网络版五子棋的Java源代码.

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服务器端源代码:packageorg.shan.server;importjava.awt.BorderLayout;importjava.awt.Color;importjava.awt.FlowLayout;importjava.awt.Frame;importjava.awt.Label;importjava.awt.Panel;importjava.awt.TextArea;importjava.awt.event.ActionEvent;importjava.awt.event.ActionListener;importjava.awt.event.WindowAdapter;importjava.awt.event.WindowEvent;importjava.io.DataInputStream;importjava.io.DataOutputStream;importjava.io.IOException;importjava.net.ServerSocket;importjava.net.Socket;importjava.util.Enumeration;importjava.util.Hashtable;importjava.util.StringTokenizer;importjavax.swing.JButton;importjavax.swing.JLabel;importjavax.swing.JPanel;importjavax.swing.UIManager;importorg.jvnet.substance.SubstanceLookAndFeel;importorg.jvnet.substance.skin.SubstanceOfficeBlue2007LookAndFeel;/***显示服务器及用户信息的Panel类*/classMessageServerPanelextendsPanel{TextAreamessageBoard=newTextArea(,22,50,TextArea.SCROLLBARS_VERTICAL_ONLY;JLabelstatusLabel=newJLabel(当前连接数:,Label.LEFT;JPanelboardPanel=newJPanel(;//主显示区PanelJPanelstatusPanel=newJPanel(;//连接状态PanelMessageServerPanel({setSize(350,300;setBackground(newColor(204,204,204;setLayout(newBorderLayout(;boardPanel.setLayout(newFlowLayout(;boardPanel.setSize(210,210;statusPanel.setLayout(newBorderLayout(;statusPanel.setSize(210,50;boardPanel.add(messageBoard;statusPanel.add(statusLabel,BorderLayout.WEST;add(boardPanel,BorderLayout.CENTER;add(statusPanel,BorderLayout.NORTH;}}/***服务器线程,主要用于服务器与客户端的通信*/classServerThreadextendsThread{SocketclientSocket;HashtableclientDataHash;//Socket与发送数据的流的映射HashtableclientNameHash;//Socket与用户名的映射HashtablechessPeerHash;//对弈的两个客户端用户名的映射MessageServerPanelserver;booleanisClientClosed=false;/***服务器端线程的构造函数,用于初始化一些对象。*/ServerThread(SocketclientSocket,HashtableclientDataHash,HashtableclientNameHash,HashtablechessPeerHash,MessageServerPanelserver{this.clientSocket=clientSocket;this.clientDataHash=clientDataHash;this.clientNameHash=clientNameHash;this.chessPeerHash=chessPeerHash;this.server=server;}/***对客户端发来的消息处理的函数,处理后转发回客户端。处理消息的过程比较复杂,要针对很多种情况分别处理。*/publicvoidmessageTransfer(Stringmessage{StringclientName,peerName;//如果消息以“/”开头,表明是命令消息。if(message.startsWith(/{//消息以“/changename”开头的几种情况.if(message.startsWith(/r{//获取修改后的用户名clientName=message.substring(2;if(clientName.length(=0||clientName.length(20||clientName.startsWith(/||clientNameHash.containsValue(clientName||clientName.startsWith(changename||clientName.startsWith(list||clientName.startsWith([inchess]||clientName.startsWith(creatgame||clientName.startsWith(joingame||clientName.startsWith(yourname||clientName.startsWith(userlist||clientName.startsWith(chess||clientName.startsWith(OK||clientName.startsWith(reject||clientName.startsWith(peer||clientName.startsWith(peername||clientName.startsWith(giveup||clientName.startsWith(youwin||clientName.startsWith(所有人{//如果名字不合规则,则向客户端发送信息“无效命令”。message=无效命令;Feedback(message;}else{if(clientNameHash.containsValue(([inchess]+(StringclientNameHash.get(clientSocket{//如果用户正在对弈中,则直接修改Socket和名字的映射Hash表。synchronized(clientNameHash{clientNameHash.put((SocketgetHashKey(clientNameHash,([inchess]+clientNameHash.get(clientSocket,([inchess]+clientName;chessPeerTalk(([inchess+clientName,(/yourname+([inchess]+clientName;}}//如果用户在对弈双方的客户端,做如下处理。elseif(chessPeerHash.containsKey(clientNameHash.get(clientSocket{//将客户端的新名字映射到clientNameHashsynchronized(clientNameHash{clientNameHash.put((SocketgetHashKey(clientNameHash,([inchess]+clientNameHash.get(clientSocket,([inchess]+clientName;}synchronized(chessPeerHash{//chessPeerHash添加新名字映射chessPeerHash.put(clientName,chessPeerHash.get(clientNameHash.get(clientSocket;//chessPeerHash删除旧映射chessPeerHash.remove(clientNameHash.get(clientSocket;}//向游戏客户端发送新名字chessPeerTalk(([inchess]+clientName,(/yourname+([inchess]+clientName;//向peer游戏客户端发送chessPeerTalk((StringchessPeerHash.get(clientName,(/peer+[inchess]+clientName;}//如果用户在对弈双方的服务端,做如下处理。elseif(chessPeerHash.containsValue(clientNameHash.get(clientSocket{synchronized(clientNameHash{//游戏客户端改名字clientNameHash.put((SocketgetHashKey(clientNameHash,([inchess]+clientNameHash.get(clientSocket,([inchess]+clientName;}synchronized(chessPeerHash{//chessPeerHash重新映射chessPeerHash.put((StringgetHashKey(chessPeerHash,clientNameHash.get(clientSocket,clientName;//向游戏客户端发送新名字chessPeerTalk(([inchess]+clientName,(/yourname+([inchess]+clientName;}//向peer游戏客户端发送chessPeerTalk((StringgetHashKey(chessPeerHash,clientName,(/peer+[inchess]+clientName;}//将改名消息封装好以备发送message=clientNameHash.get(clientSocket+改名为:+clientName;synchronized(clientNameHash{clientNameHash.put(clientSocket,clientName;}//向所有的客户端发送消息publicTalk(message;//回馈到改名的客户端Feedback(/yourname+(StringclientNameHash.get(clientSocket;//刷新用户列表publicTalk(getUserList(;}}//如果消息以“/list”开头,则将其回馈到客户端以更新用户列表elseif(message.equals(/list{Feedback(getUserList(;}//如果消息以/creatgame[inchess]开头,则修改clientNameHash映射//和chessPeerHash映射。elseif(message.startsWith(/creatgame[inchess]{StringchessServerName=message.substring(20;synchronized(clientNameHash{clientNameHash.put(clientSocket,message.substring(11;}synchronized

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