本文介紹
在.Net中,System.Net.Sockets 命名空間為需要嚴密控制網路訪問的開發人員提供了 Windows Sockets (Winsock) 介面的託管實現。System.Net 命名空間中的所有其他網路訪問類都建立在該通訊端Socket實現之上,如TCPClient、TCPListener 和 UDPClient 類封裝有關建立到 Internet 的 TCP 和 UDP 串連的詳細資料;NetworkStream類則提供用於網路訪問的基礎資料流等,常見的許多Internet服務都可以見到Socket的蹤影,如Telnet、Http、Email、Echo等,這些服務儘管通訊協議Protocol的定義不同,但是其基礎的傳輸都是採用的Socket。 其實,Socket可以象流Stream一樣被視為一個資料通道,這個通道架設在應用程式端(用戶端)和遠程伺服器端之間,而後,資料的讀取(接收)和寫入(發送)均針對這個通道來進行。
可見,在應用程式端或者伺服器端建立了Socket對象之後,就可以使用Send/SentTo方法將資料發送到串連的Socket,或者使用Receive/ReceiveFrom方法接收來自串連Socket的資料;
針對Socket編程,.NET 架構的 Socket 類是 Winsock32 API 提供的通訊端服務的Managed 程式碼版本。其中為實現網路編程提供了大量的方法,大多數情況下,Socket 類方法只是將資料封送到它們的本機 Win32 副本中並處理任何必要的安全檢查。如果你熟悉Winsock API函數,那麼用Socket類編寫網路程式會非常容易,當然,如果你不曾接觸過,也不會太困難,跟隨下面的解說,你會發覺使用Socket類開發windows 網路應用程式原來有規可尋,它們在大多數情況下遵循大致相同的步驟。
本節介紹使用Socket來實現一個高效能的非同步UDP伺服器,實際上UDP是不分客戶機和伺服器的,但是我們有的時候和伺服器通訊就是使用UDP來進行的。
Socket非同步UDP伺服器
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實現非同步UDP伺服器 /// </summary> public class AsyncSocketUDPServer { #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> /// 伺服器使用的同步socket /// </summary> private Socket _serverSock; /// <summary> /// 用戶端工作階段列表 /// </summary> //private List<AsyncUDPSocketState> _clients; private bool disposed = false; /// <summary> /// 資料接受緩衝區 /// </summary> private byte[] _recvBuffer; #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 UDP伺服器 /// </summary> /// <param name="listenPort">監聽的連接埠</param> public AsyncSocketUDPServer(int listenPort) : this(IPAddress.Any, listenPort,1024) { } /// <summary> /// 非同步Socket UDP伺服器 /// </summary> /// <param name="localEP">監聽的終結點</param> public AsyncSocketUDPServer(IPEndPoint localEP) : this(localEP.Address, localEP.Port,1024) { } /// <summary> /// 非同步Socket UDP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 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> /// 啟動伺服器 /// </summary> /// <returns>非同步TCP伺服器</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的區別是什麼 /*_serverSock.BeginReceive(_recvBuffer, 0, _recvBuffer.Length, SocketFlags.None, new AsyncCallback(ReceiveDataAsync), null);*/ } } /// <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> /// 接收資料的方法 /// </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區別 //len = _serverSock.EndReceive(ar); //TODO 處理資料 //觸發資料收到事件 RaiseDataReceived(so); } catch (Exception) { //TODO 處理異常 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> /// 發送資料 /// </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 異常處理 RaiseOtherException(null); } } private void SendDataEnd(IAsyncResult ar) { ((Socket)ar.AsyncState).EndSendTo(ar); RaiseCompletedSend(null); } #endregion #region 事件 /// <summary> /// 接收到資料事件 /// </summary> public event EventHandler<AsyncSocketUDPEventArgs> DataReceived; private void RaiseDataReceived(AsyncSocketUDPState state) { if (DataReceived != null) { DataReceived(this, new AsyncSocketUDPEventArgs(state)); } } /// <summary> /// 發送資料前的事件 /// </summary> public event EventHandler<AsyncSocketUDPEventArgs> PrepareSend; /// <summary> /// 觸發發送資料前的事件 /// </summary> /// <param name="state"></param> private void RaisePrepareSend(AsyncSocketUDPState state) { if (PrepareSend != null) { PrepareSend(this, new AsyncSocketUDPEventArgs(state)); } } /// <summary> /// 資料發送完畢事件 /// </summary> public event EventHandler<AsyncSocketUDPEventArgs> CompletedSend; /// <summary> /// 觸發資料發送完畢的事件 /// </summary> /// <param name="state"></param> private void RaiseCompletedSend(AsyncSocketUDPState state) { if (CompletedSend != null) { CompletedSend(this, new AsyncSocketUDPEventArgs(state)); } } /// <summary> /// 網路錯誤事件 /// </summary> public event EventHandler<AsyncSocketUDPEventArgs> NetError; /// <summary> /// 觸發網路錯誤事件 /// </summary> /// <param name="state"></param> private void RaiseNetError(AsyncSocketUDPState state) { if (NetError != null) { NetError(this, new AsyncSocketUDPEventArgs(state)); } } /// <summary> /// 例外狀況事件 /// </summary> public event EventHandler<AsyncSocketUDPEventArgs> OtherException; /// <summary> /// 觸發例外狀況事件 /// </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> /// 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(AsyncSocketUDPState state) { if (state != null) { //_clients.Remove(state); //_clientCount--; //TODO 觸發關閉事件 } } /// <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 (AsyncUDPSocketState 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 }}
會話封裝類
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); }}
Socket非同步UDP伺服器事件參數類
using System;using System.Collections.Generic;using System.Linq;using System.Text;namespace NetFrame.Net.UDP.Sock.Asynchronous{ /// <summary> /// SOCKET 非同步UDP 事件類別 /// </summary> public class AsyncSocketUDPEventArgs : EventArgs { /// <summary> /// 提示資訊 /// </summary> public string _msg; /// <summary> /// 用戶端狀態封裝類 /// </summary> public AsyncSocketUDPState _state; /// <summary> /// 是否已經處理過了 /// </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; } }}
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