服务器端客户端 JAVA 游戏移动



我是服务器客户端编码的新手。我有一个制作 3 块石头游戏的项目,我应该在客户端和服务器之间建立连接。我将客户端连接到服务器,但我不知道如何将客户端的移动(点的坐标(传递给服务器,然后将正确的消息从服务器返回到客户端。我不知道什么是字节[]数据也BUFFSize 你能解释一下为什么我必须同时使用 byte[] BUFFSIZE 吗?我怎么能知道客户把石头放在棋盘上的位置呢? 香肠边 :

public class ThreeStonesGameClientSide {
private static final int BUFSIZE = 32;
private final static org.slf4j.Logger LOG = LoggerFactory.getLogger(ThreeStonesGameClientSide.class);
private String ip;
private int port;
public ThreeStonesGameClientSide(String ip, int port) {
this.ip = ip;
this.port = port;
}
public void connectToServer() throws IOException {
Socket socket = new Socket(this.ip, this.port);  
LOG.info("Connected to the server");
InputStream in = socket.getInputStream();
OutputStream out = socket.getOutputStream();
Point recivedPoint = new Point();
int x = (int) recivedPoint.getX();
int y = (int) recivedPoint.getY();
byte[] data = new byte[BUFSIZE];
// Receive the same string back from the server
int totalBytesRcvd = 0;  // Total bytes received so far
int bytesRcvd;           // Bytes received in last read
while (totalBytesRcvd < data.length) {
if ((bytesRcvd = in.read(data, totalBytesRcvd,
data.length - totalBytesRcvd)) == -1) {
throw new SocketException("Connection closed prematurely");
}
totalBytesRcvd += bytesRcvd;
}  // data array is full
System.out.println("Received: " + new String(data));
socket.close();  // Close the socket and its streams 
}
}

这是服务器端

public class ThreeStonesGameClientSide {
private static final int BUFSIZE = 32;
private final static org.slf4j.Logger LOG = LoggerFactory.getLogger(ThreeStonesGameClientSide.class);
private String ip;
private int port;
public ThreeStonesGameClientSide(String ip, int port) {
this.ip = ip;
this.port = port;
}
public void connectToServer() throws IOException {
Socket socket = new Socket(this.ip, this.port);  
LOG.info("Connected to the server");
InputStream in = socket.getInputStream();
OutputStream out = socket.getOutputStream();
Point recivedPoint = new Point();
int x = (int) recivedPoint.getX();
int y = (int) recivedPoint.getY();
byte[] data = new byte[BUFSIZE];
// Receive the same string back from the server
int totalBytesRcvd = 0;  // Total bytes received so far
int bytesRcvd;           // Bytes received in last read
while (totalBytesRcvd < data.length) {
if ((bytesRcvd = in.read(data, totalBytesRcvd,
data.length - totalBytesRcvd)) == -1) {
throw new SocketException("Connection closed prematurely");
}
totalBytesRcvd += bytesRcvd;
}  // data array is full
System.out.println("Received: " + new String(data));
socket.close();  // Close the socket and its streams 
}
}

这是董事会类

public class Board implements Serializable {
public final IntegerProperty numOfWhiteStones;
public final IntegerProperty numOfBlackStones;
public final ObjectProperty<Stone[][]> board;
private Point lastPoint;
public Board(Player p1, Player p2) {
this.numOfBlackStones = new SimpleIntegerProperty();
this.numOfWhiteStones = new SimpleIntegerProperty();
this.board = new SimpleObjectProperty<Stone[][]>(new Stone[11][11]);
}
/**
* Checks if chosen point is along the same x and y axis as the last placed point.
* @param placementPoint
* @return 
*/
public boolean checkSlot(Point placement) {
Stone[][] board = getBoard();
int x = placement.x;
int y = placement.y;
// Check if placement is within the limits of the inner arry
if ((x < 0 || x > board.length - 1) && (y < 0 || y > board.length - 1)) {
return false;
}
// Check if place on board is empty
if (board[x][y] != Stone.EMPTY) {
return false;
}
if (lastPoint == null){
return true;
}
// Check if placement is within the same colum or row as the last played stone
return (x == lastPoint.x ^ y == lastPoint.y);
}
public void placeStone(Point placement, Stone stone) {
Stone[][] board = getBoard();
int x = placement.x;
int y = placement.y;
board[x][y] = stone;
if (stone == Stone.BLACK) {
numOfBlackStones.add(1);
} else {
numOfWhiteStones.add(1);
}
lastPoint = placement;
}
public int calculatePointsFor(Stone stone) {
Stone[][] board = this.board.get();
int counter = 0;
for (int i = 0; i < board.length; i++) {
for (int j = 0; j < board.length; j++) {
for (int k = 0; k < 4; k++) {
if (directionCheck(stone, new Point(i, j), k)){
counter++;
}
}
}
}
return counter;
}
boolean directionCheck(Stone stone, Point coord, int direction) {
Stone[][] board = getBoard();
int x = coord.x;
int y = coord.y;
switch (direction) {
case 0:
if (coord.x + 2 < board.length) {
return (board[x][y] == board[x + 1][y] && board[x + 1][y] == board[x + 2][y]);
}
break;
case 1:
if ((coord.x + 2 < board.length) && (coord.y + 2 < board.length)) {
return (board[x][y] == board[x + 1][y + 1] && board[x + 1][y + 1] == board[x + 2][y + 2]);
}
break;
case 2:
if (coord.y + 2 < board.length) {
return (board[x][y] == board[x][y + 1] && board[x][y + 1] == board[x][y + 2]);
}
break;
case 3:
if ((coord.x - 2 >= 0) && (coord.y + 2 < board.length)) {
return (board[x][y] == board[x - 1][y + 1] && board[x - 1][y + 1] == board[x - 2][y + 2]);
}
break;
}
return false;
}
public final Stone[][] getBoard() {
return board.get();
}
public void setBoard(final Stone[][] isbn) {
this.board.set(isbn);
}
public final ObjectProperty boardProperty() {
return board;
}
public final int getNumOfWhiteStones() {
return numOfWhiteStones.get();
}
public final IntegerProperty numOfWhiteStonesProperty() {
return numOfWhiteStones;
}
public final int getNumOfBlackStones() {
return numOfBlackStones.get();
}
public final IntegerProperty numOfBlackStonesProperty() {
return numOfBlackStones;
}
public final Point getLastPoint() {
return lastPoint;
}
}

对于您的问题,恕我直言:

  1. 通过网络发送的所有数据都应该以字节数组的形式出现,它涉及字节顺序(字节序(,您可以在 Wiki 中查看更多定义。如果它在字节数组中,您可以做一些技巧来使其尽可能小。在网络中,可能会出现很多问题,因此数据传输越少,丢失就越难。对于字节数据传输,您可以在此处查看我的小函数: 使用 Msgpack 库打包数据 字节序转换

  2. 您创建的服务器应该处理游戏中的所有逻辑,客户端仅用于查看。例如:当客户端进行移动时,他只发送他的动作(移动对象的ID,新对象的目标,...(。之后,服务器必须确认消息的信息,进行计算本身并将结果返回给所有相应的客户端。我写了一个小项目,所以您可以查看示例以获取更多详细信息:NIO java服务器游戏框架与示例

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