C++高效能伺服器引擎設計 與 Unity 實戰
課程規劃(週六:每次四小時)
六週課程概要
- C++伺服器引擎製作概要
- winsock API 應用
- 記憶體池管理和資料結構應用
- 多執行緒伺服器設計
- Unity連線實作
- Unity聊天室完成和分散式伺服器概要
//--------------------------------
課程內容
第一週
◉ C++伺服器講座概要
◉ 如何學習開發遊戲引擎?(心法&獨立思考&實作)
◉ 為什麼要使用C++?優點?
◉ 為什麼要使用C++?缺點?
◉ 使用C++只需要使用部分語法(語法其實很簡單,難的是設計框架framework)
◉ 引擎核心必須使用C/C++
◉ 業務邏輯使用 C++ vs Script 的比較
◉ 主流遊戲引擎對於Script的選擇
◉ 引擎檔案模組架構(引擎主體是.EXE,功能元件是.DLL,業務邏輯也是.DLL)
◉ 減少繼承,多用組合
◉ 遊戲用框架設計的歷史演變
◉ 給自己的小型伺服器引擎命名
◉ 實作:工具集:Log函式
◉ 實作:工具集:記憶體計數器
◉ 實作:單向鏈結串列
◉ 實作:雙向鏈結串列
◉ 實作:樣板鏈結串列
◉ 實作:組件式框架設計(參考unity & 使用遞迴呼叫)
◉ 實作:C++黑盒子class寫法(真正隱藏實作的C++寫法)
◉ C++專案超快速編譯方法
//--------------------------------
第二週
◉ winsock - TCP UDP(概要)
◉ 第一步:製作最簡單的TCP server
◉ IP & Port 相關設定
◉ winsock 基礎函式介紹
◉ 阻塞式 vs 非阻塞式
◉ 輪詢檢查 vs 事件通知
◉ 實作:winsock - TCP server class(阻塞式)
◉ 實作:winsock - TCP client class(阻塞式)
◉ 實作:winsock - TCP server class(非阻塞式)
◉ 實作:winsock - TCP server class(接受多人連線)
◉ 實作:TCP client class(非阻塞式)
◉ 測驗:TCP server class(接受多人連線)專案改為:聊天訊息廣播給所有玩家
//--------------------------------
第三週
◉ 什麼是記憶體破碎?
◉ 虛擬記憶體切換問題 與 記憶體池
◉ 記憶體破碎問題要不要注意?
◉ 如何避免記憶體破碎?
◉ 伺服器可以永遠不重啟嗎?
◉ 為什麼要用記憶體池?
◉ 善用CPU cache hit(CPU快取命中率&高效能)
◉ 為什麼要用記憶體池版本的List?
◉ 實作:記憶體池class
◉ 實作:記憶體池版本Linked List
◉ winsock - select API(概要)
◉ winsock - select API(進階優化)
◉ 字串封包格式(封包編號+暱稱+訊息)
◉ 實作:winsock - TCP server class(使用select)
◉ 實作:winsock - TCP server class(使用select(接受多人連線:使用記憶體池List))
◉ 實測:C++ client 與 server 互相通訊測試(使用select/字串測試)(本機server測試)
◉ 實作:字串封包格式(封包編號+暱稱+訊息)
◉ 測驗:client連線成功後,
先輸入client暱稱,
然後client接著開始輸入聊天訊息...
測驗結果:例如client畫面要顯示:recv_len= 29, [1] ANDY:hello world.
如果封包格式正確傳遞完成,再繼續把封包訊息傳給全部的client,即完成!
從下列二個專案開始改:
修改client專案:chapter 02 - 5 - TCP client - non-blocking
修改server專案:chapter 03 - 3 - TCP server - select - multi-client
//--------------------------------//--------------------------------
//--------------------------------//--------------------------------
第四週
◉ 行程和執行緒(Process / Thread)
◉ 分時多工 vs 即時多工
◉ 併發 vs 並行
◉ 使用執行緒API
◉ 啟用太多執行緒的代價
◉ 多執行緒的最佳數量?
◉ 多執行緒專用的鎖API
◉ 執行緒競爭問題
◉ 執行緒死結問題
◉ 如何安全的使用執行緒鎖?(避免死結)
◉ 業務邏輯最好不要使用鎖
◉ 原子性的數值設定系列函式API
◉ 執行緒的沉睡和喚醒可能會產生死鎖
◉ 需要用Sleep把執行緒控制權還給作業系統嗎?
◉ 善用WaitForSingleObject與Sleep,大幅減低效能損耗
◉ 正確安全的結束執行緒
◉ 實作:執行緒class
◉ 實作:鎖class
◉ 實作:鎖class(嵌套鎖)
◉ 實作:等待事件class(生產者與消費者)
◉ 實作:多執行緒經典範例(生產者與消費者:任務串列)
◉ 實作:multi-threading TCP server(多執行緒版)
◉ 測驗:(生產者與消費者:任務串列)的範例,原本是輪流增減,現在改為同步進行增減!
//--------------------------------
第五週
◉ 計時任務class概要
◉ 實作:計時任務class
◉ 什麼是黏包問題?
◉ 用code示範黏包的狀態是什麼
◉ 二進位封包檔頭 + 自定義內容(二進位/字串)
◉ 實作:封包序列編號判定是否為不正確的封包
◉ recv解決粘包方式
◉ 實作:修改recv函式接收,定義封包檔頭長度,處理黏包問題(WSAEWOULDBLOCK)(server/client)
◉ send也有發送不完全的問題
◉ 實作:修改send函式發送,因為會有可能發送不完全的問題 (WSAEWOULDBLOCK)(server/client)
◉ 實作:禁用Nagle演算法(TCP_NODELAY)(server/client)
◉ 實作:心跳包機制(失去反應時的斷線檢查處理)(server/client)
◉ 使用 Unity TcpClient class(概要)
◉ Unity TcpClient - 分散式讀取封包
◉ 實作:封裝 Unity TcpClient class
◉ 測驗:做一個新的訊息封包,client傳給server.
//--------------------------------
第六週
◉ 多執行緒伺服器交互通訊圖解(基本版)
◉ 多執行緒伺服器交互通訊圖解(加強版)
◉ 調整winsock的RecvBuffer、SendBuffer
◉ 使用DLL的優點?
◉ Server Engine DLL 使用範例
◉ 實作:DLL規劃設計,把做過的Library製作成DLL,讓主程式來使用.
◉ 檢查engine code是否保證執行緒安全
◉ 壓力測試 BOT
◉ 實作:壓力測試程式
◉ unity - 製作聊天介面
◉ 實作:登錄介面 UGUI(輸入暱稱)
◉ 實作:聊天介面 UGUI(全頻聊天)
◉ 進階課題概要:分散式伺服器的優缺點?
◉ 分散式伺服器:優缺點?
◉ Actor model 分散式伺服器:設計概念(每一個Actor都可以成為一個伺服器)
◉ Actor model 分散式伺服器:設計概念(撰寫時只需集成一個伺服器(方便撰寫),發佈時可根據ini設定成為分散式伺服器)
◉ Actor Model 圖解
◉ 分散式伺服器模組架構參考(Actor Model)
MMOGC3D
Stay Hungry, Stay Foolish.
12/14/2019
6/21/2019
德州撲克核心演算法
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 | #ifndef __TEXAS_HOLDEM_POKER #define __TEXAS_HOLDEM_POKER // ANDY : 20190726 //========================================================================================================================================================== enum _POKER_CARD_TYPE_ { POKER_CARD__BACKGROUND = 0, POKER_CARD__NULL, //------------------- POKER_CARD__CLUB_2, // 梅花 POKER_CARD__CLUB_3, POKER_CARD__CLUB_4, POKER_CARD__CLUB_5, POKER_CARD__CLUB_6, POKER_CARD__CLUB_7, POKER_CARD__CLUB_8, POKER_CARD__CLUB_9, POKER_CARD__CLUB_10, POKER_CARD__CLUB_J, POKER_CARD__CLUB_Q, POKER_CARD__CLUB_K, POKER_CARD__CLUB_A, // 14 //------------------- POKER_CARD__DIAMOND_2, // 方塊 POKER_CARD__DIAMOND_3, POKER_CARD__DIAMOND_4, POKER_CARD__DIAMOND_5, POKER_CARD__DIAMOND_6, POKER_CARD__DIAMOND_7, POKER_CARD__DIAMOND_8, POKER_CARD__DIAMOND_9, POKER_CARD__DIAMOND_10, POKER_CARD__DIAMOND_J, POKER_CARD__DIAMOND_Q, POKER_CARD__DIAMOND_K, POKER_CARD__DIAMOND_A, // 27 //------------------- POKER_CARD__HEART_2, // 紅心 POKER_CARD__HEART_3, POKER_CARD__HEART_4, POKER_CARD__HEART_5, POKER_CARD__HEART_6, POKER_CARD__HEART_7, POKER_CARD__HEART_8, POKER_CARD__HEART_9, POKER_CARD__HEART_10, POKER_CARD__HEART_J, POKER_CARD__HEART_Q, POKER_CARD__HEART_K, POKER_CARD__HEART_A, // 40 //------------------- POKER_CARD__SPADE_2, // 黑桃 POKER_CARD__SPADE_3, POKER_CARD__SPADE_4, POKER_CARD__SPADE_5, POKER_CARD__SPADE_6, POKER_CARD__SPADE_7, POKER_CARD__SPADE_8, POKER_CARD__SPADE_9, POKER_CARD__SPADE_10, POKER_CARD__SPADE_J, POKER_CARD__SPADE_Q, POKER_CARD__SPADE_K, POKER_CARD__SPADE_A, // 53 }; enum _POKER_CARD_WIN_TYPE_ { POKER_CARD_WIN__NULL = 0, POKER_CARD_WIN__RoyalFlush, // 同花大順 POKER_CARD_WIN__StraightFlush, // 同花順 POKER_CARD_WIN__FourOfAKind, // 四條/鐵支 POKER_CARD_WIN__FullHouse, // 葫蘆 POKER_CARD_WIN__Flush, // 同花 POKER_CARD_WIN__Straight, // 順子 POKER_CARD_WIN__ThreeOfAKind, // 三條 POKER_CARD_WIN__TwoPairs, // 二對 POKER_CARD_WIN__OnePair, // 一對 POKER_CARD_WIN__Separate, // 散牌/烏龍 POKER_CARD_WIN__MAX, }; //========================================================================================================================================================== struct PlayerHandCardInfo { #define _HAND_CARD_TABLE_MAX 2 BYTE HandCardTable[ _HAND_CARD_TABLE_MAX ]; // _POKER_CARD_TYPE_ BYTE HandCardTableUseCount; BYTE HandCardNumberTable[ _HAND_CARD_TABLE_MAX ]; #define _TEMP_CHECK_CARD_TABLE_MAX 7 // 7=(5+2) BYTE TempCheckCardTable[ _TEMP_CHECK_CARD_TABLE_MAX ]; // _POKER_CARD_TYPE_ BYTE TempCheckCardTableUseCount; #define _WIN_CARD_TABLE_MAX 7 BYTE WinCardTable[ _WIN_CARD_TABLE_MAX ]; // _POKER_CARD_TYPE_ BYTE WinCardTableUseCount; BYTE WinCardTableBackupUseCount; BYTE WinCardNumberTable[ _WIN_CARD_TABLE_MAX ]; // for POKER_CARD_WIN__StraightFlush POKER_CARD_WIN__Flush POKER_CARD_WIN__Straight BYTE WinCardNumberTableUseCount; _POKER_CARD_WIN_TYPE_ PokerCardWinType; }; //========================================================================================================================================================== class TexasHoldemPoker { protected : //------------------------------------------------------------ #define _ALL_CARD_TABLE_MAX 52 BYTE AllCardTable[ _ALL_CARD_TABLE_MAX ]; BYTE AllCardTableUseCount; //------------------------------------------------------------ #define _SAME_NUMBER_CARD_INDEX_TABLE_Y_MAX 54 #define _SAME_NUMBER_CARD_INDEX_TABLE_X_MAX 3 #define _SAME_NUMBER_CARD_DISTANCE 13 BYTE SameNumberCardIndexTable[ _SAME_NUMBER_CARD_INDEX_TABLE_Y_MAX ][ _SAME_NUMBER_CARD_INDEX_TABLE_X_MAX ]; //------------------------------------------------------------ #define ORDER_NUMBER_CARD_INDEX_TABLE_Y_MAX 15 #define ORDER_NUMBER_CARD_INDEX_TABLE_X_MAX 4 //------------------------------------------------------------ #define _OPEN_CARD_TABLE_MAX 5 BYTE OpenCardTable[ _OPEN_CARD_TABLE_MAX ]; // _POKER_CARD_TYPE_ BYTE OpenCardTableUseCount; //------------------------------------------------------------ #define _BET_PLAYER_TABLE_MAX 9 PlayerHandCardInfo BetPlayerTable[ _BET_PLAYER_TABLE_MAX ]; BYTE BetPlayerTableUseCount; //------------------------------------------------------------ #define _TEMP_CHECK_HAND_CARD_MAX 5 BYTE TempFlushTable[ _TEMP_CHECK_CARD_TABLE_MAX ]; BYTE TempFlushTableUseCount; _POKER_CARD_TYPE_ TempFlushGetType; //------------------------------------------------------------ char* PokerCardWinStringTable[ POKER_CARD_WIN__MAX ]; PlayerHandCardInfo *pWinPlayerLink; //------------------------------------------------------------ #if 1 #define AddCardIndexToWinCardTable( player, card_index ) \ { \ if( player->WinCardTableUseCount < _WIN_CARD_TABLE_MAX ) \ player->WinCardTable[ player->WinCardTableUseCount++ ] = (BYTE)card_index; \ } #define ClearWinCardTableUseCount( player ) \ { \ player->WinCardTableUseCount = 0; \ } #else #define AddCardIndexToWinCardTable( player, card_index ) #define ClearWinCardTableUseCount( player ) #endif //------------------------------------------------------------------------------------------------------------------------------------------------------ private : _POKER_CARD_WIN_TYPE_ CheckCard_RoyalFlush( PlayerHandCardInfo *player ) // 同花大順 { DWORD count = 0; DWORD flush_type = CheckCard_Flush( player ); if( flush_type == FALSE ) return POKER_CARD_WIN__Separate; if( flush_type == POKER_CARD__CLUB_A ) { for( DWORD i = 0; i < TempFlushTableUseCount; ++i ) { if( TempFlushTable[ i ] >= POKER_CARD__CLUB_10 && TempFlushTable[ i ] <= POKER_CARD__CLUB_A ) { ++count; AddCardIndexToWinCardTable( player, TempFlushTable[ i ] ); } else break; } if( count == 5 ) goto GOTO_RoyalFlush; } else if( flush_type == POKER_CARD__DIAMOND_A ) { for( DWORD i = 0; i < TempFlushTableUseCount; ++i ) { if( TempFlushTable[ i ] >= POKER_CARD__DIAMOND_10 && TempFlushTable[ i ] <= POKER_CARD__DIAMOND_A ) { ++count; AddCardIndexToWinCardTable( player, TempFlushTable[ i ] ); } else break; } if( count == 5 ) goto GOTO_RoyalFlush; } else if( flush_type == POKER_CARD__HEART_A ) { for( DWORD i = 0; i < TempFlushTableUseCount; ++i ) { if( TempFlushTable[ i ] >= POKER_CARD__HEART_10 && TempFlushTable[ i ] <= POKER_CARD__HEART_A ) { ++count; AddCardIndexToWinCardTable( player, TempFlushTable[ i ] ); } else break; } if( count == 5 ) goto GOTO_RoyalFlush; } else if( flush_type == POKER_CARD__SPADE_A ) { for( DWORD i = 0; i < TempFlushTableUseCount; ++i ) { if( TempFlushTable[ i ] >= POKER_CARD__SPADE_10 && TempFlushTable[ i ] <= POKER_CARD__SPADE_A ) { ++count; AddCardIndexToWinCardTable( player, TempFlushTable[ i ] ); } else break; } if( count == 5 ) goto GOTO_RoyalFlush; } ClearWinCardTableUseCount( player ); return POKER_CARD_WIN__Separate; GOTO_RoyalFlush: SetWinCardNumberTable( player ); return POKER_CARD_WIN__RoyalFlush; } void SetHandCardNumberTable( PlayerHandCardInfo *player ) { long poker_card = 0; for( DWORD i = 0; i < player->HandCardTableUseCount; ++i ) { poker_card = player->HandCardTable[ i ] - 2; player->HandCardNumberTable[ i ] = (poker_card % _SAME_NUMBER_CARD_DISTANCE) + 2; } ::qsort( player->HandCardNumberTable, player->HandCardTableUseCount, sizeof( BYTE ), sSort_BigToSamll ); } void SetWinCardNumberTable( PlayerHandCardInfo *player ) { long poker_card = 0; for( DWORD i = 0; i < player->WinCardTableUseCount; ++i ) { poker_card = player->WinCardTable[ i ] - 2; player->WinCardNumberTable[ i ] = (poker_card % _SAME_NUMBER_CARD_DISTANCE) + 2; } player->WinCardNumberTableUseCount = player->WinCardTableUseCount; } //------------------------------------------------------------------------------------------------------------------------------------------------------ _POKER_CARD_WIN_TYPE_ CheckCard_StraightFlush( PlayerHandCardInfo *player ) // 同花順 { DWORD flush_type = CheckCard_Flush( player ); if( flush_type == FALSE ) return POKER_CARD_WIN__Separate; ClearWinCardTableUseCount( player ); AddCardIndexToWinCardTable( player, TempFlushTable[ 0 ] ); DWORD count = 1, max = TempFlushTableUseCount - 1; for( DWORD i = 0; i < max; ++i ) { if( (TempFlushTable[ i ] - 1) == TempFlushTable[ i + 1 ] ) { ++count; AddCardIndexToWinCardTable( player, TempFlushTable[ i ] - 1 ); if( count == _TEMP_CHECK_HAND_CARD_MAX ) { SetWinCardNumberTable( player ); return POKER_CARD_WIN__StraightFlush; } } else count = 1; } ClearWinCardTableUseCount( player ); return POKER_CARD_WIN__Separate; } //------------------------------------------------------------------------------------------------------------------------------------------------------ _POKER_CARD_WIN_TYPE_ CheckCard_Straight( PlayerHandCardInfo *player ) // 順子 { //------------------ // sort order BYTE order_number_card_index_table[ ORDER_NUMBER_CARD_INDEX_TABLE_Y_MAX ][ ORDER_NUMBER_CARD_INDEX_TABLE_X_MAX ] = {0}; long y_index = 0, y2_index = 0; BYTE x = 0, poker_card = 0; for( DWORD i = 0; i < player->TempCheckCardTableUseCount; ++i ) { poker_card = player->TempCheckCardTable[ i ] - 2; y_index = poker_card % _SAME_NUMBER_CARD_DISTANCE; y_index += 2; for( x = 0; x < ORDER_NUMBER_CARD_INDEX_TABLE_X_MAX; ++x ) { if( order_number_card_index_table[ y_index ][ x ] == 0 ) { order_number_card_index_table[ y_index ][ x ] = player->TempCheckCardTable[ i ]; break; } } } for( x = 0; x < ORDER_NUMBER_CARD_INDEX_TABLE_X_MAX; ++x ) { order_number_card_index_table[ 1 ][ x ] = order_number_card_index_table[ 14 ][ x ]; // set card A. } //------------------ // check order - big to small long start_straight_number = 0, check_straight_number = 0, next_straight_number = 0; BYTE count = 0; for( y_index = ORDER_NUMBER_CARD_INDEX_TABLE_Y_MAX - 1; y_index >= 0; --y_index ) { if( order_number_card_index_table[ y_index ][ 0 ] > 0 ) start_straight_number = y_index; else continue; check_straight_number = start_straight_number - 1; ClearWinCardTableUseCount( player ); AddCardIndexToWinCardTable( player, GetBestBigXValue( order_number_card_index_table[ start_straight_number ] ) ); count = 1; for( y2_index = y_index - 1; y2_index >= 0; --y2_index ) { if( order_number_card_index_table[ y2_index ][ 0 ] > 0 ) next_straight_number = y2_index; else continue; if( check_straight_number == next_straight_number ) { ++count; AddCardIndexToWinCardTable( player, GetBestBigXValue( order_number_card_index_table[ check_straight_number ] ) ); if( count == _TEMP_CHECK_HAND_CARD_MAX ) { SetWinCardNumberTable( player ); return POKER_CARD_WIN__Straight; } --check_straight_number; } } } ClearWinCardTableUseCount( player ); return POKER_CARD_WIN__Separate; } BYTE GetBestBigXValue( BYTE x_table[ ORDER_NUMBER_CARD_INDEX_TABLE_X_MAX ] ) { BYTE best_big_value = x_table[ 0 ]; for( BYTE x = 1; x < ORDER_NUMBER_CARD_INDEX_TABLE_X_MAX; ++x ) { if( x_table[ x ] == 0 ) break; if( best_big_value < x_table[ x ] ) best_big_value = x_table[ x ]; } return best_big_value; } //------------------------------------------------------------------------------------------------------------------------------------------------------ DWORD CheckCard_Flush( PlayerHandCardInfo *player ) // 同花 { if( TempFlushGetType != POKER_CARD__BACKGROUND ) return TempFlushGetType; DWORD i = 0; //--------------- TempFlushTableUseCount = 0; for( i = 0; i < player->TempCheckCardTableUseCount; ++i ) { if( player->TempCheckCardTable[ i ] >= POKER_CARD__CLUB_2 && player->TempCheckCardTable[ i ] <= POKER_CARD__CLUB_A ) { TempFlushTable[ TempFlushTableUseCount++ ] = player->TempCheckCardTable[ i ]; } } if( TempFlushTableUseCount >= _TEMP_CHECK_HAND_CARD_MAX ) return TempFlushGetType = POKER_CARD__CLUB_A; //--------------- TempFlushTableUseCount = 0; for( i = 0; i < player->TempCheckCardTableUseCount; ++i ) { if( player->TempCheckCardTable[ i ] >= POKER_CARD__DIAMOND_2 && player->TempCheckCardTable[ i ] <= POKER_CARD__DIAMOND_A ) { TempFlushTable[ TempFlushTableUseCount++ ] = player->TempCheckCardTable[ i ]; } } if( TempFlushTableUseCount >= _TEMP_CHECK_HAND_CARD_MAX ) return TempFlushGetType = POKER_CARD__DIAMOND_A; //--------------- TempFlushTableUseCount = 0; for( i = 0; i < player->TempCheckCardTableUseCount; ++i ) { if( player->TempCheckCardTable[ i ] >= POKER_CARD__HEART_2 && player->TempCheckCardTable[ i ] <= POKER_CARD__HEART_A ) { TempFlushTable[ TempFlushTableUseCount++ ] = player->TempCheckCardTable[ i ]; } } if( TempFlushTableUseCount >= _TEMP_CHECK_HAND_CARD_MAX ) return TempFlushGetType = POKER_CARD__HEART_A; //--------------- TempFlushTableUseCount = 0; for( i = 0; i < player->TempCheckCardTableUseCount; ++i ) { if( player->TempCheckCardTable[ i ] >= POKER_CARD__SPADE_2 && player->TempCheckCardTable[ i ] <= POKER_CARD__SPADE_A ) { TempFlushTable[ TempFlushTableUseCount++ ] = player->TempCheckCardTable[ i ]; } } if( TempFlushTableUseCount >= _TEMP_CHECK_HAND_CARD_MAX ) return TempFlushGetType = POKER_CARD__SPADE_A; return FALSE; } //------------------------------------------------------------------------------------------------------------------------------------------------------ _POKER_CARD_WIN_TYPE_ CheckCard_FourOfAKind( PlayerHandCardInfo *player ) // 四條/鐵支 { BYTE poker_card = 0; for( DWORD i = 0; i < player->TempCheckCardTableUseCount; ++i ) { poker_card = player->TempCheckCardTable[ i ]; if( SearchSameCardIndexTable( i, poker_card, player ) == 4 ) { SetWinCardNumberTable( player ); return POKER_CARD_WIN__FourOfAKind; } } return POKER_CARD_WIN__Separate; } //------------------------------------------------------------------------------------------------------------------------------------------------------ _POKER_CARD_WIN_TYPE_ CheckCard_FullHouse( PlayerHandCardInfo *player ) // 葫蘆 { DWORD group_a_count = 0; DWORD group_b_count = 0; DWORD table_index = 0; BYTE poker_card = 0; DWORD prev_table_index = 0; BYTE prev_poker_card = 0; for( ; table_index < player->TempCheckCardTableUseCount; ++table_index ) { poker_card = player->TempCheckCardTable[ table_index ]; if( (group_a_count = SearchSameCardIndexTable_GroupA( table_index, poker_card, player )) == 3 ) { prev_table_index = table_index; prev_poker_card = poker_card; ++table_index; break; } } if( group_a_count != 3 ) return POKER_CARD_WIN__Separate; BYTE backup_win_card_table_use_count = player->WinCardTableUseCount; for( table_index = 0; table_index < player->TempCheckCardTableUseCount; ++table_index ) { poker_card = player->TempCheckCardTable[ table_index ]; if( poker_card == player->WinCardTable[0] || poker_card == player->WinCardTable[1] || poker_card == player->WinCardTable[2] ) continue; player->WinCardTableUseCount = backup_win_card_table_use_count; if( (group_b_count = SearchSameCardIndexTable_GroupB( prev_table_index, prev_poker_card, table_index, poker_card, player )) == 2 ) break; } if( group_a_count == 3 && group_b_count == 2 ) { SetWinCardNumberTable( player ); return POKER_CARD_WIN__FullHouse; } return POKER_CARD_WIN__Separate; } DWORD SearchSameCardIndexTable_GroupA( DWORD now_table_index, BYTE now_poker_card, PlayerHandCardInfo *player ) { DWORD same_card_count = 1, i = 0; BYTE check_same_card = 0; ClearWinCardTableUseCount( player ); AddCardIndexToWinCardTable( player, now_poker_card ); for( DWORD x = 0; x < _SAME_NUMBER_CARD_INDEX_TABLE_X_MAX; ++x ) { check_same_card = SameNumberCardIndexTable[ now_poker_card ][ x ]; for( i = 0; i < player->TempCheckCardTableUseCount; ++i ) { if( i == now_table_index ) continue; if( check_same_card == player->TempCheckCardTable[ i ] ) { ++same_card_count; AddCardIndexToWinCardTable( player, check_same_card ); break; } } } return same_card_count; } DWORD SearchSameCardIndexTable_GroupB( DWORD prev_table_index, BYTE prev_poker_card, DWORD now_table_index, DWORD now_poker_card, PlayerHandCardInfo *player ) { DWORD same_card_count = 1, i = 0; BYTE check_same_card = 0; AddCardIndexToWinCardTable( player, now_poker_card ); for( DWORD x = 0; x < _SAME_NUMBER_CARD_INDEX_TABLE_X_MAX; ++x ) { check_same_card = SameNumberCardIndexTable[ now_poker_card ][ x ]; for( i = 0; i < player->TempCheckCardTableUseCount; ++i ) { if( i == prev_table_index || i == now_table_index ) continue; if( check_same_card == player->TempCheckCardTable[ i ] ) { ++same_card_count; AddCardIndexToWinCardTable( player, check_same_card ); break; } } } return same_card_count; } //------------------------------------------------------------------------------------------------------------------------------------------------------ _POKER_CARD_WIN_TYPE_ CheckCard_TwoPairs( PlayerHandCardInfo *player ) // 二對 { DWORD group_a_count = 0; DWORD group_b_count = 0; DWORD table_index = 0; BYTE poker_card = 0; DWORD prev_table_index = 0; BYTE prev_poker_card = 0; for( ; table_index < player->TempCheckCardTableUseCount; ++table_index ) { poker_card = player->TempCheckCardTable[ table_index ]; if( (group_a_count = SearchSameCardIndexTable_GroupA( table_index, poker_card, player )) == 2 ) { prev_table_index = table_index; prev_poker_card = poker_card; ++table_index; break; } } if( group_a_count != 2 ) return POKER_CARD_WIN__Separate; BYTE backup_win_card_table_use_count = player->WinCardTableUseCount; for( table_index = 0; table_index < player->TempCheckCardTableUseCount; ++table_index ) { poker_card = player->TempCheckCardTable[ table_index ]; if( poker_card == player->WinCardTable[0] || poker_card == player->WinCardTable[1] ) continue; player->WinCardTableUseCount = backup_win_card_table_use_count; if( (group_b_count = SearchSameCardIndexTable_GroupB( prev_table_index, prev_poker_card, table_index, poker_card, player )) == 2 ) break; } if( group_a_count == 2 && group_b_count == 2 ) { SetWinCardNumberTable( player ); return POKER_CARD_WIN__TwoPairs; } return POKER_CARD_WIN__Separate; } //------------------------------------------------------------------------------------------------------------------------------------------------------ _POKER_CARD_WIN_TYPE_ CheckCard_ThreeOfAKind( PlayerHandCardInfo *player ) // 三條 { BYTE poker_card = 0; for( DWORD i = 0; i < player->TempCheckCardTableUseCount; ++i ) { poker_card = player->TempCheckCardTable[ i ]; if( SearchSameCardIndexTable( i, poker_card, player ) == 3 ) { SetWinCardNumberTable( player ); return POKER_CARD_WIN__ThreeOfAKind; } } return POKER_CARD_WIN__Separate; } //------------------------------------------------------------------------------------------------------------------------------------------------------ _POKER_CARD_WIN_TYPE_ CheckCard_OnePair( PlayerHandCardInfo *player ) // 一對 { BYTE poker_card = 0; for( DWORD i = 0; i < player->TempCheckCardTableUseCount; ++i ) { poker_card = player->TempCheckCardTable[ i ]; if( SearchSameCardIndexTable( i, poker_card, player ) == 2 ) { SetWinCardNumberTable( player ); return POKER_CARD_WIN__OnePair; } } return POKER_CARD_WIN__Separate; } //------------------------------------------------------------------------------------------------------------------------------------------------------ static int sSort_BigToSamll( const void *value1, const void *value2 ) { // big to small return ( *((char*)value2) - *((char*)value1) ); } void CreateCardTable() { CreateSameNumberCardIndexTable(); PokerCardWinStringTable[ POKER_CARD_WIN__NULL ] = "無"; PokerCardWinStringTable[ POKER_CARD_WIN__RoyalFlush ] = "同花大順"; PokerCardWinStringTable[ POKER_CARD_WIN__StraightFlush ] = "同花順"; PokerCardWinStringTable[ POKER_CARD_WIN__FourOfAKind ] = "四條"; PokerCardWinStringTable[ POKER_CARD_WIN__FullHouse ] = "葫蘆"; PokerCardWinStringTable[ POKER_CARD_WIN__Flush ] = "同花"; PokerCardWinStringTable[ POKER_CARD_WIN__Straight ] = "順子"; PokerCardWinStringTable[ POKER_CARD_WIN__ThreeOfAKind ] = "三條"; PokerCardWinStringTable[ POKER_CARD_WIN__TwoPairs ] = "二對"; PokerCardWinStringTable[ POKER_CARD_WIN__OnePair ] = "一對"; PokerCardWinStringTable[ POKER_CARD_WIN__Separate ] = "烏龍"; } void CreateSameNumberCardIndexTable() { for( DWORD y = 2, y_index_number_card = 0, x = 0, c = 0; y < _SAME_NUMBER_CARD_INDEX_TABLE_Y_MAX; ++y ) { y_index_number_card = y - 2; y_index_number_card = y_index_number_card % _SAME_NUMBER_CARD_DISTANCE; y_index_number_card += 2; for( c = 0; c < 4; ++c ) { if( y != y_index_number_card ) SameNumberCardIndexTable[ y ][ x++ ] = (BYTE)y_index_number_card; y_index_number_card += _SAME_NUMBER_CARD_DISTANCE; // jump next } x = 0; } } DWORD SearchSameCardIndexTable( DWORD now_table_index, BYTE now_poker_card, PlayerHandCardInfo *player ) { DWORD same_card_count = 1, i = 0; BYTE check_same_card = 0; ClearWinCardTableUseCount( player ); AddCardIndexToWinCardTable( player, now_poker_card ); for( DWORD x = 0; x < _SAME_NUMBER_CARD_INDEX_TABLE_X_MAX; ++x ) { check_same_card = SameNumberCardIndexTable[ now_poker_card ][ x ]; for( i = 0; i < player->TempCheckCardTableUseCount; ++i ) { if( i == now_table_index ) continue; if( check_same_card == player->TempCheckCardTable[ i ] ) { ++same_card_count; AddCardIndexToWinCardTable( player, check_same_card ); break; } } } return same_card_count; } //------------------------------------------------------------------------------------------------------------------------------------------------------ void CreateTEST_BasePokerCard() // TEST code { for( BYTE i = 0; i < _ALL_CARD_TABLE_MAX; ++i ) AllCardTable[ i ] = i + 2; AllCardTableUseCount = _ALL_CARD_TABLE_MAX; OpenCardTable[0] = POKER_CARD__HEART_2; OpenCardTable[1] = POKER_CARD__DIAMOND_3; OpenCardTable[2] = POKER_CARD__DIAMOND_5; OpenCardTable[3] = POKER_CARD__CLUB_6; OpenCardTable[4] = POKER_CARD__SPADE_K; OpenCardTableUseCount = 5; Sort_OpenCardTable(); //-------------------------------- PlayerHandCardInfo *player_a = &BetPlayerTable[0]; ::ZeroMemory( player_a, sizeof( PlayerHandCardInfo ) ); player_a->HandCardTable[0] = POKER_CARD__HEART_6; player_a->HandCardTable[1] = POKER_CARD__DIAMOND_10; PlayerHandCardInfo *player_b = &BetPlayerTable[1]; ::ZeroMemory( player_b, sizeof( PlayerHandCardInfo ) ); player_b->HandCardTable[0] = POKER_CARD__SPADE_6; player_b->HandCardTable[1] = POKER_CARD__DIAMOND_8; BetPlayerTableUseCount = 2; } void CreateTEST_BasePokerCard_Random() // TEST code random { for( BYTE i = 0; i < _ALL_CARD_TABLE_MAX; ++i ) AllCardTable[ i ] = i + 2; AllCardTableUseCount = _ALL_CARD_TABLE_MAX; BYTE table_index = 0, card_index = 0; BOOL hand_make_flag = FALSE, hand_make_all_flag = FALSE; if( (Tool::sRandom() % 10) == 0 ) { hand_make_flag = TRUE; hand_make_all_flag = Tool::sRandom() % 2; BYTE multiple = Tool::sRandom() % 4; if( hand_make_all_flag ) { OpenCardTable[0] = POKER_CARD__CLUB_10 + (_SAME_NUMBER_CARD_DISTANCE * multiple); OpenCardTable[1] = POKER_CARD__CLUB_J + (_SAME_NUMBER_CARD_DISTANCE * multiple); OpenCardTable[2] = POKER_CARD__CLUB_Q + (_SAME_NUMBER_CARD_DISTANCE * multiple); OpenCardTable[3] = POKER_CARD__CLUB_K + (_SAME_NUMBER_CARD_DISTANCE * multiple); OpenCardTable[4] = POKER_CARD__CLUB_A + (_SAME_NUMBER_CARD_DISTANCE * multiple); for( long i = 0; i < _OPEN_CARD_TABLE_MAX; ++i ) AllCardTable[ OpenCardTable[ i ] - 2 ] = POKER_CARD__BACKGROUND; } else { OpenCardTable[0] = POKER_CARD__CLUB_10 + (_SAME_NUMBER_CARD_DISTANCE * multiple); OpenCardTable[1] = POKER_CARD__CLUB_J + (_SAME_NUMBER_CARD_DISTANCE * multiple); OpenCardTable[2] = POKER_CARD__CLUB_Q + (_SAME_NUMBER_CARD_DISTANCE * multiple); // OpenCardTable[3] = POKER_CARD__CLUB_K + (_SAME_NUMBER_CARD_DISTANCE * multiple); // for( long i = 0; i < 4; ++i ) for( long i = 0; i < 3; ++i ) AllCardTable[ OpenCardTable[ i ] - 2 ] = POKER_CARD__BACKGROUND; // for( long i = 4; i < _OPEN_CARD_TABLE_MAX; ++i ) for( long i = 3; i < _OPEN_CARD_TABLE_MAX; ++i ) { table_index = Tool::sRandom() % _ALL_CARD_TABLE_MAX; card_index = AllCardTable[ table_index ]; if( card_index == POKER_CARD__BACKGROUND ) { --i; continue; } AllCardTable[ table_index ] = POKER_CARD__BACKGROUND; OpenCardTable[ i ] = card_index; } } } else { for( long i = 0; i < _OPEN_CARD_TABLE_MAX; ++i ) { table_index = Tool::sRandom() % _ALL_CARD_TABLE_MAX; card_index = AllCardTable[ table_index ]; if( card_index == POKER_CARD__BACKGROUND ) { --i; continue; } AllCardTable[ table_index ] = POKER_CARD__BACKGROUND; OpenCardTable[ i ] = card_index; } } OpenCardTableUseCount = 5; Sort_OpenCardTable(); } //------------------------------------------------------------------------------------------------------------------------------------------------------ struct _PokerCardInfo { BYTE PokerCard; BYTE PokerCardNumber; }; void Sort_OpenCardTable() { _PokerCardInfo poker_card_table[ _OPEN_CARD_TABLE_MAX ] = { { OpenCardTable[0], ((OpenCardTable[0] - 2) % _SAME_NUMBER_CARD_DISTANCE) + 2 }, { OpenCardTable[1], ((OpenCardTable[1] - 2) % _SAME_NUMBER_CARD_DISTANCE) + 2 }, { OpenCardTable[2], ((OpenCardTable[2] - 2) % _SAME_NUMBER_CARD_DISTANCE) + 2 }, { OpenCardTable[3], ((OpenCardTable[3] - 2) % _SAME_NUMBER_CARD_DISTANCE) + 2 }, { OpenCardTable[4], ((OpenCardTable[4] - 2) % _SAME_NUMBER_CARD_DISTANCE) + 2 }, }; ::qsort( poker_card_table, _OPEN_CARD_TABLE_MAX, sizeof( _PokerCardInfo ), sSort_BigToSamll_poker_card_table ); for( DWORD i = 0; i < OpenCardTableUseCount; ++i ) OpenCardTable[ i ] = poker_card_table[ i ].PokerCard; } static int sSort_BigToSamll_poker_card_table( const void *value1, const void *value2 ) { _PokerCardInfo *card_1 = (_PokerCardInfo*)value1; _PokerCardInfo *card_2 = (_PokerCardInfo*)value2; return ( card_2->PokerCardNumber - card_1->PokerCardNumber ); } //------------------------------------------------------------------------------------------------------------------------------------------------------ void Sort_PlayerHandCardTable( PlayerHandCardInfo *player ) { BYTE poker_card_a = 0, poker_card_b = 0; poker_card_a = player->HandCardTable[0] - 2; poker_card_a = poker_card_a % _SAME_NUMBER_CARD_DISTANCE; poker_card_a += 2; poker_card_b = player->HandCardTable[1] - 2; poker_card_b = poker_card_b % _SAME_NUMBER_CARD_DISTANCE; poker_card_b += 2; if( poker_card_a > poker_card_b ) { BYTE temp = player->HandCardTable[0]; player->HandCardTable[0] = player->HandCardTable[1]; player->HandCardTable[1] = temp; } } enum _PLAYER_WIN_CARD_SORT_TYPE_ { PLAYER_WIN_CARD_SORT__SMALL_TO_BIG, PLAYER_WIN_CARD_SORT__BIG_TO_SMALL, }; void Sort_PlayerWinCardTable( PlayerHandCardInfo *player, _PLAYER_WIN_CARD_SORT_TYPE_ sort_type ) { // WinCardTable 依照牌面數字順序排序... BYTE order_number_card_index_table[ ORDER_NUMBER_CARD_INDEX_TABLE_Y_MAX ][ ORDER_NUMBER_CARD_INDEX_TABLE_X_MAX ] = {0}; BYTE y_index = 0, x = 0, poker_card = 0; for( DWORD i = 0; i < player->WinCardTableUseCount; ++i ) { poker_card = player->WinCardTable[ i ] - 2; y_index = poker_card % _SAME_NUMBER_CARD_DISTANCE; y_index += 2; x = poker_card / _SAME_NUMBER_CARD_DISTANCE; if( order_number_card_index_table[ y_index ][ x ] == 0 ) order_number_card_index_table[ y_index ][ x ] = player->WinCardTable[ i ]; else D_WARNING(); } player->WinCardTableUseCount = 0; if( sort_type == PLAYER_WIN_CARD_SORT__SMALL_TO_BIG ) // 從最小排到最大 { for( long y = POKER_CARD__CLUB_2; y < ORDER_NUMBER_CARD_INDEX_TABLE_Y_MAX; ++y ) { for( x = 0; x < ORDER_NUMBER_CARD_INDEX_TABLE_X_MAX; ++x ) { if( order_number_card_index_table[ y ][ x ] == 0 ) continue; else { if( player->WinCardTableUseCount < _WIN_CARD_TABLE_MAX ) player->WinCardTable[ player->WinCardTableUseCount++ ] = order_number_card_index_table[ y ][ x ]; } } } } else if( sort_type == PLAYER_WIN_CARD_SORT__BIG_TO_SMALL ) // 從最大排到最小 { for( long y = ORDER_NUMBER_CARD_INDEX_TABLE_Y_MAX - 1; y >= POKER_CARD__CLUB_2; --y ) { for( x = 0; x < ORDER_NUMBER_CARD_INDEX_TABLE_X_MAX; ++x ) { if( order_number_card_index_table[ y ][ x ] == 0 ) continue; else { if( player->WinCardTableUseCount < _WIN_CARD_TABLE_MAX ) player->WinCardTable[ player->WinCardTableUseCount++ ] = order_number_card_index_table[ y ][ x ]; } } } } } //------------------------------------------------------------------------------------------------------------------------------------------------------ void CreatePlayerHandCard( PlayerHandCardInfo *player ) { BYTE table_index = 0, card_index = 0; ::ZeroMemory( player, sizeof( PlayerHandCardInfo ) ); for( long i = 0; i < _HAND_CARD_TABLE_MAX; ++i ) { table_index = Tool::sRandom() % _ALL_CARD_TABLE_MAX; card_index = AllCardTable[ table_index ]; if( card_index == POKER_CARD__BACKGROUND ) { --i; continue; } AllCardTable[ table_index ] = POKER_CARD__BACKGROUND; player->HandCardTable[ player->HandCardTableUseCount++ ] = card_index; } for( long c = 0; c < BetPlayerTableUseCount; ++c ) Sort_PlayerHandCardTable( &BetPlayerTable[ c ] ); } PlayerHandCardInfo* CreateTEST_Player() // TEST code { PlayerHandCardInfo *player = &BetPlayerTable[ BetPlayerTableUseCount++ ]; CreatePlayerHandCard( player ); for( DWORD i = 0; i < OpenCardTableUseCount; ++i ) player->TempCheckCardTable[ i ] = OpenCardTable[ i ]; player->TempCheckCardTable[ OpenCardTableUseCount + 0 ] = player->HandCardTable[0]; player->TempCheckCardTable[ OpenCardTableUseCount + 1 ] = player->HandCardTable[1]; player->TempCheckCardTableUseCount = OpenCardTableUseCount + 2; player->HandCardTableUseCount = 2; //-------------------------------------------- // TempCheckCardTable 依照牌面數字順序從最大排到最小 BYTE order_number_card_index_table[ ORDER_NUMBER_CARD_INDEX_TABLE_Y_MAX ][ ORDER_NUMBER_CARD_INDEX_TABLE_X_MAX ] = {0}; BYTE y_index = 0, x = 0, poker_card = 0; for( DWORD i = 0; i < player->TempCheckCardTableUseCount; ++i ) { poker_card = player->TempCheckCardTable[ i ] - 2; y_index = poker_card % _SAME_NUMBER_CARD_DISTANCE; y_index += 2; x = poker_card / _SAME_NUMBER_CARD_DISTANCE; if( order_number_card_index_table[ y_index ][ x ] == 0 ) order_number_card_index_table[ y_index ][ x ] = player->TempCheckCardTable[ i ]; else D_WARNING(); } player->TempCheckCardTableUseCount = 0; for( long y = ORDER_NUMBER_CARD_INDEX_TABLE_Y_MAX - 1; y >= POKER_CARD__CLUB_2; --y ) { for( x = 0; x < ORDER_NUMBER_CARD_INDEX_TABLE_X_MAX; ++x ) { if( order_number_card_index_table[ y ][ x ] == 0 ) continue; else { if( player->TempCheckCardTableUseCount < _TEMP_CHECK_CARD_TABLE_MAX ) player->TempCheckCardTable[ player->TempCheckCardTableUseCount++ ] = order_number_card_index_table[ y ][ x ]; } } } //-------------------------------------------- SetHandCardNumberTable( player ); return player; } //------------------------------------------------------------------------------------------------------------------------------------------------------ void CheckPokerCardWin( PlayerHandCardInfo *player ) { ::ZeroMemory( TempFlushTable, sizeof( TempFlushTable ) ); TempFlushTableUseCount = 0; TempFlushGetType = POKER_CARD__BACKGROUND; if( (player->PokerCardWinType = CheckCard_RoyalFlush( player )) != POKER_CARD_WIN__Separate ) return; if( (player->PokerCardWinType = CheckCard_StraightFlush( player )) != POKER_CARD_WIN__Separate ) return; if( (player->PokerCardWinType = CheckCard_FourOfAKind( player )) != POKER_CARD_WIN__Separate ) return; if( (player->PokerCardWinType = CheckCard_FullHouse( player )) != POKER_CARD_WIN__Separate ) return; DWORD flush_type = CheckCard_Flush( player ); if( flush_type > FALSE ) { ::qsort( TempFlushTable, _TEMP_CHECK_CARD_TABLE_MAX, sizeof( BYTE ), sSort_BigToSamll ); Tool::sMemcpy( player->WinCardTable, _WIN_CARD_TABLE_MAX, TempFlushTable, _TEMP_CHECK_HAND_CARD_MAX ); player->WinCardTableUseCount = _TEMP_CHECK_HAND_CARD_MAX; player->PokerCardWinType = POKER_CARD_WIN__Flush; SetWinCardNumberTable( player ); return; } if( (player->PokerCardWinType = CheckCard_Straight( player )) != POKER_CARD_WIN__Separate ) return; if( (player->PokerCardWinType = CheckCard_ThreeOfAKind( player )) != POKER_CARD_WIN__Separate ) return; if( (player->PokerCardWinType = CheckCard_TwoPairs( player )) != POKER_CARD_WIN__Separate ) return; if( (player->PokerCardWinType = CheckCard_OnePair( player )) != POKER_CARD_WIN__Separate ) return; } //------------------------------------------------------------------------------------------------------------------------------------------------------ void SortPlayerWinPokerCard() { PlayerHandCardInfo *player = NULL; for( DWORD i = 0; i < BetPlayerTableUseCount; ++i ) { player = &BetPlayerTable[ i ]; Sort_PlayerWinCardTable( player, PLAYER_WIN_CARD_SORT__SMALL_TO_BIG ); player->WinCardTableBackupUseCount = player->WinCardTableUseCount; OtherCardFillToWinCardTable( player ); if( player->PokerCardWinType == POKER_CARD_WIN__Separate ) Sort_PlayerWinCardTable( player, PLAYER_WIN_CARD_SORT__BIG_TO_SMALL ); } } void OtherCardFillToWinCardTable( PlayerHandCardInfo *player ) { BOOL get_flag = FALSE; BYTE poker_card = 0; for( long i = 0, w = 0; i < player->TempCheckCardTableUseCount; ++i ) { poker_card = player->TempCheckCardTable[ i ]; get_flag = FALSE; for( w = 0; w < player->WinCardTableUseCount; ++w ) { if( poker_card == player->WinCardTable[ w ] ) { get_flag = TRUE; break; } } if( get_flag == FALSE ) { player->WinCardTable[ player->WinCardTableUseCount++ ] = poker_card; } } } //------------------------------------------------------------------------------------------------------------------------------------------------------ PlayerHandCardInfo* PokerCardCheckWinner( PlayerHandCardInfo *player_a, PlayerHandCardInfo *player_b ) // no use { Sort_PlayerWinCardTable( player_a, PLAYER_WIN_CARD_SORT__SMALL_TO_BIG ); Sort_PlayerWinCardTable( player_b, PLAYER_WIN_CARD_SORT__SMALL_TO_BIG ); player_a->WinCardTableBackupUseCount = player_a->WinCardTableUseCount; player_b->WinCardTableBackupUseCount = player_b->WinCardTableUseCount; OtherCardFillToWinCardTable( player_a ); OtherCardFillToWinCardTable( player_b ); if( player_a->PokerCardWinType == POKER_CARD_WIN__Separate ) Sort_PlayerWinCardTable( player_a, PLAYER_WIN_CARD_SORT__BIG_TO_SMALL ); if( player_b->PokerCardWinType == POKER_CARD_WIN__Separate ) Sort_PlayerWinCardTable( player_b, PLAYER_WIN_CARD_SORT__BIG_TO_SMALL ); //---------------------------------- if( player_a->PokerCardWinType < player_b->PokerCardWinType ) return player_a; else if( player_b->PokerCardWinType < player_a->PokerCardWinType ) return player_b; if( player_a->PokerCardWinType == POKER_CARD_WIN__Separate && player_b->PokerCardWinType == POKER_CARD_WIN__Separate ) { // nothing } else { for( DWORD i = 0; i < player_a->WinCardTableUseCount; ++i ) // 牌型只比數字 { if( player_a->WinCardNumberTable[ i ] == player_b->WinCardNumberTable[ i ] ) continue; if( player_a->WinCardNumberTable[ i ] > player_b->WinCardNumberTable[ i ] ) return player_a; else return player_b; } } //----------------- for( DWORD i = 0; i < player_a->HandCardTableUseCount; ++i ) // 手牌先比數字 { if( player_a->HandCardNumberTable[ i ] == player_b->HandCardNumberTable[ i ] ) continue; if( player_a->HandCardNumberTable[ i ] > player_b->HandCardNumberTable[ i ] ) return player_a; else return player_b; } for( DWORD i = 0; i < player_a->HandCardTableUseCount; ++i ) // 手牌再比花色 { if( player_a->HandCardTable[ i ] == player_b->HandCardTable[ i ] ) continue; if( player_a->HandCardTable[ i ] > player_b->HandCardTable[ i ] ) return player_a; else return player_b; } return NULL; } PlayerHandCardInfo* PokerCardCheckWinner_Run() { PlayerHandCardInfo *player = NULL; PlayerHandCardInfo *player_a = NULL; PlayerHandCardInfo *player_b = NULL; PlayerHandCardInfo *player_win = NULL; PlayerHandCardInfo *player_tmp = NULL; struct _player_win_info { PlayerHandCardInfo *PlayerWinTable[ _BET_PLAYER_TABLE_MAX ]; DWORD PlayerWinTableUseCount; }player_win_table[ POKER_CARD_WIN__MAX ] = {0}; _player_win_info *win_info = NULL; for( DWORD i = 0, x = 0, x_max = 0; i < BetPlayerTableUseCount; ++i ) { player = &BetPlayerTable[ i ]; win_info = &player_win_table[ player->PokerCardWinType ]; win_info->PlayerWinTable[ win_info->PlayerWinTableUseCount++ ] = player; } for( DWORD y = POKER_CARD_WIN__RoyalFlush; y < POKER_CARD_WIN__Separate; ++y ) { win_info = &player_win_table[ y ]; if( win_info->PlayerWinTableUseCount == 0 ) continue; if( win_info->PlayerWinTableUseCount == 1 ) return win_info->PlayerWinTable[ 0 ]; //------------- 如果5個玩家都是同花大順!?就要來比誰的手牌大!(氣泡排序法) for( DWORD i = 0, i2 = 0; i < win_info->PlayerWinTableUseCount - 1; ++i ) { for( i2 = i + 1; i2 < win_info->PlayerWinTableUseCount; ++i2 ) { player_a = win_info->PlayerWinTable[ i ]; player_b = win_info->PlayerWinTable[ i2 ]; player_win = PokerCardCheckWinner_TwoPlayerCheck( player_a, player_b ); if( player_win == player_b ) { win_info->PlayerWinTable[ i ] = player_b; win_info->PlayerWinTable[ i2 ] = player_a; } } } return win_info->PlayerWinTable[ 0 ]; } return NULL; } PlayerHandCardInfo* PokerCardCheckWinner_TwoPlayerCheck( PlayerHandCardInfo *player_a, PlayerHandCardInfo *player_b ) { if( player_a->PokerCardWinType == POKER_CARD_WIN__Separate && player_b->PokerCardWinType == POKER_CARD_WIN__Separate ) { // nothing } else { for( DWORD i = 0; i < player_a->WinCardTableUseCount; ++i ) // 牌型只比數字 { if( player_a->WinCardNumberTable[ i ] == player_b->WinCardNumberTable[ i ] ) continue; if( player_a->WinCardNumberTable[ i ] > player_b->WinCardNumberTable[ i ] ) return player_a; else return player_b; } } //----------------- for( DWORD i = 0; i < player_a->HandCardTableUseCount; ++i ) // 手牌先比數字 { if( player_a->HandCardNumberTable[ i ] == player_b->HandCardNumberTable[ i ] ) continue; if( player_a->HandCardNumberTable[ i ] > player_b->HandCardNumberTable[ i ] ) return player_a; else return player_b; } for( DWORD i = 0; i < player_a->HandCardTableUseCount; ++i ) // 手牌再比花色 { if( player_a->HandCardTable[ i ] == player_b->HandCardTable[ i ] ) continue; if( player_a->HandCardTable[ i ] > player_b->HandCardTable[ i ] ) return player_a; else return player_b; } return NULL; } //------------------------------------------------------------------------------------------------------------------------------------------------------ public : //------------------------------------------------------------------------------------------------------------------------------------------------------ TexasHoldemPoker() { ::ZeroMemory( this, sizeof( TexasHoldemPoker ) ); CreateCardTable(); } void RunTest() { pWinPlayerLink = NULL; // CreateTEST_BasePokerCard(); CreateTEST_BasePokerCard_Random(); BetPlayerTableUseCount = 0; for( DWORD i = 0; i < 5; ++i ) { PlayerHandCardInfo *player = CreateTEST_Player(); CheckPokerCardWin( player ); } SortPlayerWinPokerCard(); pWinPlayerLink = PokerCardCheckWinner_Run(); } //------------------------------------------------------------------------------------------------------------------------------------------------------ }; #endif class TexasHoldemPokerTest : public TexasHoldemPoker { public : //------------------------------------------------------------ GameManager *_this; Text3DComponent *pMSJH_Font; //------------------------------------------------------------ void Create( GameManager *set_this ) { _this = set_this; _this->ConnectStopFlag = TRUE; _this->LoginOkayFlag = TRUE; pMSJH_Font = Text3DComponent::sCreate(); pMSJH_Font->vInit( 40, "微軟正黑體", TRUE ); RunTest(); // test } void Release() { pMSJH_Font->vRelease(); pMSJH_Font = NULL; } //------------------------------------------------------------ void Show() { VertexImageComponent *image = (VertexImageComponent*)_this->GetImageLink( IMAGE_FILE__IMAGE__POKER_CARD ); long x = 40, y = 130; long x_backup = x; pMSJH_Font->vShowA( 10, 40, D3DCOLOR_RGBA( 255, 255, 255, 255 ), TEXT3D_SHOW__LEFT, "德州撲克演算法驗證程式 - ANDY - 2019.07.26" ); pMSJH_Font->vShowA( x, y - 40, D3DCOLOR_RGBA( 255, 255, 255, 255 ), TEXT3D_SHOW__LEFT, "公開牌" ); for( long i = OpenCardTableUseCount - 1; i >= 0; --i ) { _this->vOnDraw( image, x, y, OpenCardTable[ i ], NULL, RENDER_STATE__COLOR_KEY ); x += 95; } FivePlayerShow(); } void FivePlayerShow() { VertexImageComponent *image = (VertexImageComponent*)_this->GetImageLink( IMAGE_FILE__IMAGE__POKER_CARD ); PlayerHandCardInfo *player = NULL; long x = 40, y = 0; long x_backup = x; x = x_backup, y = 315; DWORD win_card_x = 310; RECT rect = {0}; for( long c = 0; c < BetPlayerTableUseCount; ++c ) { player = &BetPlayerTable[ c ]; pMSJH_Font->vShowA( x, y - 36, D3DCOLOR_RGBA( 255, 255, 255, 255 ), TEXT3D_SHOW__LEFT, "%c玩家手牌 組合最大牌: %s", 'A' + c, PokerCardWinStringTable[ player->PokerCardWinType ] ); if( player == pWinPlayerLink ) pMSJH_Font->vShowA( x + 650, y - 38, D3DCOLOR_RGBA( 255, 0, 0, 255 ), TEXT3D_SHOW__LEFT, "獲勝!!" ); for( long i = 0; i < player->HandCardTableUseCount; ++i ) { SetRect( &rect, x, y, x + 100, y + 50 ); _this->vOnDraw( image, x, y, player->HandCardTable[ i ], &rect, RENDER_STATE__COLOR_KEY ); x += 95; } x = win_card_x; for( long i = 0; i < player->WinCardTableUseCount; ++i ) { SetRect( &rect, x, y, x + 100, y + 50 ); _this->vOnDraw( image, x, y, player->WinCardTable[ i ], &rect, RENDER_STATE__COLOR_KEY ); if( player->PokerCardWinType != POKER_CARD_WIN__Separate && i == player->WinCardTableBackupUseCount ) { static DWORD color = D3DCOLOR_RGBA( 200, 0, 0, 255 ); RECT rect_line = { win_card_x, y + 50, win_card_x + (95 * player->WinCardTableBackupUseCount), y + 50 + 7 }; _this->pVertex->vSetRectVertex2( &rect_line, color ); _this->pVertex->vDraw( RENDER_STATE__COLOR_KEY ); } x += 95; } x = x_backup, y += 95; } } //------------------------------------------------------------ }PokerTest; // eof |
1/06/2014
ODBC-API存取MS-SQL預存程序(Stored Procedure)的正確用法
回想之前...我曾被ODBC-API針對MS-SQL預存程序(Stored Procedure)的使用方式搞到頭快爆了~
在網路上搜尋到很多相關資料,但是都沒有正確的使用範例!?!
一堆人在討論,但是有解答的幾乎沒有,或是我沒找到!?!
只有那些微軟的MSDN英文說明有非常多的解釋!但是這麼多英文...慢慢看...實在會瘋掉!
而且重點是要有直接的程式範例參考啊!
不然MSDN寫再多文字也只是曲高和寡,實質意義不大!
而且書店的SQL電腦書堆裡竟然沒有一本有完整介紹ODBC-API!?!
難道這技術這麼差嗎?還是太舊了,過時了,沒人想使用!?!怪怪~
不過,因為我蠻堅持要使用ODBC-API來存取MS-SQL預存程序,
(因為我想將已學的ODBC繼續強化)
所以我足足花了四天時間待在外包公司內做研究!終於東湊西湊的,將正確的用法找出來了!
而且還有外包公司的韓國工程師來支援我,讓我更快瞭解預存程序的用法!
ps : 有趣的是... 小事情我們就用英文溝通,大事情才靠韓文翻譯人員幫忙!
能用英文來溝通,工作,這點我倒是覺得很新鮮!
在此我就和大家分享我辛苦的小研究喔!
ODBC-API的初始化我就不列出了,這種基本資料網路上還是很多的!
我就直接進入主題來說明!
//-------------------------
// 以下是SQL中的sp_test預存程序的範例:(自己要去MS-SQL中定義sp_test喔)
CREATE Procedure sp_test
@val1 As int,
@val2 As int output,
@uid1 As varchar(12),
@uid2 As varchar(12) output
As
set @val2 = @val1;
set @uid2 = @uid1;
return 1
GO
//-------------------------
// 以下是用ODBC-API來呼叫SQL中的sp_test預存程序的範例
long MSSQLClass::vStoredProcedure_SelectData()
{
SQLRETURN rc = 0;
char szQuery[ SQL_STRING_MAX ] = { 0 };
rc = SQLAllocHandle( SQL_HANDLE_STMT, hdbc, &hstmt );
ERROR_OUT( rc, "MSSQLClass::vStoredProcedure_SelectData error : SQLAllocHandle" );
// 下面的?號,是更下面的SQLBindParameter要綁定參數的順序
// 而第一個?號是回傳值(如果需要有回傳的話)
// 若是沒有回傳值的預存程序,則輸入的命令是 {call sp_test(?,?,?,?)}
strcat_s( szQuery, SQL_STRING_MAX, "{? = call sp_test(?,?,?,?)}" );
// 準備要下的SQL命令
rc = ::SQLPrepare( hstmt, (SQLCHAR *)szQuery, SQL_NTS );
ERROR_OUT( rc, "MSSQLClass::vStoredProcedure_SelectData error : SQLPrepare" );
SQLINTEGER receive_length1 = 0;
SQLINTEGER receive_length2 = 0, receive_length3 = 0;
SQLINTEGER receive_length4 = 0;
// 這個SQL_NTS代號是SQL_PARAM_INPUT的字串時必須用的,
// 否則預存程序會接收不到傳入的字串
SQLINTEGER char_type_input_code = SQL_NTS;
SQLINTEGER return_value = -99;
SQLBIGINT val1 = 10, val2 = 0; // val2要先清為0,不然會收不到資訊!
SQLCHAR uid1[ 20 ] = { "hello" }, uid2[ 20 ] = { 0 }; // uid2要先清為0,不然會收不到資訊!
// 第一個SQLBindParameter是接收回傳值,所以要使用SQL_PARAM_OUTPUT
rc = ::SQLBindParameter( hstmt, 1, SQL_PARAM_OUTPUT,
SQL_C_SLONG, SQL_INTEGER, 0, 0,
&return_value, 0,
&receive_length1 );
ERROR_OUT( rc, "MSSQLClass::vStoredProcedure_SelectData error : SQLBindParameter" );
// 第二個是只傳入val1數值,所以用SQL_PARAM_INPUT
rc = ::SQLBindParameter( hstmt, 2, SQL_PARAM_INPUT,
SQL_C_ULONG, SQL_INTEGER, 0, 0,
&val1, 0,
&receive_length2 );
ERROR_OUT( rc, "MSSQLClass::vStoredProcedure_SelectData error : SQLBindParameter" );
// 第三個是預存程序內會改變val2數值,所以必須使用SQL_PARAM_INPUT_OUTPUT
rc = ::SQLBindParameter( hstmt, 3, SQL_PARAM_INPUT_OUTPUT,
SQL_C_ULONG, SQL_INTEGER, 0, 0,
&val2, 0,
&receive_length3 );
ERROR_OUT( rc, "MSSQLClass::vStoredProcedure_SelectData error : SQLBindParameter" );
// 第四個是只傳入uid1字串,所以用SQL_PARAM_INPUT
// 這裡有個重點,就是SQLBindParameter的最後一個參數必須填入SQL_NTS代號!
// 但是因為他是只能傳入指標,所以必須將代號先放在char_type_input_code變數上
// 如果不傳入SQL_NTS代號,則預存程序會接收不到傳入的字串喔!
// 這點,我花了很多時間研究原因,終於讓我發現到這個設定上的小眉角!
rc = ::SQLBindParameter( hstmt, 4, SQL_PARAM_INPUT,
SQL_C_CHAR, SQL_VARCHAR, sizeof( uid1 ), 0,
uid1, sizeof( uid1 ),
&char_type_input_code ); // 這裡是傳入字串的重點設定喔
ERROR_OUT( rc, "MSSQLClass::vStoredProcedure_SelectData error : SQLBindParameter" );
// 第五個是預存程序內會改變uid2字串,所以必須使用SQL_PARAM_INPUT_OUTPUT
rc = ::SQLBindParameter( hstmt, 5, SQL_PARAM_INPUT_OUTPUT,
SQL_C_CHAR, SQL_VARCHAR, sizeof( uid2 ), 0,
uid2, sizeof( uid2 ),
&receive_length4 );
ERROR_OUT( rc, "MSSQLClass::vStoredProcedure_SelectData error : SQLBindParameter" );
// 執行準備好的命令
rc = ::SQLExecute( hstmt );
ERROR_OUT( rc, "MSSQLClass::vStoredProcedure_SelectData error : SQLExecute" );
// 如果預存程序內有多條SQL敘述,則需要再執行SQLMoreResults,依序將資料取出!
while( 1 )
{
rc = ::SQLMoreResults( hstmt );
if( rc == SQL_NO_DATA )
{
break;
}
else
ERROR_OUT( rc, "MSSQLClass::vStoredProcedure_SelectData error : SQLMoreResults" );
}
::SQLFreeHandle( SQL_HANDLE_STMT, hstmt );
hstmt = SQL_NULL_HSTMT;
return return_value;
}
還有另一個用法,就是能藉由預存程序,取得一連串的資料!
例如:一次取出50筆朋友清單資料!
這用法其實也很簡單,等我有空時再發佈嚕~
最後要說的是,就將這很辛苦的小小研究成果獻給有緣人嚕!
ps : 我又多花了三天,才解決預存程序內若有多條SQL敘述...會發生取不到資料的問題,
原來是需要使用SQLMoreResults來取出!找的我快瘋了!
在網路上搜尋到很多相關資料,但是都沒有正確的使用範例!?!
一堆人在討論,但是有解答的幾乎沒有,或是我沒找到!?!
只有那些微軟的MSDN英文說明有非常多的解釋!但是這麼多英文...慢慢看...實在會瘋掉!
而且重點是要有直接的程式範例參考啊!
不然MSDN寫再多文字也只是曲高和寡,實質意義不大!
而且書店的SQL電腦書堆裡竟然沒有一本有完整介紹ODBC-API!?!
難道這技術這麼差嗎?還是太舊了,過時了,沒人想使用!?!怪怪~
不過,因為我蠻堅持要使用ODBC-API來存取MS-SQL預存程序,
(因為我想將已學的ODBC繼續強化)
所以我足足花了四天時間待在外包公司內做研究!終於東湊西湊的,將正確的用法找出來了!
而且還有外包公司的韓國工程師來支援我,讓我更快瞭解預存程序的用法!
ps : 有趣的是... 小事情我們就用英文溝通,大事情才靠韓文翻譯人員幫忙!
能用英文來溝通,工作,這點我倒是覺得很新鮮!
在此我就和大家分享我辛苦的小研究喔!
ODBC-API的初始化我就不列出了,這種基本資料網路上還是很多的!
我就直接進入主題來說明!
//-------------------------
// 以下是SQL中的sp_test預存程序的範例:(自己要去MS-SQL中定義sp_test喔)
CREATE Procedure sp_test
@val1 As int,
@val2 As int output,
@uid1 As varchar(12),
@uid2 As varchar(12) output
As
set @val2 = @val1;
set @uid2 = @uid1;
return 1
GO
//-------------------------
// 以下是用ODBC-API來呼叫SQL中的sp_test預存程序的範例
long MSSQLClass::vStoredProcedure_SelectData()
{
SQLRETURN rc = 0;
char szQuery[ SQL_STRING_MAX ] = { 0 };
rc = SQLAllocHandle( SQL_HANDLE_STMT, hdbc, &hstmt );
ERROR_OUT( rc, "MSSQLClass::vStoredProcedure_SelectData error : SQLAllocHandle" );
// 下面的?號,是更下面的SQLBindParameter要綁定參數的順序
// 而第一個?號是回傳值(如果需要有回傳的話)
// 若是沒有回傳值的預存程序,則輸入的命令是 {call sp_test(?,?,?,?)}
strcat_s( szQuery, SQL_STRING_MAX, "{? = call sp_test(?,?,?,?)}" );
// 準備要下的SQL命令
rc = ::SQLPrepare( hstmt, (SQLCHAR *)szQuery, SQL_NTS );
ERROR_OUT( rc, "MSSQLClass::vStoredProcedure_SelectData error : SQLPrepare" );
SQLINTEGER receive_length1 = 0;
SQLINTEGER receive_length2 = 0, receive_length3 = 0;
SQLINTEGER receive_length4 = 0;
// 這個SQL_NTS代號是SQL_PARAM_INPUT的字串時必須用的,
// 否則預存程序會接收不到傳入的字串
SQLINTEGER char_type_input_code = SQL_NTS;
SQLINTEGER return_value = -99;
SQLBIGINT val1 = 10, val2 = 0; // val2要先清為0,不然會收不到資訊!
SQLCHAR uid1[ 20 ] = { "hello" }, uid2[ 20 ] = { 0 }; // uid2要先清為0,不然會收不到資訊!
// 第一個SQLBindParameter是接收回傳值,所以要使用SQL_PARAM_OUTPUT
rc = ::SQLBindParameter( hstmt, 1, SQL_PARAM_OUTPUT,
SQL_C_SLONG, SQL_INTEGER, 0, 0,
&return_value, 0,
&receive_length1 );
ERROR_OUT( rc, "MSSQLClass::vStoredProcedure_SelectData error : SQLBindParameter" );
// 第二個是只傳入val1數值,所以用SQL_PARAM_INPUT
rc = ::SQLBindParameter( hstmt, 2, SQL_PARAM_INPUT,
SQL_C_ULONG, SQL_INTEGER, 0, 0,
&val1, 0,
&receive_length2 );
ERROR_OUT( rc, "MSSQLClass::vStoredProcedure_SelectData error : SQLBindParameter" );
// 第三個是預存程序內會改變val2數值,所以必須使用SQL_PARAM_INPUT_OUTPUT
rc = ::SQLBindParameter( hstmt, 3, SQL_PARAM_INPUT_OUTPUT,
SQL_C_ULONG, SQL_INTEGER, 0, 0,
&val2, 0,
&receive_length3 );
ERROR_OUT( rc, "MSSQLClass::vStoredProcedure_SelectData error : SQLBindParameter" );
// 第四個是只傳入uid1字串,所以用SQL_PARAM_INPUT
// 這裡有個重點,就是SQLBindParameter的最後一個參數必須填入SQL_NTS代號!
// 但是因為他是只能傳入指標,所以必須將代號先放在char_type_input_code變數上
// 如果不傳入SQL_NTS代號,則預存程序會接收不到傳入的字串喔!
// 這點,我花了很多時間研究原因,終於讓我發現到這個設定上的小眉角!
rc = ::SQLBindParameter( hstmt, 4, SQL_PARAM_INPUT,
SQL_C_CHAR, SQL_VARCHAR, sizeof( uid1 ), 0,
uid1, sizeof( uid1 ),
&char_type_input_code ); // 這裡是傳入字串的重點設定喔
ERROR_OUT( rc, "MSSQLClass::vStoredProcedure_SelectData error : SQLBindParameter" );
// 第五個是預存程序內會改變uid2字串,所以必須使用SQL_PARAM_INPUT_OUTPUT
rc = ::SQLBindParameter( hstmt, 5, SQL_PARAM_INPUT_OUTPUT,
SQL_C_CHAR, SQL_VARCHAR, sizeof( uid2 ), 0,
uid2, sizeof( uid2 ),
&receive_length4 );
ERROR_OUT( rc, "MSSQLClass::vStoredProcedure_SelectData error : SQLBindParameter" );
// 執行準備好的命令
rc = ::SQLExecute( hstmt );
ERROR_OUT( rc, "MSSQLClass::vStoredProcedure_SelectData error : SQLExecute" );
// 如果預存程序內有多條SQL敘述,則需要再執行SQLMoreResults,依序將資料取出!
while( 1 )
{
rc = ::SQLMoreResults( hstmt );
if( rc == SQL_NO_DATA )
{
break;
}
else
ERROR_OUT( rc, "MSSQLClass::vStoredProcedure_SelectData error : SQLMoreResults" );
}
::SQLFreeHandle( SQL_HANDLE_STMT, hstmt );
hstmt = SQL_NULL_HSTMT;
return return_value;
}
還有另一個用法,就是能藉由預存程序,取得一連串的資料!
例如:一次取出50筆朋友清單資料!
這用法其實也很簡單,等我有空時再發佈嚕~
最後要說的是,就將這很辛苦的小小研究成果獻給有緣人嚕!
ps : 我又多花了三天,才解決預存程序內若有多條SQL敘述...會發生取不到資料的問題,
原來是需要使用SQLMoreResults來取出!找的我快瘋了!
訂閱:
文章 (Atom)