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。