zoukankan      html  css  js  c++  java
  • (转)C#SocketAsyncEventArgs实现高效能多并发TCPSocket通信

                     原文地址:http://freshflower.iteye.com/blog/2285272、http://freshflower.iteye.com/blog/2285286   

     一)服务器端

              说到Socket通信, 必须要有个服务端, 打开一个端口进行监听(废话!) 可能大家都会把socket.Accept方法放在一个while(true)的循环里, 当然也没有错, 但个人认为这个不科学, 极大可能地占用服务资源. 赞成的请举手. 所以我想从另外一个方面解决这个问题. 之后是在MSDN找到SocketAsyncEventArgs的一个实例, 然后拿来改改, 有需要的同学可以看看MSDN的官方实例.https://msdn.microsoft.com/en-us/library/system.net.sockets.socketasynceventargs(v=vs.110).aspx

    需要了解客户端写法的, 请参考: 客户端实现http://freshflower.iteye.com/blog/2285286

         不多说, 接下来贴代码, 这个实例中需要用到几个类:

         1. BufferManager类, 管理传输流的大小  原封不动地拷贝过来,

    using System;
    using System.Collections.Generic;
    using System.Net.Sockets;
    
    namespace IOCTestServer
    {
        class BufferManager
        {
            int m_numBytes;                 // the total number of bytes controlled by the buffer pool  
            byte[] m_buffer;                // the underlying byte array maintained by the Buffer Manager  
            Stack<int> m_freeIndexPool;     //   
            int m_currentIndex;
            int m_bufferSize;
    
            public BufferManager(int totalBytes, int bufferSize)
            {
                m_numBytes = totalBytes;
                m_currentIndex = 0;
                m_bufferSize = bufferSize;
                m_freeIndexPool = new Stack<int>();
            }
    
            // Allocates buffer space used by the buffer pool  
            public void InitBuffer()
            {
                // create one big large buffer and divide that   
                // out to each SocketAsyncEventArg object  
                m_buffer = new byte[m_numBytes];
            }
    
            // Assigns a buffer from the buffer pool to the   
            // specified SocketAsyncEventArgs object  
            //  
            // <returns>true if the buffer was successfully set, else false</returns>  
            public bool SetBuffer(SocketAsyncEventArgs args)
            {
    
                if (m_freeIndexPool.Count > 0)
                {
                    args.SetBuffer(m_buffer, m_freeIndexPool.Pop(), m_bufferSize);
                }
                else
                {
                    if ((m_numBytes - m_bufferSize) < m_currentIndex)
                    {
                        return false;
                    }
                    args.SetBuffer(m_buffer, m_currentIndex, m_bufferSize);
                    m_currentIndex += m_bufferSize;
                }
                return true;
            }
    
            // Removes the buffer from a SocketAsyncEventArg object.    
            // This frees the buffer back to the buffer pool  
            public void FreeBuffer(SocketAsyncEventArgs args)
            {
                m_freeIndexPool.Push(args.Offset);
                args.SetBuffer(null, 0, 0);
            }
        }
    }

         2. SocketEventPool类: 管理SocketAsyncEventArgs的一个应用池. 有效地重复使用.

    using System;
    using System.Collections.Generic;
    using System.Net.Sockets;
    
    namespace IOCTestServer
    {
        class SocketEventPool
        {
            Stack<SocketAsyncEventArgs> m_pool;
    
    
            public SocketEventPool(int capacity)
            {
                m_pool = new Stack<SocketAsyncEventArgs>(capacity);
            }
    
            public void Push(SocketAsyncEventArgs item)
            {
                if (item == null) { throw new ArgumentNullException("Items added to a SocketAsyncEventArgsPool cannot be null"); }
                lock (m_pool)
                {
                    m_pool.Push(item);
                }
            }
    
            // Removes a SocketAsyncEventArgs instance from the pool  
            // and returns the object removed from the pool  
            public SocketAsyncEventArgs Pop()
            {
                lock (m_pool)
                {
                    return m_pool.Pop();
                }
            }
    
            // The number of SocketAsyncEventArgs instances in the pool  
            public int Count
            {
                get { return m_pool.Count; }
            }
    
            public void Clear()
            {
                m_pool.Clear();
            }
        }
    }

         3. AsyncUserToken类: 这个可以根据自己的实际情况来定义.主要作用就是存储客户端的信息.

    using System;
    using System.Collections.Generic;
    using System.Net;
    using System.Net.Sockets;
    
    namespace IOCTestServer
    {
        class AsyncUserToken
        {
            /// <summary>  
            /// 客户端IP地址  
            /// </summary>  
            public IPAddress IPAddress { get; set; }
    
            /// <summary>  
            /// 远程地址  
            /// </summary>  
            public EndPoint Remote { get; set; }
    
            /// <summary>  
            /// 通信SOKET  
            /// </summary>  
            public Socket Socket { get; set; }
    
            /// <summary>  
            /// 连接时间  
            /// </summary>  
            public DateTime ConnectTime { get; set; }
    
            /// <summary>  
            /// 所属用户信息  
            /// </summary>  
            public String UserInfo { get; set; }
    
    
            /// <summary>  
            /// 数据缓存区  
            /// </summary>  
            public List<byte> Buffer { get; set; }
    
    
            public AsyncUserToken()
            {
                this.Buffer = new List<byte>();
            }
        }
    }

         4. SocketManager类: 核心,实现Socket监听,收发信息等操作.

        

    using System;
    using System.Collections.Generic;
    using System.Net;
    using System.Net.Sockets;
    using System.Threading;
    
    namespace IOCTestServer
    {
        class SocketManager
        {
            private int m_maxConnectNum;    //最大连接数  
            private int m_revBufferSize;    //最大接收字节数  
            BufferManager m_bufferManager;
            const int opsToAlloc = 2;
            Socket listenSocket;            //监听Socket  
            SocketEventPool m_pool;
            int m_clientCount;              //连接的客户端数量  
            Semaphore m_maxNumberAcceptedClients;
    
            List<AsyncUserToken> m_clients; //客户端列表  
    
            #region 定义委托  
    
            /// <summary>  
            /// 客户端连接数量变化时触发  
            /// </summary>  
            /// <param name="num">当前增加客户的个数(用户退出时为负数,增加时为正数,一般为1)</param>  
            /// <param name="token">增加用户的信息</param>  
            public delegate void OnClientNumberChange(int num, AsyncUserToken token);
    
            /// <summary>  
            /// 接收到客户端的数据  
            /// </summary>  
            /// <param name="token">客户端</param>  
            /// <param name="buff">客户端数据</param>  
            public delegate void OnReceiveData(AsyncUserToken token, byte[] buff);
    
            #endregion
    
            #region 定义事件  
            /// <summary>  
            /// 客户端连接数量变化事件  
            /// </summary>  
            public event OnClientNumberChange ClientNumberChange;
    
            /// <summary>  
            /// 接收到客户端的数据事件  
            /// </summary>  
            public event OnReceiveData ReceiveClientData;
    
    
            #endregion
    
            #region 定义属性  
    
            /// <summary>  
            /// 获取客户端列表  
            /// </summary>  
            public List<AsyncUserToken> ClientList { get { return m_clients; } }
    
            #endregion
    
            /// <summary>  
            /// 构造函数  
            /// </summary>  
            /// <param name="numConnections">最大连接数</param>  
            /// <param name="receiveBufferSize">缓存区大小</param>  
            public SocketManager(int numConnections, int receiveBufferSize)
            {
                m_clientCount = 0;
                m_maxConnectNum = numConnections;
                m_revBufferSize = receiveBufferSize;
                // allocate buffers such that the maximum number of sockets can have one outstanding read and   
                //write posted to the socket simultaneously    
                m_bufferManager = new BufferManager(receiveBufferSize * numConnections * opsToAlloc, receiveBufferSize);
    
                m_pool = new SocketEventPool(numConnections);
                m_maxNumberAcceptedClients = new Semaphore(numConnections, numConnections);
            }
    
            /// <summary>  
            /// 初始化  
            /// </summary>  
            public void Init()
            {
                // Allocates one large byte buffer which all I/O operations use a piece of.  This gaurds   
                // against memory fragmentation  
                m_bufferManager.InitBuffer();
                m_clients = new List<AsyncUserToken>();
                // preallocate pool of SocketAsyncEventArgs objects  
                SocketAsyncEventArgs readWriteEventArg;
    
                for (int i = 0; i < m_maxConnectNum; i++)
                {
                    readWriteEventArg = new SocketAsyncEventArgs();
                    readWriteEventArg.Completed += new EventHandler<SocketAsyncEventArgs>(IO_Completed);
                    readWriteEventArg.UserToken = new AsyncUserToken();
    
                    // assign a byte buffer from the buffer pool to the SocketAsyncEventArg object  
                    m_bufferManager.SetBuffer(readWriteEventArg);
                    // add SocketAsyncEventArg to the pool  
                    m_pool.Push(readWriteEventArg);
                }
            }
    
    
            /// <summary>  
            /// 启动服务  
            /// </summary>  
            /// <param name="localEndPoint"></param>  
            public bool Start(IPEndPoint localEndPoint)
            {
                try
                {
                    m_clients.Clear();
                    listenSocket = new Socket(localEndPoint.AddressFamily, SocketType.Stream, ProtocolType.Tcp);
                    listenSocket.Bind(localEndPoint);
                    // start the server with a listen backlog of 100 connections  
                    listenSocket.Listen(m_maxConnectNum);
                    // post accepts on the listening socket  
                    StartAccept(null);
                    return true;
                }
                catch (Exception)
                {
                    return false;
                }
            }
    
            /// <summary>  
            /// 停止服务  
            /// </summary>  
            public void Stop()
            {
                foreach (AsyncUserToken token in m_clients)
                {
                    try
                    {
                        token.Socket.Shutdown(SocketShutdown.Both);
                    }
                    catch (Exception) { }
                }
                try
                {
                    listenSocket.Shutdown(SocketShutdown.Both);
                }
                catch (Exception) { }
    
                listenSocket.Close();
                int c_count = m_clients.Count;
                lock (m_clients) { m_clients.Clear(); }
    
                if (ClientNumberChange != null)
                    ClientNumberChange(-c_count, null);
            }
    
    
            public void CloseClient(AsyncUserToken token)
            {
                try
                {
                    token.Socket.Shutdown(SocketShutdown.Both);
                }
                catch (Exception) { }
            }
    
    
            // Begins an operation to accept a connection request from the client   
            //  
            // <param name="acceptEventArg">The context object to use when issuing   
            // the accept operation on the server's listening socket</param>  
            public void StartAccept(SocketAsyncEventArgs acceptEventArg)
            {
                if (acceptEventArg == null)
                {
                    acceptEventArg = new SocketAsyncEventArgs();
                    acceptEventArg.Completed += new EventHandler<SocketAsyncEventArgs>(AcceptEventArg_Completed);
                }
                else
                {
                    // socket must be cleared since the context object is being reused  
                    acceptEventArg.AcceptSocket = null;
                }
    
                m_maxNumberAcceptedClients.WaitOne();
                if (!listenSocket.AcceptAsync(acceptEventArg))
                {
                    ProcessAccept(acceptEventArg);
                }
            }
    
            // This method is the callback method associated with Socket.AcceptAsync   
            // operations and is invoked when an accept operation is complete  
            //  
            void AcceptEventArg_Completed(object sender, SocketAsyncEventArgs e)
            {
                ProcessAccept(e);
            }
    
            private void ProcessAccept(SocketAsyncEventArgs e)
            {
                try
                {
                    Interlocked.Increment(ref m_clientCount);
                    // Get the socket for the accepted client connection and put it into the   
                    //ReadEventArg object user token  
                    SocketAsyncEventArgs readEventArgs = m_pool.Pop();
                    AsyncUserToken userToken = (AsyncUserToken)readEventArgs.UserToken;
                    userToken.Socket = e.AcceptSocket;
                    userToken.ConnectTime = DateTime.Now;
                    userToken.Remote = e.AcceptSocket.RemoteEndPoint;
                    userToken.IPAddress = ((IPEndPoint)(e.AcceptSocket.RemoteEndPoint)).Address;
    
                    lock (m_clients) { m_clients.Add(userToken); }
    
                    if (ClientNumberChange != null)
                        ClientNumberChange(1, userToken);
                    if (!e.AcceptSocket.ReceiveAsync(readEventArgs))
                    {
                        ProcessReceive(readEventArgs);
                    }
                }
                catch (Exception me)
                {
                        //RuncomLib.Log.LogUtils.Info(me.Message + "
    " + me.StackTrace);
                }
    
                // Accept the next connection request  
                if (e.SocketError == SocketError.OperationAborted) return;
                StartAccept(e);
            }
    
    
            void IO_Completed(object sender, SocketAsyncEventArgs e)
            {
                // determine which type of operation just completed and call the associated handler  
                switch (e.LastOperation)
                {
                    case SocketAsyncOperation.Receive:
                        ProcessReceive(e);
                        break;
                    case SocketAsyncOperation.Send:
                        ProcessSend(e);
                        break;
                    default:
                        throw new ArgumentException("The last operation completed on the socket was not a receive or send");
                }
    
            }
    
    
            // This method is invoked when an asynchronous receive operation completes.   
            // If the remote host closed the connection, then the socket is closed.    
            // If data was received then the data is echoed back to the client.  
            //  
            private void ProcessReceive(SocketAsyncEventArgs e)
            {
                try
                {
                    // check if the remote host closed the connection  
                    AsyncUserToken token = (AsyncUserToken)e.UserToken;
                    if (e.BytesTransferred > 0 && e.SocketError == SocketError.Success)
                    {
                        //读取数据  
                        byte[] data = new byte[e.BytesTransferred];
                        Array.Copy(e.Buffer, e.Offset, data, 0, e.BytesTransferred);
                        lock (token.Buffer)
                        {
                            token.Buffer.AddRange(data);
                        }
                        //注意:你一定会问,这里为什么要用do-while循环?   
                        //如果当客户发送大数据流的时候,e.BytesTransferred的大小就会比客户端发送过来的要小,  
                        //需要分多次接收.所以收到包的时候,先判断包头的大小.够一个完整的包再处理.  
                        //如果客户短时间内发送多个小数据包时, 服务器可能会一次性把他们全收了.  
                        //这样如果没有一个循环来控制,那么只会处理第一个包,  
                        //剩下的包全部留在token.Buffer中了,只有等下一个数据包过来后,才会放出一个来.  
                        do
                        {
                            //判断包的长度  
                            byte[] lenBytes = token.Buffer.GetRange(0, 4).ToArray();
                            int packageLen = BitConverter.ToInt32(lenBytes, 0);
                            if (packageLen > token.Buffer.Count - 4)
                            {   //长度不够时,退出循环,让程序继续接收  
                                break;
                            }
    
                            //包够长时,则提取出来,交给后面的程序去处理  
                            byte[] rev = token.Buffer.GetRange(4, packageLen).ToArray();
                            //从数据池中移除这组数据  
                            lock (token.Buffer)
                            {
                                token.Buffer.RemoveRange(0, packageLen + 4);
                            }
                            //将数据包交给后台处理,这里你也可以新开个线程来处理.加快速度.  
                            if (ReceiveClientData != null)
                                ReceiveClientData(token, rev);
                            //这里API处理完后,并没有返回结果,当然结果是要返回的,却不是在这里, 这里的代码只管接收.  
                            //若要返回结果,可在API处理中调用此类对象的SendMessage方法,统一打包发送.不要被微软的示例给迷惑了.  
                        } while (token.Buffer.Count > 4);
    
                        //继续接收. 为什么要这么写,请看Socket.ReceiveAsync方法的说明  
                        if (!token.Socket.ReceiveAsync(e))
                            this.ProcessReceive(e);
                    }
                    else
                    {
                        CloseClientSocket(e);
                    }
                }
                catch (Exception xe)
                {
                    //RuncomLib.Log.LogUtils.Info(xe.Message + "
    " + xe.StackTrace);
                }
            }
    
            // This method is invoked when an asynchronous send operation completes.    
            // The method issues another receive on the socket to read any additional   
            // data sent from the client  
            //  
            // <param name="e"></param>  
            private void ProcessSend(SocketAsyncEventArgs e)
            {
                if (e.SocketError == SocketError.Success)
                {
                    // done echoing data back to the client  
                    AsyncUserToken token = (AsyncUserToken)e.UserToken;
                    // read the next block of data send from the client  
                    bool willRaiseEvent = token.Socket.ReceiveAsync(e);
                    if (!willRaiseEvent)
                    {
                        ProcessReceive(e);
                    }
                }
                else
                {
                    CloseClientSocket(e);
                }
            }
    
            //关闭客户端  
            private void CloseClientSocket(SocketAsyncEventArgs e)
            {
                AsyncUserToken token = e.UserToken as AsyncUserToken;
    
                lock (m_clients) { m_clients.Remove(token); }
                //如果有事件,则调用事件,发送客户端数量变化通知  
                if (ClientNumberChange != null)
                    ClientNumberChange(-1, token);
                // close the socket associated with the client  
                try
                {
                    token.Socket.Shutdown(SocketShutdown.Send);
                }
                catch (Exception) { }
                token.Socket.Close();
                // decrement the counter keeping track of the total number of clients connected to the server  
                Interlocked.Decrement(ref m_clientCount);
                m_maxNumberAcceptedClients.Release();
                // Free the SocketAsyncEventArg so they can be reused by another client  
                e.UserToken = new AsyncUserToken();
                m_pool.Push(e);
            }
    
    
    
            /// <summary>  
            /// 对数据进行打包,然后再发送  
            /// </summary>  
            /// <param name="token"></param>  
            /// <param name="message"></param>  
            /// <returns></returns>  
            public void SendMessage(AsyncUserToken token, byte[] message)
            {
                if (token == null || token.Socket == null || !token.Socket.Connected)
                    return;
                try
                {
                    //对要发送的消息,制定简单协议,头4字节指定包的大小,方便客户端接收(协议可以自己定)  
                    byte[] buff = new byte[message.Length + 4];
                    byte[] len = BitConverter.GetBytes(message.Length);
                    Array.Copy(len, buff, 4);
                    Array.Copy(message, 0, buff, 4, message.Length);
                    //token.Socket.Send(buff);  //这句也可以发送, 可根据自己的需要来选择  
                    //新建异步发送对象, 发送消息  
                    SocketAsyncEventArgs sendArg = new SocketAsyncEventArgs();
                    sendArg.UserToken = token;
                    sendArg.SetBuffer(buff, 0, buff.Length);  //将数据放置进去.  
                    token.Socket.SendAsync(sendArg);
                }
                catch (Exception e)
                {
                    //RuncomLib.Log.LogUtils.Info("SendMessage - Error:" + e.Message);
                }
            }
        }
    }

       5. 测试代码

                SocketManager m_socket = new SocketManager(200, 1024);
                m_socket.Init();
                m_socket.Start(new IPEndPoint(IPAddress.Any, 13909));

    二)客户端

             与服务器不同的是客户端的实现需要多个SocketAsyncEventArgs共同协作,至少需要两个:接收的只需要一个,发送的需要一个,也可以多个,这在多线程中尤为重要,接下来说明。

            客户端一般需要数据的时候,就要发起请求,在多线程环境中,请求服务器一般不希望列队等候,这样会大大拖慢程序的处理。如果发送数据包的SocketAsyncEventArgs只有一个,且当他正在工作的时候, 下一个请求也来访问,这时会抛出异常, 提示当前的套接字正在工作, 所以这不是我们愿意看到, 唯有增加SocketAsyncEventArgs对象来解决。 那么接下来的问题就是我怎么知道当前的SocketAsyncEventArgs对象是否正在工作呢. 很简单,我们新建一个MySocketEventArgs类来继承它。

          1. MySocketEventArgs类

         

    using System;  
    using System.Collections.Generic;  
    using System.Linq;  
    using System.Net.Sockets;  
    using System.Text;  
      
    namespace Plates.Client.Net  
    {  
        class MySocketEventArgs : SocketAsyncEventArgs  
        {  
      
            /// <summary>  
            /// 标识,只是一个编号而已  
            /// </summary>  
            public int ArgsTag { get; set; }  
      
            /// <summary>  
            /// 设置/获取使用状态  
            /// </summary>  
            public bool IsUsing { get; set; }  
      
        }  
    } 

       2. BufferManager类

               直接使用服务器端的BufferManager类即可。

       3. SocketManager类

       

    using System;
    using System.Collections;
    using System.Collections.Generic;
    using System.Linq;
    using System.Net;
    using System.Net.Sockets;
    using System.Text;
    using System.Threading;
    using System.Threading.Tasks;
    
    namespace Plates.Client.Net
    {
        class SocketManager: IDisposable
        {
            private const Int32 BuffSize = 1024;
    
            // The socket used to send/receive messages.
            private Socket clientSocket;
    
            // Flag for connected socket.
            private Boolean connected = false;
    
            // Listener endpoint.
            private IPEndPoint hostEndPoint;
    
            // Signals a connection.
            private static AutoResetEvent autoConnectEvent = new AutoResetEvent(false);
    
            BufferManager m_bufferManager;
            //定义接收数据的对象
            List<byte> m_buffer; 
            //发送与接收的MySocketEventArgs变量定义.
            private List<MySocketEventArgs> listArgs = new List<MySocketEventArgs>();
            private MySocketEventArgs receiveEventArgs = new MySocketEventArgs();
            int tagCount = 0;
    
            /// <summary>
            /// 当前连接状态
            /// </summary>
            public bool Connected { get { return clientSocket != null && clientSocket.Connected; } }
    
            //服务器主动发出数据受理委托及事件
            public delegate void OnServerDataReceived(byte[] receiveBuff);
            public event OnServerDataReceived ServerDataHandler;
    
            //服务器主动关闭连接委托及事件
            public delegate void OnServerStop();
            public event OnServerStop ServerStopEvent;
    
    
            // Create an uninitialized client instance.
            // To start the send/receive processing call the
            // Connect method followed by SendReceive method.
            internal SocketManager(String ip, Int32 port)
            {
                // Instantiates the endpoint and socket.
                hostEndPoint = new IPEndPoint(IPAddress.Parse(ip), port);
                clientSocket = new Socket(hostEndPoint.AddressFamily, SocketType.Stream, ProtocolType.Tcp);
                m_bufferManager = new BufferManager(BuffSize * 2, BuffSize);
                m_buffer = new List<byte>();
            }
    
            /// <summary>
            /// 连接到主机
            /// </summary>
            /// <returns>0.连接成功, 其他值失败,参考SocketError的值列表</returns>
            internal SocketError Connect()
            {
                SocketAsyncEventArgs connectArgs = new SocketAsyncEventArgs();
                connectArgs.UserToken = clientSocket;
                connectArgs.RemoteEndPoint = hostEndPoint;
                connectArgs.Completed += new EventHandler<SocketAsyncEventArgs>(OnConnect);
    
                clientSocket.ConnectAsync(connectArgs);
                autoConnectEvent.WaitOne(); //阻塞. 让程序在这里等待,直到连接响应后再返回连接结果
                return connectArgs.SocketError;
            }
    
            /// Disconnect from the host.
            internal void Disconnect()
            {
                clientSocket.Disconnect(false);
            }
    
            // Calback for connect operation
            private void OnConnect(object sender, SocketAsyncEventArgs e)
            {
                // Signals the end of connection.
                autoConnectEvent.Set(); //释放阻塞.
                // Set the flag for socket connected.
                connected = (e.SocketError == SocketError.Success);
                //如果连接成功,则初始化socketAsyncEventArgs
                if (connected) 
                    initArgs(e);
            }
    
    
            #region args
    
            /// <summary>
            /// 初始化收发参数
            /// </summary>
            /// <param name="e"></param>
            private void initArgs(SocketAsyncEventArgs e)
            {
                m_bufferManager.InitBuffer();
                //发送参数
                initSendArgs();
                //接收参数
                receiveEventArgs.Completed += new EventHandler<SocketAsyncEventArgs>(IO_Completed);
                receiveEventArgs.UserToken = e.UserToken;
                receiveEventArgs.ArgsTag = 0;
                m_bufferManager.SetBuffer(receiveEventArgs);
    
                //启动接收,不管有没有,一定得启动.否则有数据来了也不知道.
                if (!e.ConnectSocket.ReceiveAsync(receiveEventArgs))
                    ProcessReceive(receiveEventArgs);
            }
    
            /// <summary>
            /// 初始化发送参数MySocketEventArgs
            /// </summary>
            /// <returns></returns>
            MySocketEventArgs initSendArgs()
            {
                MySocketEventArgs sendArg = new MySocketEventArgs();
                sendArg.Completed += new EventHandler<SocketAsyncEventArgs>(IO_Completed);
                sendArg.UserToken = clientSocket;
                sendArg.RemoteEndPoint = hostEndPoint;
                sendArg.IsUsing = false;
                Interlocked.Increment(ref tagCount);
                sendArg.ArgsTag = tagCount;
                lock (listArgs)
                {
                    listArgs.Add(sendArg);
                }
                return sendArg;
            }
    
    
    
            void IO_Completed(object sender, SocketAsyncEventArgs e)
            {
                MySocketEventArgs mys = (MySocketEventArgs)e;
                // determine which type of operation just completed and call the associated handler
                switch (e.LastOperation)
                {
                    case SocketAsyncOperation.Receive:
                        ProcessReceive(e);
                        break;
                    case SocketAsyncOperation.Send:
                        mys.IsUsing = false; //数据发送已完成.状态设为False
                        ProcessSend(e);
                        break;
                    default:
                        throw new ArgumentException("The last operation completed on the socket was not a receive or send");
                }
            }
    
            // This method is invoked when an asynchronous receive operation completes. 
            // If the remote host closed the connection, then the socket is closed.  
            // If data was received then the data is echoed back to the client.
            //
            private void ProcessReceive(SocketAsyncEventArgs e)
            {
                try
                {
                    // check if the remote host closed the connection
                    Socket token = (Socket)e.UserToken;
                    if (e.BytesTransferred > 0 && e.SocketError == SocketError.Success)
                    {
                        //读取数据
                        byte[] data = new byte[e.BytesTransferred];
                        Array.Copy(e.Buffer, e.Offset, data, 0, e.BytesTransferred);
                        lock (m_buffer)
                        {
                            m_buffer.AddRange(data);
                        }
    
                        do
                        {
                            //注意: 这里是需要和服务器有协议的,我做了个简单的协议,就是一个完整的包是包长(4字节)+包数据,便于处理,当然你可以定义自己需要的; 
                            //判断包的长度,前面4个字节.
                            byte[] lenBytes = m_buffer.GetRange(0, 4).ToArray();
                            int packageLen = BitConverter.ToInt32(lenBytes, 0);
                            if (packageLen <= m_buffer.Count - 4)
                            {
                                //包够长时,则提取出来,交给后面的程序去处理
                                byte[] rev = m_buffer.GetRange(4, packageLen).ToArray();
                                //从数据池中移除这组数据,为什么要lock,你懂的
                                lock (m_buffer)
                                {
                                    m_buffer.RemoveRange(0, packageLen + 4);
                                }
                                //将数据包交给前台去处理
                                DoReceiveEvent(rev);
                            }
                            else
                            {   //长度不够,还得继续接收,需要跳出循环
                                break;
                            }
                        } while (m_buffer.Count > 4);
                        //注意:你一定会问,这里为什么要用do-while循环?   
                        //如果当服务端发送大数据流的时候,e.BytesTransferred的大小就会比服务端发送过来的完整包要小,  
                        //需要分多次接收.所以收到包的时候,先判断包头的大小.够一个完整的包再处理.  
                        //如果服务器短时间内发送多个小数据包时, 这里可能会一次性把他们全收了.  
                        //这样如果没有一个循环来控制,那么只会处理第一个包,  
                        //剩下的包全部留在m_buffer中了,只有等下一个数据包过来后,才会放出一个来.
                        //继续接收
                        if (!token.ReceiveAsync(e))
                            this.ProcessReceive(e);
                    }
                    else
                    {
                        ProcessError(e);
                    }
                }
                catch (Exception xe)
                {
                    Console.WriteLine(xe.Message);
                }
            }
    
            // This method is invoked when an asynchronous send operation completes.  
            // The method issues another receive on the socket to read any additional 
            // data sent from the client
            //
            // <param name="e"></param>
            private void ProcessSend(SocketAsyncEventArgs e)
            {
                if (e.SocketError != SocketError.Success)
                { 
                    ProcessError(e);
                }
            }
    
            #endregion
    
            #region read write
    
            // Close socket in case of failure and throws
            // a SockeException according to the SocketError.
            private void ProcessError(SocketAsyncEventArgs e)
            {
                Socket s = (Socket)e.UserToken;
                if (s.Connected)
                {
                    // close the socket associated with the client
                    try
                    {
                        s.Shutdown(SocketShutdown.Both);
                    }
                    catch (Exception)
                    {
                        // throws if client process has already closed
                    }
                    finally
                    {
                        if (s.Connected)
                        {
                            s.Close();
                        }
                        connected = false;
                    }
                }
                //这里一定要记得把事件移走,如果不移走,当断开服务器后再次连接上,会造成多次事件触发.
                foreach (MySocketEventArgs arg in listArgs)
                    arg.Completed -= IO_Completed;
                receiveEventArgs.Completed -= IO_Completed;
    
                if (ServerStopEvent != null)
                    ServerStopEvent();
            }
    
            // Exchange a message with the host.
            internal void Send(byte[] sendBuffer)
            {
                if (connected)
                {
                    //先对数据进行包装,就是把包的大小作为头加入,这必须与服务器端的协议保持一致,否则造成服务器无法处理数据.
                    byte[] buff = new byte[sendBuffer.Length + 4];
                    Array.Copy(BitConverter.GetBytes(sendBuffer.Length), buff, 4);
                    Array.Copy(sendBuffer, 0, buff, 4, sendBuffer.Length);
                    //查找有没有空闲的发送MySocketEventArgs,有就直接拿来用,没有就创建新的.So easy!
                    MySocketEventArgs sendArgs = listArgs.Find(a => a.IsUsing == false);
                    if (sendArgs == null) {
                        sendArgs = initSendArgs();
                    }
                    lock (sendArgs) //要锁定,不锁定让别的线程抢走了就不妙了.
                    {
                        sendArgs.IsUsing = true;
                        sendArgs.SetBuffer(buff, 0, buff.Length);
                    }
                    clientSocket.SendAsync(sendArgs);
                }
                else
                {
                    throw new SocketException((Int32)SocketError.NotConnected);
                }
            }
    
            /// <summary>
            /// 使用新进程通知事件回调
            /// </summary>
            /// <param name="buff"></param>
            private void DoReceiveEvent(byte[] buff)
            {
                if (ServerDataHandler == null) return;
                //ServerDataHandler(buff); //可直接调用.
                //但我更喜欢用新的线程,这样不拖延接收新数据.
                Thread thread = new Thread(new ParameterizedThreadStart((obj) =>
                {
                    ServerDataHandler((byte[])obj);
                }));
                thread.IsBackground = true;
                thread.Start(buff);
            }
    
            #endregion
    
            #region IDisposable Members
    
            // Disposes the instance of SocketClient.
            public void Dispose()
            {
                autoConnectEvent.Close();
                if (clientSocket.Connected)
                {
                    clientSocket.Close();
                }
            }
    
            #endregion
        }
    }

       4.使用类 Request

            这是原作者给出了静态类

            

    using Newtonsoft.Json;
    using Plates.Common;
    using Plates.Common.Base;
    using Plates.Common.Beans;
    using RuncomLib.File;
    using RuncomLib.Log;
    using RuncomLib.Text;
    using System;
    using System.Collections.Generic;
    using System.Linq;
    using System.Net.Sockets;
    using System.Security.Cryptography;
    using System.Text;
    using System.Threading;
    using System.Timers;
    
    namespace Plates.Client.Net
    {
        class Request
        {
            //定义,最好定义成静态的, 因为我们只需要一个就好
            static SocketManager smanager = null;
            static UserInfoModel userInfo = null;
    
            //定义事件与委托
            public delegate void ReceiveData(object message);
            public delegate void ServerClosed();
            public static event ReceiveData OnReceiveData;
            public static event ServerClosed OnServerClosed;
    
            /// <summary>
            /// 心跳定时器
            /// </summary>
            static System.Timers.Timer heartTimer = null;
            /// <summary>
            /// 心跳包
            /// </summary>
            static ApiResponse heartRes = null;
    
            /// <summary>
            /// 判断是否已连接
            /// </summary>
            public static bool Connected
            {
                get { return smanager != null && smanager.Connected; } 
            }
    
            /// <summary>
            /// 已登录的用户信息
            /// </summary>
            public static UserInfoModel UserInfo
            {
                get { return userInfo; }
            }
    
    
            #region 基本方法
    
            /// <summary>
            /// 连接到服务器
            /// </summary>
            /// <returns></returns>
            public static SocketError Connect()
            {
                if (Connected) return SocketError.Success;
                //我这里是读取配置, 
                string ip = Config.ReadConfigString("socket", "server", "");
                int port = Config.ReadConfigInt("socket", "port", 13909);
                if (string.IsNullOrWhiteSpace(ip) || port <= 1000) return SocketError.Fault;
     
                //创建连接对象, 连接到服务器
                smanager = new SocketManager(ip, port);
                SocketError error = smanager.Connect();
                if (error == SocketError.Success){
                   //连接成功后,就注册事件. 最好在成功后再注册.
                    smanager.ServerDataHandler += OnReceivedServerData;
                    smanager.ServerStopEvent += OnServerStopEvent;
                }
                return error;
            }
    
            /// <summary>
            /// 断开连接
            /// </summary>
            public static void Disconnect()
            {
                try
                {
                    smanager.Disconnect();
                }
                catch (Exception) { }
            }
    
    
            /// <summary>
            /// 发送请求
            /// </summary>
            /// <param name="request"></param>
            /// <returns></returns>
            public static bool Send(ApiResponse request)
            {
                return Send(JsonConvert.SerializeObject(request));
            }
    
            /// <summary>
            /// 发送消息
            /// </summary>
            /// <param name="message">消息实体</param>
            /// <returns>True.已发送; False.未发送</returns>
            public static bool Send(string message)
            {
                if (!Connected) return false;
    
                byte[] buff = Encoding.UTF8.GetBytes(message);
                //加密,根据自己的需要可以考虑把消息加密
                //buff = AESEncrypt.Encrypt(buff, m_aesKey);
                smanager.Send(buff);
                return true;
            }
    
    
            /// <summary>
            /// 发送字节流
            /// </summary>
            /// <param name="buff"></param>
            /// <returns></returns>
            static bool Send(byte[] buff)
            {
                if (!Connected) return false;
                smanager.Send(buff);
                return true;
            }
    
    
    
            /// <summary>
            /// 接收消息
            /// </summary>
            /// <param name="buff"></param>
            private static void OnReceivedServerData(byte[] buff)
            {
                //To do something
                //你要处理的代码,可以实现把buff转化成你具体的对象, 再传给前台
                if (OnReceiveData != null)
                    OnReceiveData(buff);
            }
    
    
    
            /// <summary>
            /// 服务器已断开
            /// </summary>
            private static void OnServerStopEvent()
            {
                if (OnServerClosed != null)
                    OnServerClosed();
            }
    
            #endregion
    
            #region 心跳包
            //心跳包也是很重要的,看自己的需要了, 我只定义出来, 你自己找个地方去调用吧
            /// <summary>
            /// 开启心跳
            /// </summary>
            private static void StartHeartbeat()
            {
                if (heartTimer == null)
                {
                    heartTimer = new System.Timers.Timer();
                    heartTimer.Elapsed += TimeElapsed;
                }
                heartTimer.AutoReset = true;     //循环执行
                heartTimer.Interval = 30 * 1000; //每30秒执行一次
                heartTimer.Enabled = true;
                heartTimer.Start();
                
                //初始化心跳包
                heartRes = new ApiResponse((int)ApiCode.心跳);
                heartRes.data = new Dictionary<string, object>();
                heartRes.data.Add("beat", Function.Base64Encode(userInfo.nickname + userInfo.userid + DateTime.Now.ToString("HH:mm:ss")));
            }
    
            /// <summary>
            /// 定时执行
            /// </summary>
            /// <param name="source"></param>
            /// <param name="e"></param>
            static void TimeElapsed(object source, ElapsedEventArgs e)
            {
                Request.Send(heartRes);
            }
    
            #endregion
        }
    }

    5.其它临时代码

                 因文章中某些类不可用,故应急添加一些类和相应的修改,供测试通过。

                ApiResponse类:

    using System.Collections.Generic;
    
    namespace IOCTestClient
    {
        internal class ApiResponse
        {
            private int 心跳;
    
            public ApiResponse(int 心跳)
            {
                this.心跳 = 心跳;
            }
            public Dictionary<string, object> data { get; set; }
        }
    }

                  客户端和服务器中的UserInfoModel 类型临时改为 String。

    6.测试代码

                Request.Connect();
                Request.Send("XXXXXXXX");
                System.Console.ReadKey();

             对照资源:http://blog.csdn.net/sqldebug_fan/article/details/17556353,包括客户端和服务器,更细致一些。

               在实际测试中,对照的两份代码都是用VS2015测试通过,但因种种原因,效率方面未测试。

            

  • 相关阅读:
    13.2 抽像类与体类(Abstract & Concrete Classes) 简单
    13.3 深度隔离的界面(Deeply Parted interface) 简单
    计算天数(C++)_学习 简单
    13.1.2 纯虚函数(Pure Virutal Functions) 简单
    C++ operator关键字(重载操作符) 简单
    二月一共多少天 简单
    重载运算符操作_学习 简单
    计算两个日期之间的天数(C++) 简单
    1.2 连接信号和响应函数 简单
    用Android手机做台式机无线网卡
  • 原文地址:https://www.cnblogs.com/hhhh2010/p/7307503.html
Copyright © 2011-2022 走看看