客户端关闭服务器崩溃时

时间:2017-04-14 18:56:57

标签: c++ server winsock

我正在创建一个允许多个客户端加入的多线程服务器。但我最近将此代码添加到了我的客户端:

if (CTRL_CLOSE_EVENT == true)
{
    send(ConnectSocket, (char*)quit, 1, 0);

    iResult = shutdown(ConnectSocket, SD_BOTH);
    if (iResult == SOCKET_ERROR) {
        printf("shutdown failed with error: %d\n", WSAGetLastError());
        closesocket(ConnectSocket);
        WSACleanup();
        return 1;
    }

每当控制台关闭时,这应该发送一个退出消息,但每当我关闭控制台时,它都会抛出运行时库错误并让我中止。它导致recv()函数失败并且send()函数失败,这意味着套接字没有正确关闭。

这是我的服务器代码:

#undef UNICODE

#define WIN32_LEAN_AND_MEAN

#include <windows.h>
#include <winsock2.h>
#include <ws2tcpip.h>
#include <stdlib.h>
#include <stdio.h>
#include <mutex>
#include <iostream>
#include <string>
#include "game.h"
#include <fstream>

// Need to link with Ws2_32.lib
#pragma comment (lib, "Ws2_32.lib")
// #pragma comment (lib, "Mswsock.lib")

#define DEFAULT_BUFLEN 512
#define DEFAULT_PORT "27015"
#define DEFAULT_IP "127.0.0.1 "

std::mutex MyMutex;
int ClientCount;

using namespace std;

std::ofstream outfile ("serverconfig.txt", std::ofstream::out | std::ofstream::app);

int callThread(SOCKET ClientSocket,int nCount)
{
    MyMutex.lock();
    char recvbuf[DEFAULT_BUFLEN];

    int recvbuflen = DEFAULT_BUFLEN;
    int iResult, iSendResult;

    // Receive until the peer shuts down the connection
    printf("thread count: %d\n", nCount);

    do {
        iResult = recv(ClientSocket, recvbuf, recvbuflen, 0);
        if (iResult == 1)
        {
            cout << "Client " << nCount << " has left" << endl;
            closesocket(ClientSocket);
            nCount--;
        }

        if (iResult > 0)
        {
            printf("Bytes received: %d\n", iResult);

            // Echo the buffer back to the sender

            iSendResult = send(ClientSocket, recvbuf, iResult, 0);
            if (iSendResult == SOCKET_ERROR) {
                printf("send failed: %d\n", WSAGetLastError());
                closesocket(ClientSocket);
                WSACleanup();
                return 1;
            }

            printf("Bytes sent: %d\n", iSendResult);
        }
        else if (iResult == 0)
        {
            nCount--;
            printf("Connection closing...\n");
        }
        else {
            printf("recv failed: %d\n", WSAGetLastError());
            closesocket(ClientSocket);
            WSACleanup();
            return 1;
        }

        MyMutex.unlock();
    }
    while (iResult > 0);
}

int __cdecl main(void)
{
    WSADATA wsaData;
    int iResult;

    SOCKET ListenSocket = INVALID_SOCKET;
    SOCKET ClientSocket = INVALID_SOCKET;

    struct addrinfo *result = NULL;
    struct addrinfo hints;

    int iSendResult;
    ClientCount = 0;
    char recvbuf[DEFAULT_BUFLEN];
    int recvbuflen = DEFAULT_BUFLEN;
    std::thread myThreads[100];
    game game1;
    string type;
    string map;
    int level;
    int max;
    int min;

    //output server details to file 
    ofstream outfile;
    outfile.open("serverconfig.txt");
    outfile << DEFAULT_IP;
    outfile << DEFAULT_PORT;
    outfile.close();

    //get start up data
    /*cout << "please choose a type: 1: Deathmatch 2: Capture the flag 3: Blood Diamond" << endl;
    cin >> type;
    cout << "Please choose a map:" << endl;
    cin >> map;
    cout << "please choose a difficulty level between 1 - 3: " << endl;
    cin >> level;
    cout << "Please choose the max number of clients: " << endl;
    cin >> max;
    cout << "Please choose the min number of clients" << endl; 
    cin >> min; */

    // Initialize Winsock
    iResult = WSAStartup(MAKEWORD(2, 2), &wsaData);
    if (iResult != 0) {
        printf("WSAStartup failed with error: %d\n", iResult);
        return 1;
    }

    ZeroMemory(&hints, sizeof(hints));
    hints.ai_family = AF_INET;
    hints.ai_socktype = SOCK_STREAM;
    hints.ai_protocol = IPPROTO_TCP;
    hints.ai_flags = AI_PASSIVE;

    // Resolve the server address and port
    iResult = getaddrinfo(NULL, DEFAULT_PORT, &hints, &result);
    if (iResult != 0) {
        printf("getaddrinfo failed with error: %d\n", iResult);
        WSACleanup();
        return 1;
    }

    // Create a SOCKET for connecting to server
    ListenSocket = socket(result->ai_family, result->ai_socktype, result->ai_protocol);
    if (ListenSocket == INVALID_SOCKET) {
        printf("socket failed with error: %ld\n", WSAGetLastError());
        freeaddrinfo(result);
        WSACleanup();
        return 1;
    }

    // Setup the TCP listening socket
    iResult = ::bind(ListenSocket, result->ai_addr, (int)result->ai_addrlen);
    if (iResult == SOCKET_ERROR) {
        printf("bind failed with error: %d\n", WSAGetLastError());
        freeaddrinfo(result);
        closesocket(ListenSocket);
        WSACleanup();
        return 1;
    }

    freeaddrinfo(result);
    if (listen(ListenSocket, SOMAXCONN) == SOCKET_ERROR) {
        printf("Listen failed with error: %ld\n", WSAGetLastError());
        closesocket(ListenSocket);
        WSACleanup();
        return 1;
    }

    for (;;)
    {
        //creating a temp socket for accepting a connction
        SOCKET ClientSocket;
        // Accept a client socket
        ClientSocket = accept(ListenSocket, NULL, NULL);
        if (ClientSocket == INVALID_SOCKET) {
            printf("accept failed: %d\n", WSAGetLastError());
            closesocket(ListenSocket);
            WSACleanup();
            return 1;
        }
        else
        {
            myThreads[ClientCount] = std::thread(callThread, ClientSocket, ClientCount);
            ClientCount++;
            printf("normal count: %d\n", ClientCount);
            if (ClientCount == 1)
            {
                cout << "Waiting for another Client to connect" << endl;
            }
            /*if (ClientCount >= 2)
            {
                cout << "Game" << type << "in progress" << endl;
            }*/

        }
    }

    // shutdown the connection since we're done
    iResult = shutdown(ClientSocket, SD_SEND);
    if (iResult == SOCKET_ERROR) {
        printf("shutdown failed with error: %d\n", WSAGetLastError());
        closesocket(ClientSocket);
        WSACleanup();
        return 1;
    }

    // cleanup
    closesocket(ClientSocket);
    WSACleanup();
    system("PAUSE");
    return 0;
}

这是我的客户代码:

#define WIN32_LEAN_AND_MEAN

#include <windows.h>
#include <winsock2.h>
#include <ws2tcpip.h>
#include <stdlib.h>
#include <stdio.h>
#include <string>

// Need to link with Ws2_32.lib, Mswsock.lib, and Advapi32.lib
#pragma comment (lib, "Ws2_32.lib")
#pragma comment (lib, "Mswsock.lib")
#pragma comment (lib, "AdvApi32.lib")

#define DEFAULT_BUFLEN 512
#define DEFAULT_PORT "27015"

using namespace std;

int __cdecl main(int argc, char **argv)
{
    WSADATA wsaData;
    SOCKET ConnectSocket = INVALID_SOCKET;
    struct addrinfo *result = NULL,
        *ptr = NULL,
        hints;
    char *sendbuf = "this is a test";
    char recvbuf[DEFAULT_BUFLEN];
    int iResult;
    int recvbuflen = DEFAULT_BUFLEN;

    // Initialize Winsock
    iResult = WSAStartup(MAKEWORD(2, 2), &wsaData);
    if (iResult != 0) {
        printf("WSAStartup failed with error: %d\n", iResult);
        return 1;
    }

    ZeroMemory(&hints, sizeof(hints));
    hints.ai_family = AF_UNSPEC;
    hints.ai_socktype = SOCK_STREAM;
    hints.ai_protocol = IPPROTO_TCP;

    // Resolve the server address and port
    iResult = getaddrinfo("127.0.0.1", DEFAULT_PORT, &hints, &result);
    if (iResult != 0) {
        printf("getaddrinfo failed with error: %d\n", iResult);
        WSACleanup();
        return 1;
    }

    // Attempt to connect to an address until one succeeds
    for (ptr = result; ptr != NULL; ptr = ptr->ai_next) {

        // Create a SOCKET for connecting to server
        ConnectSocket = socket(ptr->ai_family, ptr->ai_socktype,
            ptr->ai_protocol);
        if (ConnectSocket == INVALID_SOCKET) {
            printf("socket failed with error: %ld\n", WSAGetLastError());
            WSACleanup();
            return 1;
        }

        // Connect to server.
        iResult = connect(ConnectSocket, ptr->ai_addr, (int)ptr->ai_addrlen);
        if (iResult == SOCKET_ERROR) {
            closesocket(ConnectSocket);
            ConnectSocket = INVALID_SOCKET;
            continue;
        }
        break;
    }

    freeaddrinfo(result);

    if (ConnectSocket == INVALID_SOCKET) {
        printf("Unable to connect to server!\n");
        WSACleanup();
        return 1;
    }

    // Send an initial buffer
    iResult = send(ConnectSocket, sendbuf, (int)strlen(sendbuf), 0);
    if (iResult == SOCKET_ERROR) {
        printf("send failed with error: %d\n", WSAGetLastError());
        closesocket(ConnectSocket);
        WSACleanup();
        return 1;
    }

    printf("Bytes Sent: %ld\n", iResult);

    int quit = 1;
    // Send and Receive until the peer closes the connection
    do {
        iResult = recv(ConnectSocket, recvbuf, recvbuflen, 0);
        if (iResult > 0)
            printf("Bytes received: %d\n", iResult);
        else if (iResult == 0)
            printf("Connection closed\n");
        else
            printf("recv failed with error: %d\n", WSAGetLastError());
        if (CTRL_CLOSE_EVENT == true)
        {
            send(ConnectSocket, (char*)quit, 1, 0);

            iResult = shutdown(ConnectSocket, SD_BOTH);
            if (iResult == SOCKET_ERROR) {
                printf("shutdown failed with error: %d\n", WSAGetLastError());
                closesocket(ConnectSocket);
                WSACleanup();
                return 1;
            }
        }
    }
    while (iResult > 0);

    // shutdown the connection since no more data will be sent
    iResult = shutdown(ConnectSocket, SD_SEND);
    if (iResult == SOCKET_ERROR) {
        printf("shutdown failed with error: %d\n", WSAGetLastError());
        closesocket(ConnectSocket);
        WSACleanup();
        return 1;
    }

    // cleanup
    closesocket(ConnectSocket);
    WSACleanup();
    system("PAUSE");

    return 0;
}

0 个答案:

没有答案