本文介紹
UdpClient 類在同步阻塞模式中為發送和接收不需連線的 UDP 資料包而提供了簡單的方法。因為 UDP 是一種不需連線的傳輸協議,所以你不需要在發送和接收資料之前建立任何遠程主機串連。你只需要按照下列方式來建立預設的遠程主機選項:
使用遠程主機名稱和連接埠號碼作為參數來建立 UdpClient 類的執行個體。
建立 UdpClient 類的執行個體然後調用 Connect 方法。
你可以使用任何由 UdpClient 所提供的發送方法把資料發送給遠程裝置。然後使用 Receive 方法來接收來自於遠程主機的資料。
提示:如果你已經指定了一個預設的遠程主機,就不要使用主機名稱或者 IPEndPoint 來調用 Send 方法。如果你這樣做,那麼 UdpClient 將會拋出一個異常。
UdpClient 方法同樣允許你發送和接收多點傳送的資料包。而使用 JoinMulticastGroup 方法可以把 UdpClient 訂閱到多點傳送分組。也可以使用 DropMulticastGroup 方法把 UdpClient 從多點傳送分組的訂閱中取消。
本節介紹使用UdpClient實現一個非同步高效能UDP伺服器
UdpClient非同步UDP伺服器
using System;using System.Collections.Generic;using System.Linq;using System.Text;using System.Net.Sockets;using System.Net;namespace NetFrame.Net.UDP.Listener.Asynchronous{ /// <summary> /// UdpClient 實現非同步UDP伺服器 /// </summary> public class AsyncUDPServer { #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UdpClient /// </summary> private UdpClient _server; /// <summary> /// 用戶端工作階段列表 /// </summary> //private List<AsyncUDPState> _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UdpClient UDP伺服器 /// </summary> /// <param name="listenPort">監聽的連接埠</param> public AsyncUDPServer(int listenPort) : this(IPAddress.Any, listenPort,1024) { } /// <summary> /// 非同步UdpClient UDP伺服器 /// </summary> /// <param name="localEP">監聽的終結點</param> public AsyncUDPServer(IPEndPoint localEP) : this(localEP.Address, localEP.Port,1024) { } /// <summary> /// 非同步UdpClient 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 AsyncUDPServer(IPAddress localIPAddress, int listenPort, int maxClient) { this.Address = localIPAddress; this.Port = listenPort; this.Encoding = Encoding.Default; _maxClient = maxClient; //_clients = new List<AsyncUDPSocketState>(); _server = new UdpClient(new IPEndPoint(this.Address, this.Port)); _recvBuffer=new byte[_server.Client.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; _server.EnableBroadcast = true; _server.BeginReceive(ReceiveDataAsync, null); } } /// <summary> /// 停止伺服器 /// </summary> public void Stop() { if (IsRunning) { IsRunning = false; _server.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) { IPEndPoint remote=null; byte[] buffer = null; try { buffer = _server.EndReceive(ar, ref remote); //觸發資料收到事件 RaiseDataReceived(null); } catch (Exception) { //TODO 處理異常 RaiseOtherException(null); } finally { if (IsRunning && _server != null) _server.BeginReceive(ReceiveDataAsync, null); } } /// <summary> /// 發送資料 /// </summary> /// <param name="msg"></param> /// <param name="remote"></param> public void Send(string msg, IPEndPoint remote) { byte[] data = Encoding.Default.GetBytes(msg); try { RaisePrepareSend(null); _server.BeginSend(data, data.Length, new AsyncCallback(SendCallback), null); } catch (Exception) { //TODO 異常處理 RaiseOtherException(null); } } private void SendCallback(IAsyncResult ar) { if (ar.IsCompleted) { try { _server.EndSend(ar); //訊息發送完畢事件 RaiseCompletedSend(null); } catch (Exception) { //TODO 資料發送失敗事件 RaiseOtherException(null); } } } #endregion #region 事件 /// <summary> /// 接收到資料事件 /// </summary> public event EventHandler<AsyncUDPEventArgs> DataReceived; private void RaiseDataReceived(AsyncUDPState state) { if (DataReceived != null) { DataReceived(this, new AsyncUDPEventArgs(state)); } } /// <summary> /// 發送資料前的事件 /// </summary> public event EventHandler<AsyncUDPEventArgs> PrepareSend; /// <summary> /// 觸發發送資料前的事件 /// </summary> /// <param name="state"></param> private void RaisePrepareSend(AsyncUDPState state) { if (PrepareSend != null) { PrepareSend(this, new AsyncUDPEventArgs(state)); } } /// <summary> /// 資料發送完畢事件 /// </summary> public event EventHandler<AsyncUDPEventArgs> CompletedSend; /// <summary> /// 觸發資料發送完畢的事件 /// </summary> /// <param name="state"></param> private void RaiseCompletedSend(AsyncUDPState state) { if (CompletedSend != null) { CompletedSend(this, new AsyncUDPEventArgs(state)); } } /// <summary> /// 網路錯誤事件 /// </summary> public event EventHandler<AsyncUDPEventArgs> NetError; /// <summary> /// 觸發網路錯誤事件 /// </summary> /// <param name="state"></param> private void RaiseNetError(AsyncUDPState state) { if (NetError != null) { NetError(this, new AsyncUDPEventArgs(state)); } } /// <summary> /// 例外狀況事件 /// </summary> public event EventHandler<AsyncUDPEventArgs> OtherException; /// <summary> /// 觸發例外狀況事件 /// </summary> /// <param name="state"></param> private void RaiseOtherException(AsyncUDPState state, string descrip) { if (OtherException != null) { OtherException(this, new AsyncUDPEventArgs(descrip, state)); } } private void RaiseOtherException(AsyncUDPState 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(AsyncUDPState 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 (_server != null) { _server = null; } } catch (SocketException) { //TODO RaiseOtherException(null); } } disposed = true; } } #endregion }}
用戶端資訊封裝了類
using System;using System.Collections.Generic;using System.Linq;using System.Text;using System.Net.Sockets;using System.Net;namespace NetFrame.Net.UDP.Listener.Asynchronous{ public class AsyncUDPState { // Client socket. public UdpClient udpClient = 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 IPEndPoint remote = new IPEndPoint(IPAddress.Any, 0); }}
伺服器事件參數類
using System;using System.Collections.Generic;using System.Linq;using System.Text;namespace NetFrame.Net.UDP.Listener.Asynchronous{ /// <summary> /// UdpClient 非同步UDP伺服器事件參數類 /// </summary> public class AsyncUDPEventArgs : EventArgs { /// <summary> /// 提示資訊 /// </summary> public string _msg; /// <summary> /// 用戶端狀態封裝類 /// </summary> public AsyncUDPState _state; /// <summary> /// 是否已經處理過了 /// </summary> public bool IsHandled { get; set; } public AsyncUDPEventArgs(string msg) { this._msg = msg; IsHandled = false; } public AsyncUDPEventArgs(AsyncUDPState state) { this._state = state; IsHandled = false; } public AsyncUDPEventArgs(string msg, AsyncUDPState state) { this._msg = msg; this._state = state; IsHandled = false; } }}
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