原创性声明
本文作者:小竹zz 本文地址http://blog.youkuaiyun.com/zhujunxxxxx/article/details/44258719 转载请注明出处
文章系列目录
C#网络编程系列文章(一)之Socket实现异步TCP服务器
C#网络编程系列文章(二)之Socket实现同步TCP服务器
C#网络编程系列文章(三)之TcpListener实现异步TCP服务器
C#网络编程系列文章(四)之TcpListener实现同步TCP服务器
C#网络编程系列文章(五)之Socket实现异步UDP服务器
C#网络编程系列文章(六)之Socket实现同步UDP服务器
C#网络编程系列文章(七)之UdpClient实现异步UDP服务器
C#网络编程系列文章(八)之UdpClient实现同步UDP服务器
本文介绍
在.Net中,System.Net.Sockets 命名空间为需要严密控制网络访问的开发人员提供了 Windows Sockets (Winsock) 接口的托管实现。System.Net 命名空间中的所有其他网络访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 连接的详细信息;NetworkStream类则提供用于网络访问的基础数据流等,常见的许多Internet服务都可以见到Socket的踪影,如Telnet、Http、Email、Echo等,这些服务尽管通讯协议Protocol的定义不同,但是其基础的传输都是采用的Socket。 其实,Socket可以象流Stream一样被视为一个数据通道,这个通道架设在应用程序端(客户端)和远程服务器端之间,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,在应用程序端或者服务器端创建了Socket对象之后,就可以使用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。其中为实现网络编程提供了大量的方法,大多数情况下,Socket 类方法只是将数据封送到它们的本机 Win32 副本中并处理任何必要的安全检查。如果你熟悉Winsock API函数,那么用Socket类编写网络程序会非常容易,当然,如果你不曾接触过,也不会太困难,跟随下面的解说,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相同的步骤。
本节介绍使用Socket来实现一个高性能的异步UDP服务器,实际上UDP是不分客户机和服务器的,但是我们有的时候和服务器通讯就是使用UDP来进行的。
Socket异步UDP服务器
- 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>
- /// 服务器程序允许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>
- /// 服务器是否正在运行
- /// </summary>
- public bool IsRunning { get; private set; }
- /// <summary>
- /// 监听的IP地址
- /// </summary>
- public IPAddress Address { get; private set; }
- /// <summary>
- /// 监听的端口
- /// </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">监听的端口</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">监听的端口</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的区别是什么
- /*_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 关闭对所有客户端的连接
- }
- }
- /// <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区别
- //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>
- /// 数据发送完毕事件
- /// </summary>
- public event EventHandler<AsyncSocketUDPEventArgs> CompletedSend;
- /// <summary>
- /// 触发数据发送完毕的事件
- /// </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">需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>
- /// 关闭所有的客户端会话,与所有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);
- }
- }
- 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>
- /// 客户端状态封装类
- /// </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.youkuaiyun.com/zhujunxxxxx/article/details/44258719 转载请注明出处