.NET開源高效能Socket通訊中介軟體Helios介紹及示範

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一:Helios是什麼

  Helios是一套高效能的Socket通訊中介軟體,使用C#編寫。Helios的開發受到Netty的啟發,使用非阻塞的事件驅動模型架構來實現高並發高輸送量。Helios為我們大大的簡化了Socket編程,它已經為我們處理好了高並發情況下的解包,粘包,buffer管理等等。

  GitHub:https://github.com/helios-io/helios/

  為避免誤會特別提示:helios不是本人作品,小弟還在努力的路上。

二:Helios的特點  1.Powerful APIs

    Takes the complexity out of socket programming with intelligent I/O, concurrency, buffer management, and pipelining APIs.

    使用socket編程不再複雜。提供智能的I/O,並發,buffer管理,管道形式的API。

  2.Event-Driven

    Helios is Reactive - it uses a event-driven architecture to simplify development and build responsive systems that scale.

    Helios是反應式的,它使用事件驅動的架構來簡化開發和構建易伸縮的系統。

  3.Performant

    Performance is a cross-cutting concern we factor in at every level in the design of the framework in order to eliminate overhead for your apps and clients.

    這個系統在開發和設計的時候都充分考慮到了效能,構建你的app和client的時候請消除這方面的顧慮。

  4.Battle-Tested

    Helios powers the clustering and remoting capbilities built into Akka.NET and more.

    Akka.net的叢集,遠程功能構建在Helios之上。

三:一個基於Helios的聊天室樣本

  要用來示範Socket通訊那麼最好的樣本無非就是聊天程式了。

  整個方案套件含3個項目:

  

  1.HeliosChat.Common

  這個項目裡是一些公用的類型,建立完之後使用nuget添加helios的庫

  

  Message 類:所有發送的訊息都是通過Message封裝的,每一個訊息都有一個Command跟Content來構成。

 public class Message    {        public Command Command { get; set; }        public string Content { get; set; }    }

  Command枚舉:用來描述訊息的命令

public enum Command    {        Join,        Send,    }

  MessageConverter靜態類:這個類用來轉換Message對象為Byte[],或者把Byte[]轉換成Message對象。Message對象在通過Helios傳輸的時候需要先轉成Byte[],所以我們需要自己定義包的格式。我們用Byte[]的前四位來存放Command,Content轉成Byte後從第5位開始存放。

public class MessageConverter    {        public static Message ToMessage(NetworkData data)        {            try            {                var commandData = data.Buffer.Take(4).ToArray();                var contentData = data.Buffer.Skip(4).Take(data.Buffer.Length - 4).ToArray();                var command = BitConverter.ToInt32(commandData,0);                var content = Encoding.UTF8.GetString(contentData);                return new Message()                {                    Command = (Command)command,                    Content = content                };            }            catch (Exception exc)            {                Console.WriteLine("Cant convert NetworkData to Message : {0}", exc.Message);            }            return null;        }        public static byte[] ToBytes(Message message)        {            try            {                var commandBytes = BitConverter.GetBytes((int)message.Command);                var messageBytes = Encoding.UTF8.GetBytes(message.Content);                var bytes = new byte[commandBytes.Length + messageBytes.Length];                commandBytes.CopyTo(bytes, 0);                messageBytes.CopyTo(bytes, commandBytes.Length);                return bytes;            }            catch (Exception exc)            {                Console.WriteLine("Cant convert message to bytes : {0}", exc.Message);            }            return null;        }    }
  2.HeliosChat.Server

  不用說也知道,這是聊天室的服務端,負責串連使用者及轉寄訊息。

internal class Program    {        private static readonly ConcurrentDictionary<string, IConnection> Clients =            new ConcurrentDictionary<string, IConnection>();        private static void Main(string[] args)        {            var host = IPAddress.Any;            var port = 9991;            Console.Title = "Server";            Console.WriteLine("Starting server on {0}:{1}", host, port);            var serverFactory =                new ServerBootstrap()                    .SetTransport(TransportType.Tcp)                    .Build();            var server = serverFactory.NewReactor(NodeBuilder.BuildNode().Host(host).WithPort(port));            server.OnConnection += (address, connection) =>            {                Console.WriteLine("Connected: {0}", address);                connection.BeginReceive(Receive);            };            server.OnDisconnection += (reason, address) =>                Console.WriteLine("Disconnected: {0}; Reason: {1}", address.RemoteHost, reason.Type);            server.Start();            Console.WriteLine("Running, press any key to exit");            Console.ReadKey();        }        /// <summary>        /// 處理接受到的訊息        /// </summary>        /// <param name="data"></param>        /// <param name="channel"></param>        public static void Receive(NetworkData data, IConnection channel)        {            var message = MessageConverter.ToMessage(data);            switch (message.Command)            {                case Command.Join:                    JoinGroup(message.Content, channel);                    break;                case Command.Send:                    Broadcast(message.Content);                    break;            }        }        public static void JoinGroup(string clientName, IConnection channel)        {            if (Clients.TryAdd(clientName, channel))            {                Broadcast(string.Format("{0} join group successful .", clientName));            }            else            {                var errMsg = new Message()                {                    Command = Command.Send,                    Content = "client name is used."                };                SendMessage(channel, errMsg);            }        }        /// <summary>        /// 廣播訊息        /// </summary>        /// <param name="clientMessage"></param>        public static void Broadcast(string clientMessage)        {            Console.WriteLine(clientMessage);            var clientName = clientMessage.Split(‘:‘)[0];            var message = new Message            {                Command = Command.Send,                Content = clientMessage            };            foreach (var client in Clients)            {                if (client.Key != clientName)                {                    SendMessage(client.Value, message);                }            }        }        public static void SendMessage(IConnection connection, Message message)        {            var messageBytes = MessageConverter.ToBytes(message);            connection.Send(new NetworkData { Buffer = messageBytes, Length = messageBytes.Length });        }    }
  3.HeliosChat.Client

  聊天服務的用戶端

internal class Program    {        public static IConnection Client;        public static string ClientName;        private static void Main(string[] args)        {            var host = IPAddress.Loopback;            var port = 9991;            var connectionFactory =                new ClientBootstrap()                    .SetTransport(TransportType.Tcp).Build();            //New一個Client            Client = connectionFactory.NewConnection(Node.Empty(), NodeBuilder.BuildNode().Host(host).WithPort(port));            Client.OnConnection += (address, connection) =>            {                Console.WriteLine("Connect server successful.");                connection.BeginReceive(Received);            };            Client.OnDisconnection += (address, reason) => Console.WriteLine("Disconnected.");            Console.WriteLine("Input ClientName ");            ClientName = Console.ReadLine();            Console.Title = string.Format("Client {0}", ClientName);            //建立串連            Client.Open();            //加入聊天組            Join();            //等待輸入            WaitInput();        }        public static void WaitInput()        {            while (true)            {                var input = Console.ReadLine();                if (!string.IsNullOrEmpty(input))                {                    var message = MakeSendMessage(input);                    SendMessage(Client, message);                }            }        }        /// <summary>        /// Jion chat group        /// </summary>        public static void Join()        {            var message = MakeJoinMessage();            SendMessage(Client,message);        }        /// <summary>        /// 處理接受到的訊息        /// </summary>        /// <param name="data"></param>        /// <param name="responseChannel"></param>        public static void Received(NetworkData data, IConnection responseChannel)        {            var message = MessageConverter.ToMessage(data);            if (message.Command == Command.Send)            {                Console.WriteLine(message.Content);            }        }        /// <summary>        /// 構造聊天訊息        /// </summary>        /// <param name="input"></param>        /// <returns></returns>        public static Message MakeSendMessage(string input)        {            return new Message            {                Command = Command.Send,                Content = string.Format("{0}:{1}", ClientName, input)            };        }        /// <summary>        /// 構造加入組的訊息        /// </summary>        /// <returns></returns>        public static Message MakeJoinMessage()        {            var message = new Message();            message.Command = Command.Join;            message.Content = ClientName;            return message;        }        public static void SendMessage(IConnection connection, Message message)        {            var messageBytes = MessageConverter.ToBytes(message);            connection.Send(new NetworkData { Buffer = messageBytes, Length = messageBytes.Length });        }    }
  4.運行結果

  這樣一個簡單的聊天室程式就完成了。

四:Helios 2.0

  helios 1.0的非同步編程模型是基於APM的,從helios 2.0開始會改成SocketAsyncEventArgs方式來實現非同步。SocketAsyncEventArgs底層封裝了IOCP,IOCP是Windows server上Socket通訊效能最高的技術,使用了IOCP的helios 2.0勢必具有更高的效能,所以對於helios 2.0還是非常期待的。

  樣本下載:http://files.cnblogs.com/files/kklldog/HeliosChat.7z

.NET開源高效能Socket通訊中介軟體Helios介紹及示範

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