看了系列一 我们开启了对socket tcp的监听状态,那么这一章我们来讲解怎么创建socket的通信代码
我新建一个类 TSocketBase
public abstract class TSocketBase
{
//封装socket
internal Socket _Socket;
//回调
private AsyncCallback aCallback;
//接受数据的缓冲区
private byte[] Buffers;
//标识是否已经释放
private volatile bool IsDispose;
//10K的缓冲区空间
private int BufferSize = 10*1024;
//收取消息状态码
private SocketError ReceiveError;
//发送消息的状态码
private SocketError SenderError;
//每一次接受到的字节数
private int ReceiveSize = 0;
//接受空消息次数
private byte ZeroCount = 0;
public abstract void Receive(byte[] rbuff);
public void SetSocket()
{
this.aCallback = new AsyncCallback(this.ReceiveCallback);
this.IsDispose = false;
this._Socket.ReceiveBufferSize = this.BufferSize;
this._Socket.SendBufferSize = this.BufferSize;
this.Buffers = new byte[this.BufferSize];
}
/// <summary>
/// 关闭并释放资源
/// </summary>
/// <param name="msg"></param>
public void Close(string msg)
{
if (!this.IsDispose)
{
this.IsDispose = true;
try
{
try
{
this._Socket.Close();
}
catch
{
}
IDisposable disposable = this._Socket;
if (disposable != null)
{
disposable.Dispose();
}
this.Buffers = null;
GC.SuppressFinalize(this);
}
catch (Exception)
{
}
}
}
/// <summary>
/// 递归接收消息方法
/// </summary>
internal void ReceiveAsync()
{
try
{
if (!this.IsDispose && this._Socket.Connected)
{
this._Socket.BeginReceive(this.Buffers, 0, this.BufferSize, SocketFlags.None, out SenderError,
this.aCallback, this);
CheckSocketError(ReceiveError);
}
}
catch (System.Net.Sockets.SocketException)
{
this.Close("链接已经被关闭");
}
catch (System.ObjectDisposedException)
{
this.Close("链接已经被关闭");
}
}
/// <summary>
/// 接收消息回调函数
/// </summary>
/// <param name="iar"></param>
private void ReceiveCallback(IAsyncResult iar)
{
if (!this.IsDispose)
{
try
{
//接受消息
ReceiveSize = _Socket.EndReceive(iar, out ReceiveError);
//检查状态码
if (!CheckSocketError(ReceiveError) && SocketError.Success == ReceiveError)
{
//判断接受的字节数
if (ReceiveSize > 0)
{
byte[] rbuff = new byte[ReceiveSize];
Array.Copy(this.Buffers, rbuff, ReceiveSize);
this.Receive(rbuff);
//重置连续收到空字节数
ZeroCount = 0;
//继续开始异步接受消息
ReceiveAsync();
}
else
{
ZeroCount++;
if (ZeroCount == 5)
{
this.Close("错误链接");
}
}
}
}
catch (System.Net.Sockets.SocketException)
{
this.Close("链接已经被关闭");
}
catch (System.ObjectDisposedException)
{
this.Close("链接已经被关闭");
}
}
}
/// <summary>
/// 错误判断
/// </summary>
/// <param name="socketError"></param>
/// <returns></returns>
private bool CheckSocketError(SocketError socketError)
{
switch ((socketError))
{
case SocketError.SocketError:
case SocketError.VersionNotSupported:
case SocketError.TryAgain:
case SocketError.ProtocolFamilyNotSupported:
case SocketError.ConnectionAborted:
case SocketError.ConnectionRefused:
case SocketError.ConnectionReset:
case SocketError.Disconnecting:
case SocketError.HostDown:
case SocketError.HostNotFound:
case SocketError.HostUnreachable:
case SocketError.NetworkDown:
case SocketError.NetworkReset:
case SocketError.NetworkUnreachable:
case SocketError.NoData:
case SocketError.OperationAborted:
case SocketError.Shutdown:
case SocketError.SystemNotReady:
case SocketError.TooManyOpenSockets:
this.Close(socketError.ToString());
return true;
}
return false;
}
/// <summary>
/// 发送消息方法
/// </summary>
internal int SendMsg(byte[] buffer)
{
int size = 0;
try
{
if (!this.IsDispose)
{
size = this._Socket.Send(buffer, 0, buffer.Length, SocketFlags.None, out SenderError);
CheckSocketError(SenderError);
}
}
catch (System.ObjectDisposedException)
{
this.Close("链接已经被关闭");
}
catch (System.Net.Sockets.SocketException)
{
this.Close("链接已经被关闭");
}
buffer = null;
return size;
}
}
上面我们事先了socket的异步接受消息,和同步发送消息已经关闭释放资源代码
接受消息net底层提供的接受消息的方法有很多,为什么我们要选择上面所写的呢?那是为了兼容U3D,silverlight, wpf, wp, wf,等程序可执行,不在重复做相同工作。
现在我们来创建一个实现类 TSocketClient
public class TSocketClient : TSocketBase
{
/// <summary>
/// 是否是服务器端的资源
/// </summary>
private bool isServer = false;
/// <summary>
/// 客户端主动请求服务器
/// </summary>
/// <param name="ip"></param>
/// <param name="port"></param>
public TSocketClient(string ip = "127.0.0.1", int port = 9527)
{
isServer = false;
this._Socket = new System.Net.Sockets.Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
this._Socket.Connect(ip, port);
this.SetSocket();
this.ReceiveAsync();
}
/// <summary>
/// 这个是服务器收到有效链接初始化
/// </summary>
/// <param name="socket"></param>
public TSocketClient(Socket socket)
{
isServer = true;
this._Socket = socket;
this.SetSocket();
this.ReceiveAsync();
}
/// <summary>
/// 收到消息后
/// </summary>
/// <param name="rbuff"></param>
public override void Receive(byte[] rbuff)
{
Console.WriteLine("Receive Msg:" + System.Text.UTF8Encoding.Default.GetString(rbuff));
if (isServer)
{
this.SendMsg(System.Text.UTF8Encoding.Default.GetBytes("Holle Client!"));
}
}
}
因为是测试示例,所以我把服务器和客户端实现类写成了,只是用来不同的构造函数来区分,是客户端还是服务器的标识
接下来我们测试一下代码
1 class Program
2 {
3 static void Main(string[] args)
4 {
5 TCPListener tcp = new TCPListener();
6 TSocketClient client = new TSocketClient();
7 client.SendMsg(System.Text.UTF8Encoding.Default.GetBytes("Holle Server!"));
8 Console.ReadLine();
9 }
10 }

运行结果看出,我们连接成功并且发送消息成功。
