(版權聲明,禁止轉載)
【第03講】 實現了FSocket的連網基礎功能,這一講實現一下 斷線重連
<如果資深前輩發現有理解錯誤,還請不吝指正>
<1> 創建Socket,設置阻塞模式(默認創建出來的就是阻塞模式,不用設置)
void ANetwork::BeginPlay()
{
Super::BeginPlay();
Socket = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM)->CreateSocket(NAME_Stream, TEXT("default"), false);
// Socket->SetNonBlocking();
//...
}
<2>對網絡地址成員變量的存儲方式做個調整,從指針改爲TSharedPtr,這樣保證只需創建一次
class ANetwork
{
//
...
static TSharedPtr<class FInternetAddr> InetAddr;
//...
};
void ANetwork::BeginPlay()
{
//...
FString address = TEXT("119.23.171.163");
int32 port = 8888;
FIPv4Address ip;
FIPv4Address::Parse(address, ip);
TSharedRef<FInternetAddr> addr = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM)->CreateInternetAddr();
addr->SetIp(ip.Value);
addr->SetPort(port);
InetAddr = addr;
}
<3>Connect成功之後,設置爲非阻塞模式
bool ANetwork::Connect()
{
if (Socket && !Connected)
{
Connected = Socket->Connect(*InetAddr);
if(Connected)
Socket->SetNonBlocking();
else
{
FPlatformProcess::Sleep(1);
}
}
return Connected;
}
<4>Recv檢測到連接斷開,重新創建Socket
void ANetwork::Recv()
{
if(Socket)
Connected = Socket->Recv(ptr, 2, BytesRead);
if (!Connected)
{
Socket->Close();
ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM)->DestroySocket(Socket);
Socket = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM)->CreateSocket(NAME_Stream, TEXT("default"), false);
// Socket->SetNonBlocking();
}
}
<5> 如果斷開,EventLoop循環Connect
void ANetwork::EventLoop(void* data)
{
while (1)
{
if (!Socket || bGameOver)
{
Close();
break;
}
if (!Connected)
Connect();
if (Connected)
Recv();
FPlatformProcess::Sleep(0.03);
}
}