Wie ich im vorherigen Blog sagte, werde ich die Verwendung von Socket, TcpListener und UdpClient in c# vorstellen, um verschiedene synchrone und asynchrone TCPs zu implementieren und UDP-Server, ich habe viele Tage damit verbracht, diese selbst zusammenzufassen. Auf diese Weise glaube ich, dass Freunde, die neu in der C#-Netzwerkprogrammierung sind, nicht überall nach Informationen suchen und debuggen werden wie ich zuvor. Dieses Mal stelle ich den mit Socket implementierten synchronen TCP-Server vor. Der Unterschied zwischen dem im ersten Artikel vorgestellten synchronen TCP-Server und dem asynchronen TCP-Server besteht darin, ob er blockiert, wenn Socket Accept aufruft.
Wenn ein synchroner TCP-Server eine Anfrage von einem Client empfängt, startet er normalerweise einen Thread, um die Kommunikation mit dem Client abzuwickeln. Diese Methode ist nicht die gute Sache Der Grund dafür ist, dass es viele Ressourcen verbraucht. Wenn Sie jedoch einen Thread-Pool verwenden und im Voraus eine bestimmte Anzahl von Threads zuweisen, ist die Leistung immer noch gut.
Aber der Hauptzweck der Bereitstellung vieler Möglichkeiten zur Implementierung des Servers besteht darin, zu testen, welche Situation im Vergleich zu NICE eine bessere Leistung bietet. Es gibt tatsächlich einen anderen IOCP-Modus mit der besten Leistung. . .
Servercode
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Net.Sockets; using System.Net; using System.Threading; namespace NetFrame.Net.TCP.Sock.Synchronous { /// <summary> /// 基于socket实现的同步TCP服务器 /// </summary> public class SocketTCPServer { #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<SocketClientHandle> _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> /// 同步Socket TCP服务器 /// </summary> /// <param name="listenPort">监听的端口</param> public SocketTCPServer(int listenPort) : this(IPAddress.Any, listenPort, 1024) { } /// <summary> /// 同步Socket TCP服务器 /// </summary> /// <param name="localEP">监听的终结点</param> public SocketTCPServer(IPEndPoint localEP) : this(localEP.Address, localEP.Port, 1024) { } /// <summary> /// 同步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 SocketTCPServer(IPAddress localIPAddress, int listenPort, int maxClient) { this.Address = localIPAddress; this.Port = listenPort; this.Encoding = Encoding.Default; _maxClient = maxClient; _clients = new List<SocketClientHandle>(); _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)); Thread thread = new Thread(StartListen); thread.Start(); } } /// <summary> /// 开始进行监听 /// </summary> private void StartListen() { _serverSock.Listen(1024); SocketClientHandle handle; while (IsRunning) { if (_clientCount >= _maxClient) { //TODO 客户端过多异常 RaiseOtherException(null); } else { Socket clientSock = _serverSock.Accept(); _clientCount++; //TODO 创建一个处理客户端的线程并启动 handle = new SocketClientHandle(clientSock); _clients.Add(handle); //使用线程池来操作 ThreadPool.QueueUserWorkItem(new WaitCallback(handle.RecevieData)); //Thread pthread; //pthread = new Thread(new ThreadStart(client.RecevieData)); //pthread.Start(); //这里应该使用线程池来进行 } } } /// <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> /// 发送函数 /// </summary> public void Send(string msg, SocketClientHandle client) { //TODO } /// <summary> /// 关闭一个与客户端之间的会话 /// </summary> /// <param name="handle">需要关闭的客户端会话对象</param> public void Close(SocketClientHandle handle) { if (handle != null) { _clients.Remove(handle); handle.Dispose(); _clientCount--; //TODO 触发关闭事件 } } /// <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 (SocketClientHandle handle in _clients) { Close(handle); } _clientCount = 0; _clients.Clear(); } #endregion #region 事件 /// <summary> /// 与客户端的连接已建立事件 /// </summary> public event EventHandler<SocketEventArgs> ClientConnected; /// <summary> /// 与客户端的连接已断开事件 /// </summary> public event EventHandler<SocketEventArgs> ClientDisconnected; /// <summary> /// 触发客户端连接事件 /// </summary> /// <param name="state"></param> private void RaiseClientConnected(SocketClientHandle handle) { if (ClientConnected != null) { ClientConnected(this, new SocketEventArgs(handle)); } } /// <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 SocketEventArgs("连接断开")); } } /// <summary> /// 接收到数据事件 /// </summary> public event EventHandler<SocketEventArgs> DataReceived; private void RaiseDataReceived(SocketClientHandle handle) { if (DataReceived != null) { DataReceived(this, new SocketEventArgs(handle)); } } /// <summary> /// 数据发送事件 /// </summary> public event EventHandler<SocketEventArgs> CompletedSend; /// <summary> /// 触发数据发送事件 /// </summary> /// <param name="state"></param> private void RaiseCompletedSend(SocketClientHandle handle) { if (CompletedSend != null) { CompletedSend(this, new SocketEventArgs(handle)); } } /// <summary> /// 网络错误事件 /// </summary> public event EventHandler<SocketEventArgs> NetError; /// <summary> /// 触发网络错误事件 /// </summary> /// <param name="state"></param> private void RaiseNetError(SocketClientHandle handle) { if (NetError != null) { NetError(this, new SocketEventArgs(handle)); } } /// <summary> /// 异常事件 /// </summary> public event EventHandler<SocketEventArgs> OtherException; /// <summary> /// 触发异常事件 /// </summary> /// <param name="state"></param> private void RaiseOtherException(SocketClientHandle handle, string descrip) { if (OtherException != null) { OtherException(this, new SocketEventArgs(descrip, handle)); } } private void RaiseOtherException(SocketClientHandle handle) { RaiseOtherException(handle, ""); } #endregion #region Close 未实现 #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 异常 } } disposed = true; } } #endregion } }
Handle-Klasse, die Client-Vorgänge kapselt
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Net.Sockets; namespace NetFrame.Net.TCP.Sock.Synchronous { /// <summary> /// Socket 服务器用于处理客户端连接封装的客户端处理类 /// </summary> public class SocketClientHandle:IDisposable { /// <summary> /// 与客户端相关联的socket /// </summary> private Socket _client; /// <summary> /// 标识是否与客户端相连接 /// </summary> private bool _is_connect; public bool IsConnect { get { return _is_connect; } set { _is_connect = value; } } /// <summary> /// 数据接受缓冲区 /// </summary> private byte[] _recvBuffer; public SocketClientHandle(Socket client) { this._client = client; _is_connect = true; _recvBuffer = new byte[1024 * 1024 * 2]; } #region Method /// <summary> /// 接受来自客户端发来的数据 /// </summary> public void RecevieData(Object state) { int len = -1; while (_is_connect) { try { len = _client.Receive(_recvBuffer); } catch (Exception) { //TODO } } } /// <summary> /// 向客户端发送数据 /// </summary> public void SendData(string msg) { byte[] data = Encoding.Default.GetBytes(msg); try { //有一种比较好的写法 _client.Send(data); } catch (Exception) { //TODO 处理异常 } } #endregion #region 事件 //TODO 消息发送事件 //TODO 数据收到事件 //TODO 异常处理事件 #endregion #region 释放 /// <summary> /// Performs application-defined tasks associated with freeing, /// releasing, or resetting unmanaged resources. /// </summary> public void Dispose() { _is_connect = false; if (_client != null) { _client.Close(); _client = null; } GC.SuppressFinalize(this); } #endregion } }
Socket synchronisiert die Zeitparameterklasse des TCP-Servers
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace NetFrame.Net.TCP.Sock.Synchronous { /// <summary> /// 同步Socket TCP服务器事件类 /// </summary> public class SocketEventArgs : EventArgs { /// <summary> /// 提示信息 /// </summary> public string _msg; /// <summary> /// 客户端状态封装类 /// </summary> public SocketClientHandle _handle; /// <summary> /// 是否已经处理过了 /// </summary> public bool IsHandled { get; set; } public SocketEventArgs(string msg) { this._msg = msg; IsHandled = false; } public SocketEventArgs(SocketClientHandle handle) { this._handle = handle; IsHandled = false; } public SocketEventArgs(string msg, SocketClientHandle handle) { this._msg = msg; this._handle = handle; IsHandled = false; } } }
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