mirror of
https://github.com/LHY0125/Gobang-Game.git
synced 2026-05-10 02:19:46 +08:00
Initial commit: 五子棋游戏完整代码
This commit is contained in:
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/**
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* @file network.c
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* @author 刘航宇(3364451258@qq.com、15236416560@163.com、lhy3364451258@outlook.com)
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* @brief 五子棋网络对战模块实现
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* @version 6.0
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* @date 2025-07-10
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*
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* @copyright Copyright (c) 2025
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*/
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#include "network.h"
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#include "gobang.h"
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#include "config.h"
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#include "globals.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <time.h>
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#ifdef _WIN32
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#include <winsock2.h>
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#include <ws2tcpip.h>
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#pragma comment(lib, "ws2_32.lib")
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#else
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#include <sys/socket.h>
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#include <netinet/in.h>
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#include <arpa/inet.h>
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#include <unistd.h>
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#include <fcntl.h>
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#include <errno.h>
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#define INVALID_SOCKET -1
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#define SOCKET_ERROR -1
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#define closesocket close
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typedef int SOCKET;
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#endif
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/**
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* @brief 初始化网络模块
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*/
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bool init_network()
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{
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#ifdef _WIN32
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WSADATA wsaData;
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int result = WSAStartup(MAKEWORD(2, 2), &wsaData);
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if (result != 0)
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{
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printf("WSAStartup failed: %d\n", result);
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return false;
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}
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#endif
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memset(&network_state, 0, sizeof(NetworkGameState));
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network_state.socket = INVALID_SOCKET;
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network_state.port = DEFAULT_PORT;
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return true;
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}
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/**
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* @brief 清理网络模块
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*/
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void cleanup_network()
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{
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if (network_state.socket != INVALID_SOCKET)
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{
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closesocket(network_state.socket);
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network_state.socket = INVALID_SOCKET;
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}
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#ifdef _WIN32
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WSACleanup();
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#endif
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network_state.is_connected = false;
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}
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/**
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* @brief 创建服务器(主机模式)
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*/
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bool create_server(int port)
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{
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struct sockaddr_in server_addr, client_addr;
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int addr_len = sizeof(client_addr);
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// 创建套接字
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SOCKET listen_socket = socket(AF_INET, SOCK_STREAM, 0);
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if (listen_socket == INVALID_SOCKET)
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{
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printf("创建套接字失败\n");
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return false;
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}
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// 设置地址重用
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int opt = 1;
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#ifdef _WIN32
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setsockopt(listen_socket, SOL_SOCKET, SO_REUSEADDR, (char*)&opt, sizeof(opt));
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#else
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setsockopt(listen_socket, SOL_SOCKET, SO_REUSEADDR, &opt, sizeof(opt));
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#endif
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// 绑定地址
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memset(&server_addr, 0, sizeof(server_addr));
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server_addr.sin_family = AF_INET;
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server_addr.sin_addr.s_addr = INADDR_ANY;
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server_addr.sin_port = htons(port);
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if (bind(listen_socket, (struct sockaddr*)&server_addr, sizeof(server_addr)) == SOCKET_ERROR)
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{
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printf("绑定端口失败\n");
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closesocket(listen_socket);
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return false;
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}
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// 开始监听
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if (listen(listen_socket, 1) == SOCKET_ERROR)
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{
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printf("监听失败\n");
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closesocket(listen_socket);
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return false;
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}
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char local_ip[MAX_IP_LENGTH];
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if (get_local_ip(local_ip, sizeof(local_ip)))
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{
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printf("服务器已启动,等待客户端连接...\n");
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printf("本机IP地址: %s\n", local_ip);
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printf("监听端口: %d\n", port);
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}
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else
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{
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printf("服务器已启动,监听端口: %d\n", port);
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}
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// 等待客户端连接
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SOCKET client_socket = accept(listen_socket, (struct sockaddr*)&client_addr, &addr_len);
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if (client_socket == INVALID_SOCKET)
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{
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printf("接受连接失败\n");
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closesocket(listen_socket);
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return false;
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}
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// 关闭监听套接字
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closesocket(listen_socket);
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// 保存连接信息
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network_state.socket = client_socket;
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network_state.is_server = true;
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network_state.is_connected = true;
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network_state.local_player_id = PLAYER1;
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network_state.remote_player_id = PLAYER2;
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network_state.port = port;
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strcpy(network_state.remote_ip, inet_ntoa(client_addr.sin_addr));
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printf("客户端已连接: %s\n", network_state.remote_ip);
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return true;
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}
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/**
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* @brief 连接到服务器(客户端模式)
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*/
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bool connect_to_server(const char* ip, int port)
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{
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struct sockaddr_in server_addr;
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// 创建套接字
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SOCKET client_socket = socket(AF_INET, SOCK_STREAM, 0);
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if (client_socket == INVALID_SOCKET)
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{
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printf("创建套接字失败\n");
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return false;
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}
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// 设置服务器地址
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memset(&server_addr, 0, sizeof(server_addr));
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server_addr.sin_family = AF_INET;
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server_addr.sin_port = htons(port);
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#ifdef _WIN32
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server_addr.sin_addr.s_addr = inet_addr(ip);
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if (server_addr.sin_addr.s_addr == INADDR_NONE)
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{
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#else
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if (inet_pton(AF_INET, ip, &server_addr.sin_addr) <= 0)
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{
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#endif
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printf("无效的IP地址: %s\n", ip);
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closesocket(client_socket);
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return false;
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}
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printf("正在连接到服务器 %s:%d...\n", ip, port);
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// 连接到服务器
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if (connect(client_socket, (struct sockaddr*)&server_addr, sizeof(server_addr)) == SOCKET_ERROR)
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{
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printf("连接服务器失败\n");
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closesocket(client_socket);
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return false;
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}
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// 保存连接信息
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network_state.socket = client_socket;
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network_state.is_server = false;
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network_state.is_connected = true;
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network_state.local_player_id = PLAYER2;
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network_state.remote_player_id = PLAYER1;
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network_state.port = port;
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strcpy(network_state.remote_ip, ip);
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printf("成功连接到服务器\n");
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return true;
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}
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/**
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* @brief 发送网络消息
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*/
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bool send_network_message(const NetworkMessage* msg)
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{
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if (!network_state.is_connected || network_state.socket == INVALID_SOCKET)
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{
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return false;
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}
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int bytes_sent = send(network_state.socket, (const char*)msg, sizeof(NetworkMessage), 0);
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return bytes_sent == sizeof(NetworkMessage);
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}
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/**
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* @brief 接收网络消息
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*/
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bool receive_network_message(NetworkMessage* msg, int timeout_ms)
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{
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if (!network_state.is_connected || network_state.socket == INVALID_SOCKET)
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{
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return false;
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}
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// 设置超时
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if (timeout_ms > 0)
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{
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#ifdef _WIN32
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DWORD timeout = timeout_ms;
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setsockopt(network_state.socket, SOL_SOCKET, SO_RCVTIMEO, (char*)&timeout, sizeof(timeout));
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#else
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struct timeval timeout;
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timeout.tv_sec = timeout_ms / 1000;
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timeout.tv_usec = (timeout_ms % 1000) * 1000;
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setsockopt(network_state.socket, SOL_SOCKET, SO_RCVTIMEO, &timeout, sizeof(timeout));
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#endif
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}
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int bytes_received = recv(network_state.socket, (char*)msg, sizeof(NetworkMessage), 0);
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if (bytes_received == sizeof(NetworkMessage))
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{
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return true;
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} else if (bytes_received == 0)
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{
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// 连接已关闭
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network_state.is_connected = false;
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printf("对方已断开连接\n");
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} else if (bytes_received == SOCKET_ERROR)
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{
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#ifdef _WIN32
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int error = WSAGetLastError();
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if (error != WSAETIMEDOUT)
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{
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#else
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if (errno != EAGAIN && errno != EWOULDBLOCK)
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{
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#endif
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network_state.is_connected = false;
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printf("网络接收错误\n");
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}
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}
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return false;
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}
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/**
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* @brief 断开网络连接
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*/
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void disconnect_network()
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{
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if (network_state.is_connected)
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{
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NetworkMessage msg = {0};
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msg.type = MSG_DISCONNECT;
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msg.player_id = network_state.local_player_id;
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msg.timestamp = time(NULL);
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send_network_message(&msg);
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}
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cleanup_network();
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}
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/**
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* @brief 检查网络连接状态
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*/
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bool is_network_connected()
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{
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return network_state.is_connected && network_state.socket != INVALID_SOCKET;
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}
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/**
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* @brief 获取本机IP地址
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*/
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bool get_local_ip(char* ip_buffer, int buffer_size)
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{
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#ifdef _WIN32
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// Windows实现
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char hostname[256];
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if (gethostname(hostname, sizeof(hostname)) == 0)
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{
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struct hostent* host_entry = gethostbyname(hostname);
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if (host_entry != NULL)
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{
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struct in_addr addr;
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addr.s_addr = *((unsigned long*)host_entry->h_addr_list[0]);
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strncpy(ip_buffer, inet_ntoa(addr), buffer_size - 1);
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ip_buffer[buffer_size - 1] = '\0';
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return true;
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}
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}
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#else
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// Linux实现
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struct sockaddr_in addr;
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int sock = socket(AF_INET, SOCK_DGRAM, 0);
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if (sock != -1)
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{
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addr.sin_family = AF_INET;
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addr.sin_addr.s_addr = inet_addr("8.8.8.8");
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addr.sin_port = htons(80);
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if (connect(sock, (struct sockaddr*)&addr, sizeof(addr)) == 0)
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{
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socklen_t addr_len = sizeof(addr);
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if (getsockname(sock, (struct sockaddr*)&addr, &addr_len) == 0)
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{
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strncpy(ip_buffer, inet_ntoa(addr.sin_addr), buffer_size - 1);
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ip_buffer[buffer_size - 1] = '\0';
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close(sock);
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return true;
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}
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}
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close(sock);
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}
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#endif
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// 默认返回本地回环地址
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strncpy(ip_buffer, "127.0.0.1", buffer_size - 1);
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ip_buffer[buffer_size - 1] = '\0';
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return false;
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}
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/**
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* @brief 发送落子消息
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*/
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bool send_move(int x, int y, int player_id)
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{
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NetworkMessage msg = {0};
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msg.type = MSG_MOVE;
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msg.player_id = player_id;
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msg.x = x;
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msg.y = y;
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msg.timestamp = time(NULL);
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return send_network_message(&msg);
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}
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/**
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* @brief 发送聊天消息
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*/
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bool send_chat_message(const char* message)
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{
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NetworkMessage msg = {0};
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msg.type = MSG_CHAT;
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msg.player_id = network_state.local_player_id;
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strncpy(msg.message, message, sizeof(msg.message) - 1);
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msg.timestamp = time(NULL);
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return send_network_message(&msg);
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}
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/**
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* @brief 发送认输消息
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*/
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bool send_surrender()
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{
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NetworkMessage msg = {0};
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msg.type = MSG_SURRENDER;
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msg.player_id = network_state.local_player_id;
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msg.timestamp = time(NULL);
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return send_network_message(&msg);
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}
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/**
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* @brief 发送悔棋请求
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*/
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bool send_undo_request(int steps)
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{
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NetworkMessage msg = {0};
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msg.type = MSG_UNDO_REQUEST;
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msg.player_id = network_state.local_player_id;
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msg.x = steps; // 使用x字段存储步数
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msg.timestamp = time(NULL);
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return send_network_message(&msg);
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}
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/**
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* @brief 发送悔棋回应
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*/
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bool send_undo_response(bool accepted, int steps)
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{
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NetworkMessage msg = {0};
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msg.type = MSG_UNDO_RESPONSE;
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msg.player_id = network_state.local_player_id;
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msg.x = steps; // 使用x字段存储步数
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msg.y = accepted ? 1 : 0; // 使用y字段存储是否同意
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msg.timestamp = time(NULL);
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return send_network_message(&msg);
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}
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