本文整理汇总了C++中CSocket::disconnect方法的典型用法代码示例。如果您正苦于以下问题:C++ CSocket::disconnect方法的具体用法?C++ CSocket::disconnect怎么用?C++ CSocket::disconnect使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CSocket
的用法示例。
在下文中一共展示了CSocket::disconnect方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: shutdownServer
void shutdownServer( int signal )
{
if(hasShutdown)
return;
hasShutdown = true;
serverRunning = false;
serverSock.disconnect();
saveWeapons("weapons.txt");
serverFlags.save("serverflags.txt");
for(int i = playerList.count()-1; i >= 0; i--)
delete ((CPlayer*)playerList[i]);
if(lsConnected)
ListServer_End();
for(int i = 0; i < levelList.count(); i++)
{
CLevel* level = (CLevel*)levelList[i];
level->saveNpcs();
delete level;
}
for(int i = 0; i < CMap::mapList.count(); i++)
delete((CMap*)CMap::mapList[i]);
for(int i = 0; i < weaponList.count(); i++)
delete ((CWeapon*)weaponList[i]);
errorOut("serverlog.txt", "Server shutdown.");
#ifdef PSPSDK
sceKernelExitGame();
#endif
}
示例2: ListServer_End
void ListServer_End()
{
if ( listServerFields[5] == "localhost" ) return;
if (!lsConnected) return;
listServer.disconnect();
}
示例3: acceptSock
void acceptSock(CSocket& pSocket, int pType)
{
CSocket* newSock = pSocket.accept();
if (newSock == 0)
return;
// Server ip bans.
if (pType == SOCK_SERVER)
{
CString ip(newSock->getRemoteIp());
for (std::vector<CString>::const_iterator i = ipBans.begin(); i != ipBans.end(); ++i)
{
if (ip.match(*i))
{
printf("Rejected server: %s matched ip ban %s\n", ip.text(), i->text());
newSock->disconnect();
delete newSock;
return;
}
}
}
//newSock->setOptions( SOCKET_OPTION_NONBLOCKING );
serverlog.out(CString() << "New Connection: " << CString(newSock->getRemoteIp()) << " -> " << ((pType == SOCK_PLAYER) ? "Player" : "Server") << "\n");
if (pType == SOCK_PLAYER || pType == SOCK_PLAYEROLD)
playerList.push_back(new TPlayer(newSock, (pType == SOCK_PLAYEROLD ? true : false)));
else serverList.push_back(new TServer(newSock));
}
示例4: ListServer_Connect
void ListServer_Connect()
{
if ( serverRunning == false ) return;
if ( setSock == false )
{
setSock = true;
listServer.setDescription( "listserver" );
listServer.setProtocol( SOCKET_PROTOCOL_TCP );
listServer.setType( SOCKET_TYPE_CLIENT );
listServer.setOptions( SOCKET_OPTION_NONBLOCKING );
}
CString ip(findKey("listip")), port(findKey("listport"));
listServer.init( ip, port );
int val = listServer.connect();
if (val == 0 || val == SOCKET_ALREADY_CONNECTED) lsConnected = true;
else lsConnected = false;
if ( !lsConnected )
{
errorOut("errorlog.txt", CBuffer() << "Unable to connect to list server.", true);
listServer.disconnect();
return;
}
errorOut("serverlog.txt", CBuffer() << "Connected to the list server successfully.", true);
// Send the ServerHQ password.
CPacket pack;
pack << (char)SLSSERVERHQPASS << serverhq_pass << "\n";
// assemble server packet.
pack << (char)SLSNEWSERVER << (char)listServerFields[0].length() << listServerFields[0];
pack << (char)listServerFields[1].length() << listServerFields[1];
pack << (char)listServerFields[2].length() << listServerFields[2];
pack << (char)listServerFields[3].length() << listServerFields[3];
pack << (char)listServerFields[4].length() << listServerFields[4];
pack << (char)listServerFields[5].length() << listServerFields[5];
pack << (char)serverPort.length() << serverPort;
if (localip == CString("AUTO"))
{
CString slocalip(listServer.getLocalIp());
if (slocalip == CString("127.0.1.1") || slocalip == CString("127.0.0.1"))
{
errorOut("serverlog.txt", CBuffer() << "[WARNING] Socket returned " << slocalip << " for its local ip! Not sending local ip to serverlist.", true);
pack << (char)0;
}
else pack << (char)slocalip.length() << slocalip;
}
else pack << (char)localip.length() << localip;
pack << "\n";
// Send the ServerHQ level.
pack << (char)SLSSERVERHQLEVEL << (char)serverhq_level << "\n";
// send gserver info to listserver
ListServer_Send(pack);
// send players to listserver
CPacket pPacket;
for (int i = 0; i < playerList.count(); i++)
{
CPlayer *player = (CPlayer *)playerList[i];
pPacket << (char)player->accountName.length() << player->accountName << player->getProp(NICKNAME) << player->getProp(CURLEVEL) << player->getProp(PLAYERX) << player->getProp(PLAYERY) << player->getProp(PALIGNMENT) << (char)(1 << player->type);
}
ListServer_Send(CPacket() << (char)SLSCOUNT << (char)playerList.count() << pPacket << "\n");
}