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                 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 + "\r\n" + 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 + "\r\n" + 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。

        

posted on 2017-08-08 16:27  hhhh2010  阅读(4875)  评论(0编辑  收藏  举报