public Server(int port, int numPlayers) {
game = new PRGameController(numPlayers);
try {
MessageOutput.info("Opening port on " + port);
ServerSocket clientConnectorSocket = new ServerSocket(port);
MessageOutput.info("Listening for connections");
while (!game.isFull()) {
// block until we get a connection from a client
final Socket client = clientConnectorSocket.accept();
MessageOutput.info("Client connected from " + client.getInetAddress());
Runnable runnable = new Runnable() {
public synchronized void run() {
PRGamePlayer player = new PRGamePlayer(client, game);
}
};
new Thread(runnable).start();
}
} catch (IOException io) {
MessageOutput.error("Server Connection Manager Failed...Shutting Down...", io);
// if the connection manager fails we want to closedown the server
System.exit(0);
}
}
然后在客户端,我有这样的东西..
public void connect(String ip) {
try {
comms = new Socket(ip, 12345);
comms.setTcpNoDelay(true);
// get the streams from the socket and wrap them round a ZIP Stream
// then wrap them around a reader and writer, as we are writing strings
this.input = new CompressedInputStream(comms.getInputStream());
this.output = new CompressedOutputStream(comms.getOutputStream());
this.connected = true;
startServerResponseThread();
} catch (IOException e) {
ui.displayMessage("Unable to connect to server, please check and try again");
this.connected = false;
}
if (connected) {
String name = ui.getUserInput("Please choose a player name");
sendXML(XMLUtil.getXML(new NameSetAction(name, Server.VERSION)));
}
}
/**
* This method sets up the server response thread. The thread, sits patiently
* waiting for input from the server, in a seperate thread, so not to hold
* up any client side activities. When data is recieved from the server
* it is processed, to perform the appropriate action.
*/
public void startServerResponseThread() {
// create the runnable that will be used by the serverListenerThread,
// to listen for requests from the server
Runnable runnable = new Runnable() {
public void run () {
try {
// loop forever, or until the server closes the connection
while (true) {
processRequest(input.readCompressedString());
}
} catch (SocketException sx) {
MessageOutput.error("Socket closed, user has shutdown the connection, or network has failed");
} catch (IOException ex) {
MessageOutput.error(ex.getMessage(), ex);
} catch (Exception ex) {
MessageOutput.error(ex.getMessage(), ex);
} finally {
(PRClone.this).connected = false;
// only shutdown the server if the listener thread has not already been
// destroyed, otherwise the server will have already been shutdown
if (serverListenerThread != null) {
// shutdown the thread and inform the application the communications has closed
MessageOutput.debug("Shutting down server listener Thread");
}
}
}
};
// create the thread
serverListenerThread = new Thread(runnable);
// start the thread
serverListenerThread.start();
}
3 回答
我之前通过以下方式完成了这项工作 . 我有一个服务器套接字
然后在客户端,我有这样的东西..
客户端能够通过输出流向服务器发送请求,并从输入流中读取服务器数据 .
服务器可以接受来自客户端的请求,并在GameController中处理它,也可以使用outputstream从服务器发送通知,同样在GameController中 .
编辑:此外,我应该注意,我的所有通信都是通过XML完成的,客户端或服务器上的控制器解码XML并执行相关请求 .
希望这可以帮助 . 它确实为我做了工作,并允许我的多人游戏运作良好 .
我怀疑你的客户端线程挂起阻塞读取操作 . 要"release"这些线程并让它们发送数据,你必须通过thread.interrupt()中断它们 . (这会导致阻塞读取抛出InterruptedException . )
但是,我自己写了一些网络游戏,我真的建议你去研究java.nio packages,特别是 the Selector class . 使用这个类,您可以轻松地使整个服务器成为单线程 . 在同步所有这些客户端线程时,这将为您节省很多麻烦 .
我认为使用像ActiveMQ这样的现有通信基础设施在这里处理低级管道事务非常有用,并且允许您在更高的概念级别处理游戏设计问题,而不是处理低级复杂性 .
话虽如此 . 如果我理解你,那么你就拥有一个拥有多个线程的游戏客户端,其中一个处理服务器的通信 . 在服务器上,每个客户端和游戏服务器逻辑都有一个通信线程 .
我只会使用套接字进行远程通信,并使用Queues进行服务器线程之间的通信 . 在队列中来回发送不可变对象(或副本),因此您不需要同步访问消息中的数据 . 作为同步的基础,您可以阻止Socket或BlockingQueue,然后您不需要手动同步,但这需要仔细的协议设计 .