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  • C#网络编程系列文章(五)之Socket实现异步UDPserver

    原创性声明

    本文作者:小竹zz 本文地址http://blog.csdn.net/zhujunxxxxx/article/details/44258719 转载请注明出处

    文章系列文件夹

    C#网络编程系列文章(一)之Socket实现异步TCPserver 

    C#网络编程系列文章(二)之Socket实现同步TCPserver

    C#网络编程系列文章(三)之TcpListener实现异步TCPserver

    C#网络编程系列文章(四)之TcpListener实现同步TCPserver

    C#网络编程系列文章(五)之Socket实现异步UDPserver

    C#网络编程系列文章(六)之Socket实现同步UDPserver

    C#网络编程系列文章(七)之UdpClient实现异步UDPserver

    C#网络编程系列文章(八)之UdpClient实现同步UDPserver

    本文介绍

    在.Net中,System.Net.Sockets 命名空间为须要严密控制网络訪问的开发者提供了 Windows Sockets (Winsock) 接口的托管实现。System.Net 命名空间中的全部其它网络訪问类都建立在该套接字Socket实现之上,如TCPClient、TCPListener 和 UDPClient 类封装有关创建到 Internet 的 TCP 和 UDP 连接的具体信息;NetworkStream类则提供用于网络訪问的基础数据流等,常见的很多Internet服务都能够见到Socket的踪影,如Telnet、Http、Email、Echo等,这些服务虽然通讯协议Protocol的定义不同。可是其基础的传输都是採用的Socket。

     事实上,Socket能够象流Stream一样被视为一个数据通道,这个通道架设在应用程序端(client)和远程server端之间,而后,数据的读取(接收)和写入(发送)均针对这个通道来进行。 
    可见,在应用程序端或者server端创建了Socket对象之后。就能够使用Send/SentTo方法将数据发送到连接的Socket,或者使用Receive/ReceiveFrom方法接收来自连接Socket的数据。 
    针对Socket编程,.NET 框架的 Socket 类是 Winsock32 API 提供的套接字服务的托管代码版本号。当中为实现网络编程提供了大量的方法,大多数情况下,Socket 类方法仅仅是将数据封送到它们的本机 Win32 副本中并处理不论什么必要的安全检查。假设你熟悉Winsock API函数。那么用Socket类编写网络程序会很easy。当然,假设你不曾接触过。也不会太困难,尾随以下的讲解,你会发觉使用Socket类开发windows 网络应用程序原来有规可寻。它们在大多数情况下遵循大致同样的步骤。

    本节介绍使用Socket来实现一个高性能的异步UDPserver,实际上UDP是不分客户机和server的,可是我们有的时候和server通讯就是使用UDP来进行的。

    Socket异步UDPserver

    using System;
    using System.Collections.Generic;
    using System.Linq;
    using System.Text;
    using System.Net;
    using System.Net.Sockets;
    
    namespace NetFrame.Net.UDP.Sock.Asynchronous
    {
        /// <summary>
        /// SOCKET实现异步UDP服务器
        /// </summary>
        public class AsyncSocketUDPServer
        {
            #region Fields
            /// <summary>
            /// 服务器程序同意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>
            /// 服务器使用的同步socket
            /// </summary>
            private Socket _serverSock;
    
            /// <summary>
            /// 客户端会话列表
            /// </summary>
            //private List<AsyncUDPSocketState> _clients;
    
            private bool disposed = false;
    
            /// <summary>
            /// 数据接受缓冲区
            /// </summary>
            private byte[] _recvBuffer;
    
            #endregion
    
            #region Properties
    
            /// <summary>
            /// 服务器是否正在执行
            /// </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port
            /// </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 UDP服务器
            /// </summary>
            /// <param name="listenPort">监听的port</param>
            public AsyncSocketUDPServer(int listenPort)
                : this(IPAddress.Any, listenPort,1024)
            {
            }
    
            /// <summary>
            /// 异步Socket UDP服务器
            /// </summary>
            /// <param name="localEP">监听的终结点</param>
            public AsyncSocketUDPServer(IPEndPoint localEP)
                : this(localEP.Address, localEP.Port,1024)
            {
            }
    
            /// <summary>
            /// 异步Socket UDP服务器
            /// </summary>
            /// <param name="localIPAddress">监听的IP地址</param>
            /// <param name="listenPort">监听的port</param>
            /// <param name="maxClient">最大客户端数量</param>
            public AsyncSocketUDPServer(IPAddress localIPAddress, int listenPort, int maxClient)
            {
                this.Address = localIPAddress;
                this.Port = listenPort;
                this.Encoding = Encoding.Default;
    
                _maxClient = maxClient;
                //_clients = new List<AsyncUDPSocketState>();
                _serverSock = new Socket(localIPAddress.AddressFamily, SocketType.Dgram, ProtocolType.Udp);
    
                _recvBuffer=new byte[_serverSock.ReceiveBufferSize];
            }
    
            #endregion
    
            #region Method
            /// <summary>
            /// 启动服务器
            /// </summary>
            /// <returns>异步TCP服务器</returns>
            public void Start()
            {
                if (!IsRunning)
                {
                    IsRunning = true;
                    _serverSock.Bind(new IPEndPoint(this.Address, this.Port));
                    //_serverSock.Connect(new IPEndPoint(IPAddress.Any, 0));
    
                    AsyncSocketUDPState so = new AsyncSocketUDPState();
                    so.workSocket = _serverSock;
    
                    _serverSock.BeginReceiveFrom(so.buffer, 0, so.buffer.Length, SocketFlags.None,
                        ref so.remote, new AsyncCallback(ReceiveDataAsync), null);
    
    
                    //EndPoint sender = new IPEndPoint(IPAddress.Any, 0);
    
                    //_serverSock.BeginReceiveFrom(_recvBuffer, 0, _recvBuffer.Length, SocketFlags.None,
                    //    ref sender, new AsyncCallback(ReceiveDataAsync), sender);
    
                    //BeginReceive 和 BeginReceiveFrom的差别是什么
                    /*_serverSock.BeginReceive(_recvBuffer, 0, _recvBuffer.Length, SocketFlags.None,
                        new AsyncCallback(ReceiveDataAsync), null);*/
                }
            }
    
            /// <summary>
            /// 停止服务器
            /// </summary>
            public void Stop()
            {
                if (IsRunning)
                {
                    IsRunning = false;
                    _serverSock.Close();
                    //TODO 关闭对全部客户端的连接
    
                }
            }
    
            /// <summary>
            /// 接收数据的方法
            /// </summary>
            /// <param name="ar"></param>
            private void ReceiveDataAsync(IAsyncResult ar)
            {
                AsyncSocketUDPState so = ar.AsyncState as AsyncSocketUDPState;
                //EndPoint sender = new IPEndPoint(IPAddress.Any, 0);
                int len = -1;
                try
                {
                    len = _serverSock.EndReceiveFrom(ar, ref so.remote);
    
                    //len = _serverSock.EndReceiveFrom(ar, ref sender);
    
                    //EndReceiveFrom 和 EndReceive差别
                    //len = _serverSock.EndReceive(ar);
                    //TODO 处理数据
    
                    //触发数据收到事件
                    RaiseDataReceived(so);
                }
                catch (Exception)
                {
                    //TODO 处理异常
                    RaiseOtherException(so);
                }
                finally
                {
                    if (IsRunning && _serverSock != null)
                        _serverSock.BeginReceiveFrom(so.buffer, 0, so.buffer.Length, SocketFlags.None,
                    ref so.remote, new AsyncCallback(ReceiveDataAsync), so);
                }
            }
            /// <summary>
            /// 发送数据
            /// </summary>
            /// <param name="msg"></param>
            /// <param name="remote"></param>
            public void Send(string msg,EndPoint remote)
            {
                byte[] data = Encoding.Default.GetBytes(msg);
                try
                {
                    RaisePrepareSend(null);
                    _serverSock.BeginSendTo(data, 0, data.Length, SocketFlags.None, remote, new AsyncCallback(SendDataEnd), _serverSock);
                }
                catch (Exception)
                {
                    //TODO 异常处理
                    RaiseOtherException(null);
                }
            }
    
            private void SendDataEnd(IAsyncResult ar)
            {
                ((Socket)ar.AsyncState).EndSendTo(ar);
                RaiseCompletedSend(null);
            }
    
            #endregion
    
            #region 事件
            /// <summary>
            /// 接收到数据事件
            /// </summary>
            public event EventHandler<AsyncSocketUDPEventArgs> DataReceived;
    
            private void RaiseDataReceived(AsyncSocketUDPState state)
            {
                if (DataReceived != null)
                {
                    DataReceived(this, new AsyncSocketUDPEventArgs(state));
                }
            }
    
            /// <summary>
            /// 发送数据前的事件
            /// </summary>
            public event EventHandler<AsyncSocketUDPEventArgs> PrepareSend;
    
            /// <summary>
            /// 触发发送数据前的事件
            /// </summary>
            /// <param name="state"></param>
            private void RaisePrepareSend(AsyncSocketUDPState state)
            {
                if (PrepareSend != null)
                {
                    PrepareSend(this, new AsyncSocketUDPEventArgs(state));
                }
            }
    
            /// <summary>
            /// 数据发送完成事件
            /// </summary>
            public event EventHandler<AsyncSocketUDPEventArgs> CompletedSend;
    
            /// <summary>
            /// 触发数据发送完成的事件
            /// </summary>
            /// <param name="state"></param>
            private void RaiseCompletedSend(AsyncSocketUDPState state)
            {
                if (CompletedSend != null)
                {
                    CompletedSend(this, new AsyncSocketUDPEventArgs(state));
                }
            }
    
            /// <summary>
            /// 网络错误事件
            /// </summary>
            public event EventHandler<AsyncSocketUDPEventArgs> NetError;
            /// <summary>
            /// 触发网络错误事件
            /// </summary>
            /// <param name="state"></param>
            private void RaiseNetError(AsyncSocketUDPState state)
            {
                if (NetError != null)
                {
                    NetError(this, new AsyncSocketUDPEventArgs(state));
                }
            }
    
            /// <summary>
            /// 异常事件
            /// </summary>
            public event EventHandler<AsyncSocketUDPEventArgs> OtherException;
            /// <summary>
            /// 触发异常事件
            /// </summary>
            /// <param name="state"></param>
            private void RaiseOtherException(AsyncSocketUDPState state, string descrip)
            {
                if (OtherException != null)
                {
                    OtherException(this, new AsyncSocketUDPEventArgs(descrip, state));
                }
            }
            private void RaiseOtherException(AsyncSocketUDPState state)
            {
                RaiseOtherException(state, "");
            }
            #endregion
    
            #region Close
            /// <summary>
            /// 关闭一个与客户端之间的会话
            /// </summary>
            /// <param name="state">须要关闭的客户端会话对象</param>
            public void Close(AsyncSocketUDPState state)
            {
                if (state != null)
                {
                    //_clients.Remove(state);
                    //_clientCount--;
                    //TODO 触发关闭事件
                }
            }
            /// <summary>
            /// 关闭全部的客户端会话,与全部的客户端连接会断开
            /// </summary>
            public void CloseAllClient()
            {
                //foreach (AsyncUDPSocketState 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
        }
    }
    

    会话封装类

    using System;
    using System.Collections.Generic;
    using System.Linq;
    using System.Text;
    using System.Net;
    using System.Net.Sockets;
    
    namespace NetFrame.Net.UDP.Sock.Asynchronous
    {
        public class AsyncSocketUDPState
        {
            // Client   socket.
            public Socket workSocket = null;
            // Size of receive buffer.
            public const int BufferSize = 1024;
            // Receive buffer.
            public byte[] buffer = new byte[BufferSize];
            // Received data string.
            public StringBuilder sb = new StringBuilder();
    
            public EndPoint remote = new IPEndPoint(IPAddress.Any, 0);
        }
    }
    
    Socket异步UDPserver事件參数类

    using System;
    using System.Collections.Generic;
    using System.Linq;
    using System.Text;
    
    namespace NetFrame.Net.UDP.Sock.Asynchronous
    {
        /// <summary>
        /// SOCKET 异步UDP 事件类
        /// </summary>
        public class AsyncSocketUDPEventArgs : EventArgs
        {
            /// <summary>
            /// 提示信息
            /// </summary>
            public string _msg;
    
            /// <summary>
            /// client状态封装类
            /// </summary>
            public AsyncSocketUDPState _state;
    
            /// <summary>
            /// 是否已经处理过了
            /// </summary>
            public bool IsHandled { get; set; }
    
            public AsyncSocketUDPEventArgs(string msg)
            {
                this._msg = msg;
                IsHandled = false;
            }
            public AsyncSocketUDPEventArgs(AsyncSocketUDPState state)
            {
                this._state = state;
                IsHandled = false;
            }
            public AsyncSocketUDPEventArgs(string msg, AsyncSocketUDPState state)
            {
                this._msg = msg;
                this._state = state;
                IsHandled = false;
            }
        }
    }
    

    本文作者:小竹zz 本文地址http://blog.csdn.net/zhujunxxxxx/article/details/44258719 转载请注明出处



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  • 原文地址:https://www.cnblogs.com/liguangsunls/p/7285832.html
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