Entry book
"PC Game Programming - Network"
"VC online game programming and modeling" directory Chapter 2 TCP / IP protocol 2.1 TCP / IP protocol cluster 3.1.1 TCP / IP structure 2.1.2 Common protocols 2.1.3 RFC introduction and acquisition method 2.2 TCP / IP basic concept 2.2.1 IP address 2.2.2 Port number 2.2.3 Address resolution protocol 2.2.4 Domain Name System DNS 2.3 Sprinkle Chapter 3 Windows Socket Programming Interface 3.1 Windows Socket Programming Basic Concept 3.1.1 Sockets (Socket)
Concept 3.1.2 Windows Socket Component 3.1.3 Windows Socket Programming Basic Mode 3.1.4 Blocking Processing 3.1.5 Non-Block Processing 3.1.6 Asynchronous Processing 3.2 Windows Socket Basic Functions 3.2.1 Winsock Starts and Termination - -Wsastartup () Create a socket () 3.2.3 specify the local address - Bind () 3.2.4 to establish a socket connection - Connect () and WSaconnect () and WSaconnect () and WSACONNECT () () 3.2.5 Listening Connection --Listen () 3.2.6 Accept Connection Request - Accept () and WSAAccept () 3.2.7 Data Send - Series () and Sendto () 3.2.8 Data Receive - Recv ( ) And recvfrom () 3.2.9 I / O multi-channel reuse - SELECT () 3.2.10 Interrupt connection --closeSocket () and shutdown () 3.2.11 Other API functions 3.3 Customer / Server Communication routines 3.3.1 Customer / Server Programming 3.3.2 Server Dide Program Example 3.3.3 Client Program Example 3.4 Split Chapter 4 Single I / O Model 4.1 SELECT Model 4.2 WSAAsyncselect Model 4.3 WSAEventSelect Model 4.4 Overlapped Model and CompletionPort Model 4.5 Packaging Socket Model class 4.6 Split Chapter 5 Multi-threaded programming 5.1 Multi-thread Overview 5.1.1 Threads and Processes 5.1.2 Threads Concept 5.1.3 Worker Thread 5.1.4 UI Threads 5.2 Thread Communication 5.2.1 Using Global Variables 5.2 .2 Using user-defined message 5.2.3 Using event object communication 5.3 Thread synchronization 5.3.1 CsyncObject class 5.3.2 CSILOCK class 5.3.3 CMULTILOCK class 5.3.4 CcriticalSECTION class 5.3.5 CMuteX class 5.3.6 Csemaphore 5.4 small knot Chapter 6 Server Thread Pool Models 6.1 Thread Pool Models 6.1.1 Thread Pool Concept 6.1.2 Thread Pool Class Definition 6.1.3 Thread Functions 6.2 Server Create Pool Framework 6.2.1 Server Create Pool Composition 6.2.2 Management Thread Pool 6.2 .3 Receiving thread pool class 6.2.4 Sending thread pool 6.2.5 Analysis thread pool 6.3 Thread pool program code 6.4 Sproducts Chapter 7 Using Visual Modeling Tool Rose7.1.1 Modeling Tool Rose7.1.1 Rational Rose 7.1.2 Rational Rose interface 7.1.3 Rose model 4 View 7.2 ROSE Box Diagram Profile 7.3 Springs Chapter 8 Network Game Design Demand Description 8.1 Network Game Download and User Management 8.2 Network Game Management Interface Demand 8.4 Network Game Interface Features Demand 8.4 Network Games Functional Demand 8.5 Split Chapter 9 Network Games User Case Box Diagram Establishment 9.1 Use Case Block Diagram 9.2 Roles and User Cases 9.3 Roles and User Cases 9.3.1 Role Establishment 9.3.2 Division of Users Case 9.3.3 Cases of User Cases 9.4 Split Chapter 10 Game Agreement Design 10.1 Game Agreement 10.1.1 Game Protocol Concept 10.1.2 Game Protocol Format 10.2 Operation Code 10.3 Game Protocol Details 10.3.1 Management Operational Protocol 10.3.2 Game Lobby Protocol 10.3.3 Brand Class Agreement 10.3.4 Arrival protocol 10.4 protocol package / unpacking program code 10.5 Summary Chapter 11 Game client class diagram Design 11.1 Client class division 11.2 Game Basic class 11.3 Game Framework 11.4 Game Communication 11.5 Game Application Class 11.6 Game processing class 11.7 Summary Chapter 12 Game Server End Class Diagram Design 12.1 Server End Class Division 12.2 Game Communication Class 12.3 Game Protocol Class 12.4 Game Logic Class 12.5 Thread Pool 12.6 User Management Class 12.7 Hall Management Type 12.7.1 Clobby Hall Categories 12.7.2 Ccard 12.7.3 CTable Table