집 >백엔드 개발 >C#.Net 튜토리얼 >C# 네트워크 프로그래밍 기사 시리즈(1) 소켓은 비동기 TCP 서버를 구현합니다.
네트워크 프로그래밍을 좋아하기 때문에 c#을 사용하여 다양한 서버(예: TCP 서버, UDP 서버)를 작성하는 경우가 많지만 기본적으로는 재미로 하는 작업도 있고, 인터넷에는 C# 네트워크 프로그래밍에 관한 기사가 많이 있습니다. 물론 많은 작가들이 쓴 기사도 참고했습니다. 이 기사를 읽은 후에는 더 이상 정보를 찾기 위해 내보낼 필요가 없습니다.
이 시리즈에서는 비동기 TCP 서버와 동기 TCP 서버를 차례로 소개합니다. >소켓. , 비동기 UDP 서버, 동기 UDP 서버 및 비동기 TCP 서버, 동기 TCP 서버, 비동기 UDP 서버, 동기 UDP 서버TcpListener 및 UdpClient를 사용하여 구현됩니다. 🎜 >.
소켓 비동기 TCP 서버
이 TCP는 네트워크 프로그래밍을 해본 사람들에게는 친숙할 것이라고 믿습니다. C#에서 Microsoft는 소켓 캡슐화를 구현하기 위해 TcpListener와 TcpClient라는 두 클래스를 캡슐화하는 데 도움을 주었지만 실제로 사용하기가 쉽지 않기 때문에 Socket을 사용하여 비동기 TCP 서버를 구현합니다.
이 기사에서는 서버 측 코드만 제공합니다. 클라이언트 측 코드는 다른 곳에서 찾을 수 있습니다. 서버측
코드는 다음과 같습니다
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实现的异步TCP服务器 /// </summary> public class AsyncSocketTCPServer : IDisposable { #region Fields /// <summary> /// 服务器程序允许的最大客户端连接数 /// </summary> private int _maxClient; /// <summary> /// 当前的连接的客户端数 /// </summary> private int _clientCount; /// <summary> /// 服务器使用的异步socket /// </summary> private Socket _serverSock; /// <summary> /// 客户端会话列表 /// </summary> private List<AsyncSocketState> _clients; private bool disposed = false; #endregion #region Properties /// <summary> /// 服务器是否正在运行 /// </summary> public bool IsRunning { get; private set; } /// <summary> /// 监听的IP地址 /// </summary> public IPAddress Address { get; private set; } /// <summary> /// 监听的端口 /// </summary> public int Port { get; private set; } /// <summary> /// 通信使用的编码 /// </summary> public Encoding Encoding { get; set; } #endregion #region 构造函数 /// <summary> /// 异步Socket TCP服务器 /// </summary> /// <param name="listenPort">监听的端口</param> public AsyncSocketTCPServer(int listenPort) : this(IPAddress.Any, listenPort,1024) { } /// <summary> /// 异步Socket TCP服务器 /// </summary> /// <param name="localEP">监听的终结点</param> public AsyncSocketTCPServer(IPEndPoint localEP) : this(localEP.Address, localEP.Port,1024) { } /// <summary> /// 异步Socket TCP服务器 /// </summary> /// <param name="localIPAddress">监听的IP地址</param> /// <param name="listenPort">监听的端口</param> /// <param name="maxClient">最大客户端数量</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> /// 启动服务器 /// </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> /// 启动服务器 /// </summary> /// <param name="backlog"> /// 服务器所允许的挂起连接序列的最大长度 /// </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> /// 停止服务器 /// </summary> public void Stop() { if (IsRunning) { IsRunning = false; _serverSock.Close(); //TODO 关闭对所有客户端的连接 } } /// <summary> /// 处理客户端连接 /// </summary> /// <param name="ar"></param> private void HandleAcceptConnected(IAsyncResult ar) { if (IsRunning) { Socket server = (Socket)ar.AsyncState; Socket client = server.EndAccept(ar); //检查是否达到最大的允许的客户端数目 if (_clientCount >= _maxClient) { //C-TODO 触发事件 RaiseOtherException(null); } else { AsyncSocketState state = new AsyncSocketState(client); lock (_clients) { _clients.Add(state); _clientCount++; RaiseClientConnected(state); //触发客户端连接事件 } state.RecvDataBuffer = new byte[client.ReceiveBufferSize]; //开始接受来自该客户端的数据 client.BeginReceive(state.RecvDataBuffer, 0, state.RecvDataBuffer.Length, SocketFlags.None, new AsyncCallback(HandleDataReceived), state); } //接受下一个请求 server.BeginAccept(new AsyncCallback(HandleAcceptConnected), ar.AsyncState); } } /// <summary> /// 处理客户端数据 /// </summary> /// <param name="ar"></param> private void HandleDataReceived(IAsyncResult ar) { if (IsRunning) { AsyncSocketState state = (AsyncSocketState)ar.AsyncState; Socket client = state.ClientSocket; try { //如果两次开始了异步的接收,所以当客户端退出的时候 //会两次执行EndReceive int recv = client.EndReceive(ar); if (recv == 0) { //C- TODO 触发事件 (关闭客户端) Close(state); RaiseNetError(state); return; } //TODO 处理已经读取的数据 ps:数据在state的RecvDataBuffer中 //C- TODO 触发数据接收事件 RaiseDataReceived(state); } catch (SocketException) { //C- TODO 异常处理 RaiseNetError(state); } finally { //继续接收来自来客户端的数据 client.BeginReceive(state.RecvDataBuffer, 0, state.RecvDataBuffer.Length, SocketFlags.None, new AsyncCallback(HandleDataReceived), state); } } } /// <summary> /// 发送数据 /// </summary> /// <param name="state">接收数据的客户端会话</param> /// <param name="data">数据报文</param> public void Send(AsyncSocketState state, byte[] data) { RaisePrepareSend(state); Send(state.ClientSocket, data); } /// <summary> /// 异步发送数据至指定的客户端 /// </summary> /// <param name="client">客户端</param> /// <param name="data">报文</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> /// 发送数据完成处理函数 /// </summary> /// <param name="ar">目标客户端Socket</param> private void SendDataEnd(IAsyncResult ar) { ((Socket)ar.AsyncState).EndSend(ar); RaiseCompletedSend(null); } #endregion #region 事件 /// <summary> /// 与客户端的连接已建立事件 /// </summary> public event EventHandler<AsyncSocketEventArgs> ClientConnected; /// <summary> /// 与客户端的连接已断开事件 /// </summary> public event EventHandler<AsyncSocketEventArgs> ClientDisconnected; /// <summary> /// 触发客户端连接事件 /// </summary> /// <param name="state"></param> private void RaiseClientConnected(AsyncSocketState state) { if (ClientConnected != null) { ClientConnected(this, new AsyncSocketEventArgs(state)); } } /// <summary> /// 触发客户端连接断开事件 /// </summary> /// <param name="client"></param> private void RaiseClientDisconnected(Socket client) { if (ClientDisconnected != null) { ClientDisconnected(this, new AsyncSocketEventArgs("连接断开")); } } /// <summary> /// 接收到数据事件 /// </summary> public event EventHandler<AsyncSocketEventArgs> DataReceived; private void RaiseDataReceived(AsyncSocketState state) { if (DataReceived != null) { DataReceived(this, new AsyncSocketEventArgs(state)); } } /// <summary> /// 发送数据前的事件 /// </summary> public event EventHandler<AsyncSocketEventArgs> PrepareSend; /// <summary> /// 触发发送数据前的事件 /// </summary> /// <param name="state"></param> private void RaisePrepareSend(AsyncSocketState state) { if (PrepareSend != null) { PrepareSend(this, new AsyncSocketEventArgs(state)); } } /// <summary> /// 数据发送完毕事件 /// </summary> public event EventHandler<AsyncSocketEventArgs> CompletedSend; /// <summary> /// 触发数据发送完毕的事件 /// </summary> /// <param name="state"></param> private void RaiseCompletedSend(AsyncSocketState state) { if (CompletedSend != null) { CompletedSend(this, new AsyncSocketEventArgs(state)); } } /// <summary> /// 网络错误事件 /// </summary> public event EventHandler<AsyncSocketEventArgs> NetError; /// <summary> /// 触发网络错误事件 /// </summary> /// <param name="state"></param> private void RaiseNetError(AsyncSocketState state) { if (NetError != null) { NetError(this, new AsyncSocketEventArgs(state)); } } /// <summary> /// 异常事件 /// </summary> public event EventHandler<AsyncSocketEventArgs> OtherException; /// <summary> /// 触发异常事件 /// </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> /// 关闭一个与客户端之间的会话 /// </summary> /// <param name="state">需要关闭的客户端会话对象</param> public void Close(AsyncSocketState state) { if (state != null) { state.Datagram = null; state.RecvDataBuffer = null; _clients.Remove(state); _clientCount--; //TODO 触发关闭事件 state.Close(); } } /// <summary> /// 关闭所有的客户端会话,与所有的客户端连接会断开 /// </summary> public void CloseAllClient() { foreach (AsyncSocketState client in _clients) { Close(client); } _clientCount = 0; _clients.Clear(); } #endregion #region 释放 /// <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 } }
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace NetFrame.Net.TCP.Sock.Asynchronous { /// <summary> /// 异步Socket TCP事件参数类 /// </summary> public class AsyncSocketEventArgs:EventArgs { /// <summary> /// 提示信息 /// </summary> public string _msg; /// <summary> /// 客户端状态封装类 /// </summary> public AsyncSocketState _state; /// <summary> /// 是否已经处理过了 /// </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; } } }
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Net.Sockets; namespace NetFrame.Net.TCP.Sock.Asynchronous { /// <summary> /// 异步SOCKET TCP 中用来存储客户端状态信息的类 /// </summary> public class AsyncSocketState { #region 字段 /// <summary> /// 接收数据缓冲区 /// </summary> private byte[] _recvBuffer; /// <summary> /// 客户端发送到服务器的报文 /// 注意:在有些情况下报文可能只是报文的片断而不完整 /// </summary> private string _datagram; /// <summary> /// 客户端的Socket /// </summary> private Socket _clientSock; #endregion #region 属性 /// <summary> /// 接收数据缓冲区 /// </summary> public byte[] RecvDataBuffer { get { return _recvBuffer; } set { _recvBuffer = value; } } /// <summary> /// 存取会话的报文 /// </summary> public string Datagram { get { return _datagram; } set { _datagram = value; } } /// <summary> /// 获得与客户端会话关联的Socket对象 /// </summary> public Socket ClientSocket { get { return _clientSock; } } #endregion /// <summary> /// 构造函数 /// </summary> /// <param name="cliSock">会话使用的Socket连接</param> public AsyncSocketState(Socket cliSock) { _clientSock = cliSock; } /// <summary> /// 初始化数据缓冲区 /// </summary> public void InitBuffer() { if (_recvBuffer == null&&_clientSock!=null) { _recvBuffer=new byte[_clientSock.ReceiveBufferSize]; } } /// <summary> /// 关闭会话 /// </summary> public void Close() { //关闭数据的接受和发送 _clientSock.Shutdown(SocketShutdown.Both); //清理资源 _clientSock.Close(); } } }