開篇
本人因為對於網路編程的喜愛,經常性的使用c#編寫各類伺服器(e.g TCP伺服器,UDP伺服器),但是基本上都是搞著玩,網上也有很多講c#網路編程的文章,當然我也參考了很多作者寫的文章。看了這篇文章以後再也不用匯出找資料了。
本系列文章會依次介紹使用Socket實現的非同步TCP伺服器、同步TCP伺服器、非同步UDP伺服器、同步UDP伺服器 and 使用TcpListener和UdpClient實現的非同步TCP伺服器、同步TCP伺服器、非同步UDP伺服器、同步UDP伺服器。
Socket非同步TCP伺服器
相信搞過網路編程的人來說這個TCP一點也不陌生吧,在C#中微軟已經幫我們封裝過了一個TcpListener和TcpClient這兩個類了,實現了對於通訊端的封裝,但是呢實際上還是不怎麼好用,所以我們用Socket來實現一個非同步TCP伺服器。
在本文中我只給出伺服器端代碼,用戶端代碼自己可以找找別處,畢竟我只是為了寫出一個好的伺服器端
下面是代碼
using System;using System.Collections.Generic;using System.Linq;using System.Text;using System.Net.Sockets;using System.Net;namespace NetFrame.Net.TCP.Sock.Asynchronous{ /// <summary> /// Socket實現的非同步TCP伺服器 /// </summary> public class AsyncSocketTCPServer : 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<AsyncSocketState> _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 建構函式 /// <summary> /// 非同步Socket TCP伺服器 /// </summary> /// <param name="listenPort">監聽的連接埠</param> public AsyncSocketTCPServer(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 AsyncSocketTCPServer(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 AsyncSocketTCPServer(IPAddress localIPAddress, int listenPort,int maxClient) { this.Address = localIPAddress; this.Port = listenPort; this.Encoding = Encoding.Default; _maxClient = maxClient; _clients = new List<AsyncSocketState>(); _serverSock = new Socket(localIPAddress.AddressFamily, SocketType.Stream, ProtocolType.Tcp); } #endregion #region Method /// <summary> /// 啟動伺服器 /// </summary> public void Start() { if (!IsRunning) { IsRunning = true; _serverSock.Bind(new IPEndPoint(this.Address, this.Port)); _serverSock.Listen(1024); _serverSock.BeginAccept(new AsyncCallback(HandleAcceptConnected), _serverSock); } } /// <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> public void Start(int backlog) { if (!IsRunning) { IsRunning = true; _serverSock.Bind(new IPEndPoint(this.Address, this.Port)); _serverSock.Listen(backlog); _serverSock.BeginAccept(new AsyncCallback(HandleAcceptConnected), _serverSock); } } /// <summary> /// 停止伺服器 /// </summary> public void Stop() { if (IsRunning) { IsRunning = false; _serverSock.Close(); //TODO 關閉對所有用戶端的串連 } } /// <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) { //C-TODO 觸發事件 RaiseOtherException(null); } else { AsyncSocketState state = new AsyncSocketState(client); lock (_clients) { _clients.Add(state); _clientCount++; RaiseClientConnected(state); //觸發用戶端串連事件 } state.RecvDataBuffer = new byte[client.ReceiveBufferSize]; //開始接受來自該用戶端的資料 client.BeginReceive(state.RecvDataBuffer, 0, state.RecvDataBuffer.Length, SocketFlags.None, new AsyncCallback(HandleDataReceived), state); } //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) { AsyncSocketState state = (AsyncSocketState)ar.AsyncState; Socket client = state.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) { //C- TODO 觸發事件 (關閉用戶端) Close(state); RaiseNetError(state); return; } //TODO 處理已經讀取的資料 ps:資料在state的RecvDataBuffer中 //C- TODO 觸發資料接收事件 RaiseDataReceived(state); } catch (SocketException) { //C- TODO 異常處理 RaiseNetError(state); } finally { //繼續接收來自來用戶端的資料 client.BeginReceive(state.RecvDataBuffer, 0, state.RecvDataBuffer.Length, SocketFlags.None, new AsyncCallback(HandleDataReceived), state); } } } /// <summary> /// 發送資料 /// </summary> /// <param name="state">接收資料的用戶端工作階段</param> /// <param name="data">資料報文</param> public void Send(AsyncSocketState state, byte[] data) { RaisePrepareSend(state); Send(state.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); RaiseCompletedSend(null); } #endregion #region 事件 /// <summary> /// 與用戶端的串連已建立事件 /// </summary> public event EventHandler<AsyncSocketEventArgs> ClientConnected; /// <summary> /// 與用戶端的串連已斷開事件 /// </summary> public event EventHandler<AsyncSocketEventArgs> ClientDisconnected; /// <summary> /// 觸發用戶端串連事件 /// </summary> /// <param name="state"></param> private void RaiseClientConnected(AsyncSocketState state) { if (ClientConnected != null) { ClientConnected(this, new AsyncSocketEventArgs(state)); } } /// <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 AsyncSocketEventArgs("串連斷開")); } } /// <summary> /// 接收到資料事件 /// </summary> public event EventHandler<AsyncSocketEventArgs> DataReceived; private void RaiseDataReceived(AsyncSocketState state) { if (DataReceived != null) { DataReceived(this, new AsyncSocketEventArgs(state)); } } /// <summary> /// 發送資料前的事件 /// </summary> public event EventHandler<AsyncSocketEventArgs> PrepareSend; /// <summary> /// 觸發發送資料前的事件 /// </summary> /// <param name="state"></param> private void RaisePrepareSend(AsyncSocketState state) { if (PrepareSend != null) { PrepareSend(this, new AsyncSocketEventArgs(state)); } } /// <summary> /// 資料發送完畢事件 /// </summary> public event EventHandler<AsyncSocketEventArgs> CompletedSend; /// <summary> /// 觸發資料發送完畢的事件 /// </summary> /// <param name="state"></param> private void RaiseCompletedSend(AsyncSocketState state) { if (CompletedSend != null) { CompletedSend(this, new AsyncSocketEventArgs(state)); } } /// <summary> /// 網路錯誤事件 /// </summary> public event EventHandler<AsyncSocketEventArgs> NetError; /// <summary> /// 觸發網路錯誤事件 /// </summary> /// <param name="state"></param> private void RaiseNetError(AsyncSocketState state) { if (NetError != null) { NetError(this, new AsyncSocketEventArgs(state)); } } /// <summary> /// 例外狀況事件 /// </summary> public event EventHandler<AsyncSocketEventArgs> OtherException; /// <summary> /// 觸發例外狀況事件 /// </summary> /// <param name="state"></param> private void RaiseOtherException(AsyncSocketState state, string descrip) { if (OtherException != null) { OtherException(this, new AsyncSocketEventArgs(descrip, state)); } } private void RaiseOtherException(AsyncSocketState state) { RaiseOtherException(state, ""); } #endregion #region Close /// <summary> /// 關閉一個與用戶端之間的會話 /// </summary> /// <param name="state">需要關閉的用戶端工作階段對象</param> public void Close(AsyncSocketState state) { if (state != null) { state.Datagram = null; state.RecvDataBuffer = null; _clients.Remove(state); _clientCount--; //TODO 觸發關閉事件 state.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 (AsyncSocketState client in _clients) { Close(client); } _clientCount = 0; _clients.Clear(); } #endregion #region 釋放 /// <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 }}
事件參數類
using System;using System.Collections.Generic;using System.Linq;using System.Text;namespace NetFrame.Net.TCP.Sock.Asynchronous{ /// <summary> /// 非同步Socket TCP事件參數類 /// </summary> public class AsyncSocketEventArgs:EventArgs { /// <summary> /// 提示資訊 /// </summary> public string _msg; /// <summary> /// 用戶端狀態封裝類 /// </summary> public AsyncSocketState _state; /// <summary> /// 是否已經處理過了 /// </summary> public bool IsHandled { get; set; } public AsyncSocketEventArgs(string msg) { this._msg = msg; IsHandled = false; } public AsyncSocketEventArgs(AsyncSocketState state) { this._state = state; IsHandled = false; } public AsyncSocketEventArgs(string msg, AsyncSocketState state) { this._msg = msg; this._state = state; IsHandled = false; } }}
使用者狀態封裝
using System;using System.Collections.Generic;using System.Linq;using System.Text;using System.Net.Sockets;namespace NetFrame.Net.TCP.Sock.Asynchronous{ /// <summary> /// 非同步SOCKET TCP 中用來儲存用戶端狀態資訊的類 /// </summary> public class AsyncSocketState { #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 AsyncSocketState(Socket cliSock) { _clientSock = cliSock; } /// <summary> /// 初始化資料緩衝區 /// </summary> public void InitBuffer() { if (_recvBuffer == null&&_clientSock!=null) { _recvBuffer=new byte[_clientSock.ReceiveBufferSize]; } } /// <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(); } }}
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