標籤:非同步 tcp
原創性申明
本文作者: 小竹zz 本文地址:http://blog.csdn.net/zhujunxxxxx 轉載請註明出處。
介紹我之前寫過一篇IOCP的文章: http://blog.csdn.net/zhujunxxxxx/article/details/43573879 這個比非同步socket效能好,因為它複用對象了。
在c#中微軟已經提供了TcpListener和TcpClient來實現Tcp的通訊,這部分已經有人寫了比較好的非同步伺服器代碼 http://www.cnblogs.com/gaochundong/archive/2013/04/14/csharp_async_tcp_server.html 這位博主寫的部落格品質真是高,我經常瀏覽他的部落格總是有很多讓我驚喜的地方,他使用的是TcpListener來實現的非同步伺服器的。
我的socket版本其實本質上和他的沒有區別,就只是改寫了一點點,所以在這裡貼一份代碼就是了,多的不解釋了
代碼伺服器核心代碼 AsyncServer.cs
/// <summary> /// 非同步SOCKET 伺服器 /// </summary> public class AsyncServer : IDisposable { #region Fields /// <summary> /// 伺服器程式允許的最大用戶端串連數 /// </summary> private int _maxClient; /// <summary> /// 當前的串連的用戶端數 /// </summary> private int _clientCount; /// <summary> /// 伺服器使用的非同步socket /// </summary> private Socket _serverSock; /// <summary> /// 用戶端工作階段列表 /// </summary> private List<Session> _clients; private bool disposed = false; #endregion #region Properties /// <summary> /// 伺服器是否正在運行 /// </summary> public bool IsRunning { get; private set; } /// <summary> /// 監聽的IP地址 /// </summary> public IPAddress Address { get; private set; } /// <summary> /// 監聽的連接埠 /// </summary> public int Port { get; private set; } /// <summary> /// 通訊使用的編碼 /// </summary> public Encoding Encoding { get; set; } #endregion #region Ctors /// <summary> /// 非同步Socket TCP伺服器 /// </summary> /// <param name="listenPort">監聽的連接埠</param> public AsyncServer(int listenPort) : this(IPAddress.Any, listenPort,1024) { } /// <summary> /// 非同步Socket TCP伺服器 /// </summary> /// <param name="localEP">監聽的終結點</param> public AsyncServer(IPEndPoint localEP) : this(localEP.Address, localEP.Port,1024) { } /// <summary> /// 非同步Socket TCP伺服器 /// </summary> /// <param name="localIPAddress">監聽的IP地址</param> /// <param name="listenPort">監聽的連接埠</param> /// <param name="maxClient">最大用戶端數量</param> public AsyncServer(IPAddress localIPAddress, int listenPort,int maxClient) { this.Address = localIPAddress; this.Port = listenPort; this.Encoding = Encoding.Default; _maxClient = maxClient; _clients = new List<Session>(); _serverSock = new Socket(localIPAddress.AddressFamily, SocketType.Stream, ProtocolType.Tcp); } #endregion #region Server /// <summary> /// 啟動伺服器 /// </summary> /// <returns>非同步TCP伺服器</returns> public AsyncServer Start() { if (!IsRunning) { IsRunning = true; _serverSock.Bind(new IPEndPoint(this.Address, this.Port)); _serverSock.Listen(1024); _serverSock.BeginAccept(new AsyncCallback(HandleAcceptConnected), _serverSock); } return this; } /// <summary> /// 啟動伺服器 /// </summary> /// <param name="backlog"> /// 伺服器所允許的掛起串連序列的最大長度 /// </param> /// <returns>非同步TCP伺服器</returns> public AsyncServer Start(int backlog) { if (!IsRunning) { IsRunning = true; _serverSock.Bind(new IPEndPoint(this.Address, this.Port)); _serverSock.Listen(backlog); _serverSock.BeginAccept(new AsyncCallback(HandleAcceptConnected), _serverSock); } return this; } /// <summary> /// 停止伺服器 /// </summary> /// <returns>非同步TCP伺服器</returns> public AsyncServer Stop() { if (IsRunning) { IsRunning = false; _serverSock.Close(); //TODO 關閉對所有用戶端的串連 } return this; } #endregion #region Receive /// <summary> /// 處理用戶端串連 /// </summary> /// <param name="ar"></param> private void HandleAcceptConnected(IAsyncResult ar) { if (IsRunning) { Socket server = (Socket)ar.AsyncState; Socket client = server.EndAccept(ar); //檢查是否達到最大的允許的用戶端數目 if (_clientCount == _maxClient) { //TODO 觸發事件 RaiseServerException(null); } else { Session session = new Session(client); lock (_clients) { _clients.Add(session); _clientCount++; RaiseClientConnected(session); //觸發用戶端串連事件 } session.RecvDataBuffer = new byte[client.ReceiveBufferSize]; //開始接受來自該用戶端的資料 client.BeginReceive(session.RecvDataBuffer, 0, session.RecvDataBuffer.Length, SocketFlags.None, new AsyncCallback(HandleDataReceived), session); } //接受下一個請求 server.BeginAccept(new AsyncCallback(HandleAcceptConnected), ar.AsyncState); } } /// <summary> /// 處理用戶端資料 /// </summary> /// <param name="ar"></param> private void HandleDataReceived(IAsyncResult ar) { if (IsRunning) { Session session = (Session)ar.AsyncState; Socket client = session.ClientSocket; try { //如果兩次開始了非同步接收,所以當用戶端退出的時候 //會兩次執行EndReceive int recv = client.EndReceive(ar); if (recv == 0) { //TODO 觸發事件 (關閉用戶端) CloseSession(session); RaiseNetError(session); return; } //TODO 處理已經讀取的資料 ps:資料在session的RecvDataBuffer中 RaiseDataReceived(session); //TODO 觸發資料接收事件 } catch (SocketException ex) { //TODO 異常處理 RaiseNetError(session); } finally { //繼續接收來自來用戶端的資料 client.BeginReceive(session.RecvDataBuffer, 0, session.RecvDataBuffer.Length, SocketFlags.None, new AsyncCallback(HandleDataReceived), session); } } } #endregion #region Send /// <summary> /// 發送資料 /// </summary> /// <param name="session">接收資料的用戶端工作階段</param> /// <param name="data">資料報文</param> public void Send(Session session, byte[] data) { Send(session.ClientSocket,data); } /// <summary> /// 非同步發送資料至指定的用戶端 /// </summary> /// <param name="client">用戶端</param> /// <param name="data">報文</param> public void Send(Socket client, byte[] data) { if (!IsRunning) throw new InvalidProgramException("This TCP Scoket server has not been started."); if (client == null) throw new ArgumentNullException("client"); if (data == null) throw new ArgumentNullException("data"); client.BeginSend(data, 0, data.Length, SocketFlags.None, new AsyncCallback(SendDataEnd), client); } /// <summary> /// 發送資料完成處理函數 /// </summary> /// <param name="ar">勘探端Socket</param> private void SendDataEnd(IAsyncResult ar) { ((Socket)ar.AsyncState).EndSend(ar); } #endregion #region Events /// <summary> /// 接收到資料事件 /// </summary> public event EventHandler<EventArgs> DataReceived; private void RaiseDataReceived(Session session) { if (DataReceived != null) { DataReceived(this, new AsyncEventArgs(session)); } } /// <summary> /// 與用戶端的串連已建立事件 /// </summary> public event EventHandler<AsyncEventArgs> ClientConnected; /// <summary> /// 與用戶端的串連已斷開事件 /// </summary> public event EventHandler<AsyncEventArgs> ClientDisconnected; /// <summary> /// 觸發用戶端串連事件 /// </summary> /// <param name="session"></param> private void RaiseClientConnected(Session session) { if (ClientConnected != null) { ClientConnected(this, new AsyncEventArgs(session)); } } /// <summary> /// 觸發用戶端串連斷開事件 /// </summary> /// <param name="client"></param> private void RaiseClientDisconnected(Socket client) { if (ClientDisconnected != null) { ClientDisconnected(this, new AsyncEventArgs("串連斷開")); } } /// <summary> /// 網路錯誤事件 /// </summary> public event EventHandler<AsyncEventArgs> NetError; /// <summary> /// 觸發網路錯誤事件 /// </summary> /// <param name="client"></param> private void RaiseNetError(Session session) { if (NetError != null) { NetError(this, new AsyncEventArgs(session)); } } /// <summary> /// 例外狀況事件 /// </summary> public event EventHandler<AsyncEventArgs> ServerException; /// <summary> /// 觸發例外狀況事件 /// </summary> /// <param name="client"></param> private void RaiseServerException(Session session) { if (ServerException != null) { ServerException(this, new AsyncEventArgs(session)); } } #endregion #region Close /// <summary> /// 關閉一個與用戶端之間的會話 /// </summary> /// <param name="closeClient">需要關閉的用戶端工作階段對象</param> public void CloseSession(Session session) { if (session != null) { session.Datagram = null; session.RecvDataBuffer = null; _clients.Remove(session); _clientCount--; //TODO 觸發關閉事件 session.Close(); } } /// <summary> /// 關閉所有的用戶端工作階段,與所有的用戶端串連會斷開 /// </summary> public void CloseAllClient() { foreach (Session client in _clients) { CloseSession(client); } _clientCount = 0; _clients.Clear(); } /// <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 ex) { //TODO RaiseServerException(null); } } disposed = true; } } #endregion }
其中使用了一個Session類,來封裝對用戶端的串連Session,cs
/// <summary> /// 用戶端與伺服器之間的會話類 /// </summary> public class Session { #region 欄位 /// <summary> /// 接收資料緩衝區 /// </summary> private byte[] _recvBuffer; /// <summary> /// 用戶端發送到伺服器的報文 /// 注意:在有些情況下報文可能只是報文的片斷而不完整 /// </summary> private string _datagram; /// <summary> /// 用戶端的Socket /// </summary> private Socket _clientSock; #endregion #region 屬性 /// <summary> /// 接收資料緩衝區 /// </summary> public byte[] RecvDataBuffer { get { return _recvBuffer; } set { _recvBuffer = value; } } /// <summary> /// 存取會話的報文 /// </summary> public string Datagram { get { return _datagram; } set { _datagram = value; } } /// <summary> /// 獲得與用戶端工作階段關聯的Socket對象 /// </summary> public Socket ClientSocket { get { return _clientSock; } } #endregion /// <summary> /// 建構函式 /// </summary> /// <param name="cliSock">會話使用的Socket串連</param> public Session(Socket cliSock) { _clientSock = cliSock; } /// <summary> /// 關閉會話 /// </summary> public void Close() { //關閉資料的接受和發送 _clientSock.Shutdown(SocketShutdown.Both); //清理資源 _clientSock.Close(); } }
事件類別
class AsyncEventArgs : EventArgs { /// <summary> /// 提示資訊 /// </summary> public string _msg; public Session _sessions; /// <summary> /// 是否已經處理過了 /// </summary> public bool IsHandled { get; set; } public AsyncEventArgs(string msg) { this._msg = msg; IsHandled = false; } public AsyncEventArgs(Session session) { this._sessions = session; IsHandled = false; } public AsyncEventArgs(string msg, Session session) { this._msg = msg; this._sessions = session; IsHandled = false; } }
下一次補上 Socket版本的非同步用戶端代碼
c#非同步Socket Tcp伺服器實現