Aufgrund meiner Liebe zur Netzwerkprogrammierung verwende ich oft c#, um verschiedene Server zu schreiben (z. B. TCP-Server, UDP-Server), aber im Grunde mache ich es aus Spaß, und es gibt auch solche Einige im Internet Es gibt viele Artikel über C#-Netzwerkprogrammierung Natürlich habe ich auch auf Artikel von vielen Autoren verwiesen. Nachdem Sie diesen Artikel gelesen haben, müssen Sie nicht mehr exportieren, um Informationen zu finden.
In dieser Artikelserie werden nacheinander der asynchrone TCP-Server und der synchrone TCP-Server vorgestellt, die mit Socket. , Asynchroner UDP-Server, Synchronischer UDP-Server und Asynchronous TCP Server, Synchronous TCP Server, Asynchronous UDP Server, Synchronous UDP ServerTcpListener und UdpClient 🎜 >.
Socket Asynchronous TCP Server
Ich glaube, dass dieses TCP Leuten bekannt sein wird, die sich mit Netzwerkprogrammierung beschäftigt haben. In C# hat Microsoft uns dabei geholfen, zwei Klassen, TcpListener und TcpClient, zu kapseln, um die Socket-Kapselung zu implementieren. Da die Verwendung jedoch nicht sehr einfach ist, verwenden wir Socket, um einen asynchronen TCP-Server zu implementieren.
In diesem Artikel gebe ich nur den serverseitigen Code an. Den clientseitigen Code finden Sie schließlich an anderer Stelle serverseitig
Das Folgende ist der Code
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Net.Sockets; using System.Net; namespace NetFrame.Net.TCP.Sock.Asynchronous { /// <summary> /// Socket实现的异步TCP服务器 /// </summary> public class AsyncSocketTCPServer : IDisposable { #region Fields /// <summary> /// 服务器程序允许的最大客户端连接数 /// </summary> private int _maxClient; /// <summary> /// 当前的连接的客户端数 /// </summary> private int _clientCount; /// <summary> /// 服务器使用的异步socket /// </summary> private Socket _serverSock; /// <summary> /// 客户端会话列表 /// </summary> private List<AsyncSocketState> _clients; private bool disposed = false; #endregion #region Properties /// <summary> /// 服务器是否正在运行 /// </summary> public bool IsRunning { get; private set; } /// <summary> /// 监听的IP地址 /// </summary> public IPAddress Address { get; private set; } /// <summary> /// 监听的端口 /// </summary> public int Port { get; private set; } /// <summary> /// 通信使用的编码 /// </summary> public Encoding Encoding { get; set; } #endregion #region 构造函数 /// <summary> /// 异步Socket TCP服务器 /// </summary> /// <param name="listenPort">监听的端口</param> public AsyncSocketTCPServer(int listenPort) : this(IPAddress.Any, listenPort,1024) { } /// <summary> /// 异步Socket TCP服务器 /// </summary> /// <param name="localEP">监听的终结点</param> public AsyncSocketTCPServer(IPEndPoint localEP) : this(localEP.Address, localEP.Port,1024) { } /// <summary> /// 异步Socket TCP服务器 /// </summary> /// <param name="localIPAddress">监听的IP地址</param> /// <param name="listenPort">监听的端口</param> /// <param name="maxClient">最大客户端数量</param> public AsyncSocketTCPServer(IPAddress localIPAddress, int listenPort,int maxClient) { this.Address = localIPAddress; this.Port = listenPort; this.Encoding = Encoding.Default; _maxClient = maxClient; _clients = new List<AsyncSocketState>(); _serverSock = new Socket(localIPAddress.AddressFamily, SocketType.Stream, ProtocolType.Tcp); } #endregion #region Method /// <summary> /// 启动服务器 /// </summary> public void Start() { if (!IsRunning) { IsRunning = true; _serverSock.Bind(new IPEndPoint(this.Address, this.Port)); _serverSock.Listen(1024); _serverSock.BeginAccept(new AsyncCallback(HandleAcceptConnected), _serverSock); } } /// <summary> /// 启动服务器 /// </summary> /// <param name="backlog"> /// 服务器所允许的挂起连接序列的最大长度 /// </param> public void Start(int backlog) { if (!IsRunning) { IsRunning = true; _serverSock.Bind(new IPEndPoint(this.Address, this.Port)); _serverSock.Listen(backlog); _serverSock.BeginAccept(new AsyncCallback(HandleAcceptConnected), _serverSock); } } /// <summary> /// 停止服务器 /// </summary> public void Stop() { if (IsRunning) { IsRunning = false; _serverSock.Close(); //TODO 关闭对所有客户端的连接 } } /// <summary> /// 处理客户端连接 /// </summary> /// <param name="ar"></param> private void HandleAcceptConnected(IAsyncResult ar) { if (IsRunning) { Socket server = (Socket)ar.AsyncState; Socket client = server.EndAccept(ar); //检查是否达到最大的允许的客户端数目 if (_clientCount >= _maxClient) { //C-TODO 触发事件 RaiseOtherException(null); } else { AsyncSocketState state = new AsyncSocketState(client); lock (_clients) { _clients.Add(state); _clientCount++; RaiseClientConnected(state); //触发客户端连接事件 } state.RecvDataBuffer = new byte[client.ReceiveBufferSize]; //开始接受来自该客户端的数据 client.BeginReceive(state.RecvDataBuffer, 0, state.RecvDataBuffer.Length, SocketFlags.None, new AsyncCallback(HandleDataReceived), state); } //接受下一个请求 server.BeginAccept(new AsyncCallback(HandleAcceptConnected), ar.AsyncState); } } /// <summary> /// 处理客户端数据 /// </summary> /// <param name="ar"></param> private void HandleDataReceived(IAsyncResult ar) { if (IsRunning) { AsyncSocketState state = (AsyncSocketState)ar.AsyncState; Socket client = state.ClientSocket; try { //如果两次开始了异步的接收,所以当客户端退出的时候 //会两次执行EndReceive int recv = client.EndReceive(ar); if (recv == 0) { //C- TODO 触发事件 (关闭客户端) Close(state); RaiseNetError(state); return; } //TODO 处理已经读取的数据 ps:数据在state的RecvDataBuffer中 //C- TODO 触发数据接收事件 RaiseDataReceived(state); } catch (SocketException) { //C- TODO 异常处理 RaiseNetError(state); } finally { //继续接收来自来客户端的数据 client.BeginReceive(state.RecvDataBuffer, 0, state.RecvDataBuffer.Length, SocketFlags.None, new AsyncCallback(HandleDataReceived), state); } } } /// <summary> /// 发送数据 /// </summary> /// <param name="state">接收数据的客户端会话</param> /// <param name="data">数据报文</param> public void Send(AsyncSocketState state, byte[] data) { RaisePrepareSend(state); Send(state.ClientSocket, data); } /// <summary> /// 异步发送数据至指定的客户端 /// </summary> /// <param name="client">客户端</param> /// <param name="data">报文</param> public void Send(Socket client, byte[] data) { if (!IsRunning) throw new InvalidProgramException("This TCP Scoket server has not been started."); if (client == null) throw new ArgumentNullException("client"); if (data == null) throw new ArgumentNullException("data"); client.BeginSend(data, 0, data.Length, SocketFlags.None, new AsyncCallback(SendDataEnd), client); } /// <summary> /// 发送数据完成处理函数 /// </summary> /// <param name="ar">目标客户端Socket</param> private void SendDataEnd(IAsyncResult ar) { ((Socket)ar.AsyncState).EndSend(ar); RaiseCompletedSend(null); } #endregion #region 事件 /// <summary> /// 与客户端的连接已建立事件 /// </summary> public event EventHandler<AsyncSocketEventArgs> ClientConnected; /// <summary> /// 与客户端的连接已断开事件 /// </summary> public event EventHandler<AsyncSocketEventArgs> ClientDisconnected; /// <summary> /// 触发客户端连接事件 /// </summary> /// <param name="state"></param> private void RaiseClientConnected(AsyncSocketState state) { if (ClientConnected != null) { ClientConnected(this, new AsyncSocketEventArgs(state)); } } /// <summary> /// 触发客户端连接断开事件 /// </summary> /// <param name="client"></param> private void RaiseClientDisconnected(Socket client) { if (ClientDisconnected != null) { ClientDisconnected(this, new AsyncSocketEventArgs("连接断开")); } } /// <summary> /// 接收到数据事件 /// </summary> public event EventHandler<AsyncSocketEventArgs> DataReceived; private void RaiseDataReceived(AsyncSocketState state) { if (DataReceived != null) { DataReceived(this, new AsyncSocketEventArgs(state)); } } /// <summary> /// 发送数据前的事件 /// </summary> public event EventHandler<AsyncSocketEventArgs> PrepareSend; /// <summary> /// 触发发送数据前的事件 /// </summary> /// <param name="state"></param> private void RaisePrepareSend(AsyncSocketState state) { if (PrepareSend != null) { PrepareSend(this, new AsyncSocketEventArgs(state)); } } /// <summary> /// 数据发送完毕事件 /// </summary> public event EventHandler<AsyncSocketEventArgs> CompletedSend; /// <summary> /// 触发数据发送完毕的事件 /// </summary> /// <param name="state"></param> private void RaiseCompletedSend(AsyncSocketState state) { if (CompletedSend != null) { CompletedSend(this, new AsyncSocketEventArgs(state)); } } /// <summary> /// 网络错误事件 /// </summary> public event EventHandler<AsyncSocketEventArgs> NetError; /// <summary> /// 触发网络错误事件 /// </summary> /// <param name="state"></param> private void RaiseNetError(AsyncSocketState state) { if (NetError != null) { NetError(this, new AsyncSocketEventArgs(state)); } } /// <summary> /// 异常事件 /// </summary> public event EventHandler<AsyncSocketEventArgs> OtherException; /// <summary> /// 触发异常事件 /// </summary> /// <param name="state"></param> private void RaiseOtherException(AsyncSocketState state, string descrip) { if (OtherException != null) { OtherException(this, new AsyncSocketEventArgs(descrip, state)); } } private void RaiseOtherException(AsyncSocketState state) { RaiseOtherException(state, ""); } #endregion #region Close /// <summary> /// 关闭一个与客户端之间的会话 /// </summary> /// <param name="state">需要关闭的客户端会话对象</param> public void Close(AsyncSocketState state) { if (state != null) { state.Datagram = null; state.RecvDataBuffer = null; _clients.Remove(state); _clientCount--; //TODO 触发关闭事件 state.Close(); } } /// <summary> /// 关闭所有的客户端会话,与所有的客户端连接会断开 /// </summary> public void CloseAllClient() { foreach (AsyncSocketState client in _clients) { Close(client); } _clientCount = 0; _clients.Clear(); } #endregion #region 释放 /// <summary> /// Performs application-defined tasks associated with freeing, /// releasing, or resetting unmanaged resources. /// </summary> public void Dispose() { Dispose(true); GC.SuppressFinalize(this); } /// <summary> /// Releases unmanaged and - optionally - managed resources /// </summary> /// <param name="disposing"><c>true</c> to release /// both managed and unmanaged resources; <c>false</c> /// to release only unmanaged resources.</param> protected virtual void Dispose(bool disposing) { if (!this.disposed) { if (disposing) { try { Stop(); if (_serverSock != null) { _serverSock = null; } } catch (SocketException) { //TODO RaiseOtherException(null); } } disposed = true; } } #endregion } }
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace NetFrame.Net.TCP.Sock.Asynchronous { /// <summary> /// 异步Socket TCP事件参数类 /// </summary> public class AsyncSocketEventArgs:EventArgs { /// <summary> /// 提示信息 /// </summary> public string _msg; /// <summary> /// 客户端状态封装类 /// </summary> public AsyncSocketState _state; /// <summary> /// 是否已经处理过了 /// </summary> public bool IsHandled { get; set; } public AsyncSocketEventArgs(string msg) { this._msg = msg; IsHandled = false; } public AsyncSocketEventArgs(AsyncSocketState state) { this._state = state; IsHandled = false; } public AsyncSocketEventArgs(string msg, AsyncSocketState state) { this._msg = msg; this._state = state; IsHandled = false; } } }
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Net.Sockets; namespace NetFrame.Net.TCP.Sock.Asynchronous { /// <summary> /// 异步SOCKET TCP 中用来存储客户端状态信息的类 /// </summary> public class AsyncSocketState { #region 字段 /// <summary> /// 接收数据缓冲区 /// </summary> private byte[] _recvBuffer; /// <summary> /// 客户端发送到服务器的报文 /// 注意:在有些情况下报文可能只是报文的片断而不完整 /// </summary> private string _datagram; /// <summary> /// 客户端的Socket /// </summary> private Socket _clientSock; #endregion #region 属性 /// <summary> /// 接收数据缓冲区 /// </summary> public byte[] RecvDataBuffer { get { return _recvBuffer; } set { _recvBuffer = value; } } /// <summary> /// 存取会话的报文 /// </summary> public string Datagram { get { return _datagram; } set { _datagram = value; } } /// <summary> /// 获得与客户端会话关联的Socket对象 /// </summary> public Socket ClientSocket { get { return _clientSock; } } #endregion /// <summary> /// 构造函数 /// </summary> /// <param name="cliSock">会话使用的Socket连接</param> public AsyncSocketState(Socket cliSock) { _clientSock = cliSock; } /// <summary> /// 初始化数据缓冲区 /// </summary> public void InitBuffer() { if (_recvBuffer == null&&_clientSock!=null) { _recvBuffer=new byte[_clientSock.ReceiveBufferSize]; } } /// <summary> /// 关闭会话 /// </summary> public void Close() { //关闭数据的接受和发送 _clientSock.Shutdown(SocketShutdown.Both); //清理资源 _clientSock.Close(); } } }