ptr();}return ssp;}void wsopen_game_hall(wsserver_t::connection_ptr conn){Json::Value resp_json;//游戏大厅长连接建立成功//1.登录验证 -- 判断当前客户端是否以及成功登录session_ptr ssp = get_session_by_cookie(conn);if(ssp.get() == nullptr){return;}//2.判定当前客户端是否重复登录if(_om.is_in_game_hall(ssp->get_user()) || _om.is_in_game_hall(ssp->get_user())){resp_json["optype"] = "hall_ready";resp_json["reason"] = "玩家重复登录!";resp_json["result"] = false;return ws_resp(conn,resp_json);}//3.将当前客户端以及连接加入到游戏大厅_om.enter_game_hall(ssp->get_user(),conn);//4.给客户端响应长连接的游戏大厅连接成功resp_json["optype"] = "hall_ready";resp_json["result"] = true;ws_resp(conn,resp_json);//5.记得将session设置为永久存在_sm.set_session_expire_time(ssp->ssid(),SESSION_FOREVER);}void wsopen_game_room(wsserver_t::connection_ptr conn){//1.获取当前客户端的sessionJson::Value resp_json;session_ptr ssp = get_session_by_cookie(conn);if(ssp.get() == nullptr){return;}//2.获取当前用户是否在其他游戏房间或游戏大厅中了if(_om.is_in_game_hall(ssp->get_user()) || _om.is_in_game_hall(ssp->get_user())){resp_json["optype"] = "room_ready";resp_json["reason"] = "玩家重复登录!";resp_json["result"] = false;return ws_resp(conn,resp_json);}//3.判定当前用户是否以及创建好了房间room_ptr rp = _rm.get_room_by_uid(ssp->get_user());if(rp.get() == nullptr){resp_json["optype"] = "room_ready";resp_json["reason"] = "没有找到玩家的房间信息!";resp_json["result"] = false;return ws_resp(conn,resp_json);}//4.将当前用户添加到在线用户管理的游戏房间中_om.enter_game_room(ssp->get_user(),conn);//5.将session设置成永久存在_sm.set_session_expire_time(ssp->ssid(),SESSION_FOREVER);//6.回复房间准备好了resp_json["optype"] = "room_ready";resp_json["result"] = true;resp_json["room_id"] = (Json::UInt64)rp->id();resp_json["uid"] = (Json::UInt64)ssp->get_user();resp_json["white_id"] = (Json::UInt64)rp->get_white_user();resp_json["black_id"] = (Json::UInt64)rp->get_black_user();return ws_resp(conn,resp_json);}void wsopen_callback(websocketpp::connection_hdl hdl){//websocket长连接建立成功的回调函数wsserver_t::connection_ptr conn = _wssrv.get_con_from_hdl(hdl);websocketpp::http::parser::request req = conn->get_request();std::string uri = req.get_uri();if(uri == "/hall"){//建立游戏大厅的长连接return wsopen_game_hall(conn);}else if(uri == "/room"){//建立游戏房间的长连接return wsopen_game_room(conn);}}void wsclose_game_hall(wsserver_t::connection_ptr conn){//游戏大厅的长连接断开session_ptr ssp = get_session_by_cookie(conn);if(ssp.get() == nullptr){return;}//1.将玩家从游戏大厅移除_om.exit_game_hall(ssp->get_user());//2.将session恢复生命周期的管理_sm.set_session_expire_time(ssp->ssid(),SESSION_TIMEOUT);}void wsclose_game_room(wsserver_t::connection_ptr conn){//游戏房间的长连接断开//1.获取会话信息,识别客户端session_ptr ssp = get_session_by_cookie(conn);if(ssp.get() == nullptr){return;}//2.将session回复生命周期的管理,设置定时销毁_om.exit_game_room(ssp->get_user());_sm.set_session_expire_time(ssp->ssid(),SESSION_TIMEOUT);//3.将玩家从游戏房间移除,房间中所有用户退出了,就会销毁房_rm.remove_room_user(ssp->get_user());}void wsclose_callback(websocketpp::connection_hdl hdl){//1.websocket连接断开前的处理wsserver_t::connection_ptr conn = _wssrv.get_con_from_hdl(hdl);websocketpp::http::parser::request req = conn->get_request();std::string uri = req.get_uri();if(uri == "/hall"){//游戏大厅的长连接断开return wsclose_game_hall(conn);}else if(uri == "/room"){//游戏房间的长连接断开return wsclose_game_room(conn);}}void wsmsg_game_hall(wsserver_t::connection_ptr conn,wsserver_t::message_ptr msg){Json::Value resp_json;std::string resp_body;//1.获取身份session_ptr ssp = get_session_by_cookie(conn);if(ssp.get() == nullptr){return;}std::string req_body = msg->get_payload();Json::Value req_json;bool ret = json_util::unserialize(req_body,req_json);if(ret == false){resp_json["result"] = false;resp_json["reason"] = "请求信息解析失败";return ws_resp(conn,resp_json);}//2.对于请求进行处理if(!req_json["optype"].isNull() &&req_json["optype"].asString() == "match_start"){//1.开始对战匹配 : 通过匹配模块,将用户添加到匹配队列中_mm.add(ssp->get_user());resp_json["optype"] = "match_start";resp_json["result"] = true;return ws_resp(conn,resp_json);}else if(!req_json["optype"].isNull() &&req_json["optype"].asString() == "match_stop"){//2.停止对战匹配 : 通过匹配模块,将用户从匹配队列中移除_mm.del(ssp->get_user());resp_json["optype"] = "match_stop";resp_json["result"] = true;return ws_resp(conn,resp_json);}//3.给客户端响应resp_json["optype"] = "unkonw";resp_json["reason"] = "请求类型未知";resp_json["result"] = false;return ws_resp(conn,resp_json);}void wsmsg_game_room(wsserver_t::connection_ptr conn,wsserver_t::message_ptr msg){Json::Value resp_json;std::string resp_body;//1.获取session,识别客户端身份session_ptr ssp = get_session_by_cookie(conn);if(ssp.get() == nullptr){DLOG("房间-没有找到会话信息");return;}//2.获取客户端房间信息room_ptr rp = _rm.get_room_by_uid(ssp->get_user());if(rp.get() == nullptr){resp_json["optype"] = "unknow";resp_json["reason"] = "没有找到玩家的房间信息!";resp_json["result"] = false;DLOG("房间-没有找到玩家房间信息");return ws_resp(conn,resp_json);}//3.对消息进行反序列化Json::Value req_json;std::string req_body = msg->get_payload();bool ret = json_util::unserialize(req_body,req_json);if(ret == false){resp_json["optype"] = "unknow";resp_json["reason"] = "请求解析失败";resp_json["result"] = false;DLOG("房间-反序列化请求失败");return ws_resp(conn,resp_json);}DLOG("房间: 收到请求,进行处理");//4.对消息进行处理return rp->handle_request(req_json);}void wsmsg_callback(websocketpp::connection_hdl hdl,wsserver_t::message_ptr msg){wsserver_t::connection_ptr conn = _wssrv.get_con_from_hdl(hdl);websocketpp::http::parser::request req = conn->get_request();std::string uri = req.get_uri();if(uri == "/hall"){return wsmsg_game_hall(conn,msg);}else if(uri == "/room"){return wsmsg_game_room(conn,msg);}}public://进行成员初始化,以及服务器回调函数的设置gobang_server(const std::string &host,const std::string &username,const std::string &password,const std::string &dbname,uint16_t port = 3306,const std::string &wwwroot = WWWROOT):_web_root(wwwroot),_ut(host,username,password,dbname,port),_rm(&_ut,&_om),_sm(&_wssrv),_mm(&_rm,&_ut,&_om){_wssrv.set_access_channels(websocketpp::log::alevel::none);_wssrv.init_asio();_wssrv.set_reuse_addr(true);_wssrv.set_http_handler(std::bind(&gobang_server::http_callback,this,std::placeholders::_1));_wssrv.set_open_handler(std::bind(&gobang_server::wsopen_callback,this,std::placeholders::_1));_wssrv.set_close_handler(std::bind(&gobang_server::wsclose_callback,this,std::placeholders::_1));_wssrv.set_message_handler(std::bind(&gobang_server::wsmsg_callback,this,std::placeholders::_1,std::placeholders::_2));}void start(int port)//启动服务器{//5.设置监听端口_wssrv.listen(port);//6.开始获取新连接_wssrv.start_accept();//7.启动服务器_wssrv.run();}
};#endif
八.项目总结
九.完结撒花
全部源码链接,有兴趣自取:
刘TW/网页五子棋