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C#网络编程系列(两)它Socket同步TCPserver

2015-07-07 21:24 501 查看

声明原文

笔者:竹zz 本文地址/article/1369476.html 转载请注明出处

文章系列文件夹

C#网络编程系列文章(一)之Socket实现异步TCPserver

C#网络编程系列文章(二)之Socket实现同步TCPserver

C#网络编程系列文章(三)之TcpListener实现异步TCPserver

C#网络编程系列文章(四)之TcpListener实现同步TCPserver

C#网络编程系列文章(五)之Socket实现异步UDPserver

C#网络编程系列文章(六)之Socket实现同步UDPserver

C#网络编程系列文章(七)之UdpClient实现异步UDPserver

C#网络编程系列文章(八)之UdpClient实现同步UDPserver

本文介绍

在上一篇博客中我说了,我将会介绍c#中使用Socket和TcpListener和UdpClient实现各种同步和异步的TCP和UDPserver,这些都是是我自己花了非常多天的时间来总结的。这样一来相信刚接触c#网络编程的朋友们不会像曾经的我一样到处出找资料,到处调试。本次我介绍的是使用Socket来实现的同步的TCPserver,同步的TCPserver和第一篇里面介绍的异步TCPserver的差别就是,在Socket调用Accept的时候是否会堵塞。

同步的TCPserver在接受到一个client的请求的时候通常是开启一个线程去处理和这个client的通信工作,这样的方式的不好的地方就是资源消耗大。可是假如使用线程池的话,事先分配一定数量的线程。性能还是能够。

可是我之所以给出非常多方法实现的server,主要目的就是想測试哪种情况性能比較不错,就眼下来看,异步的模式比較NICE,可是事实上另一种IOCP模式性能是最好的。。。

Socket同步TCPserver

服务端代码

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net.Sockets;
using System.Net;
using System.Threading;

namespace NetFrame.Net.TCP.Sock.Synchronous
{
/// <summary>
/// 基于socket实现的同步TCPserver
/// </summary>
public class SocketTCPServer
{
#region Fields
/// <summary>
/// server程序同意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>
/// server使用的异步socket
/// </summary>
private Socket _serverSock;

/// <summary>
/// 客户端会话列表
/// </summary>
private List<SocketClientHandle> _clients;

private bool disposed = false;

#endregion

#region Properties

/// <summary>
/// server是否正在执行
/// </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port
/// </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>
/// 同步Socket TCPserver
/// </summary>
/// <param name="listenPort">监听的port</param>
public SocketTCPServer(int listenPort)
: this(IPAddress.Any, listenPort, 1024)
{
}

/// <summary>
/// 同步Socket TCPserver
/// </summary>
/// <param name="localEP">监听的终结点</param>
public SocketTCPServer(IPEndPoint localEP)
: this(localEP.Address, localEP.Port, 1024)
{
}

/// <summary>
/// 同步Socket TCPserver
/// </summary>
/// <param name="localIPAddress">监听的IP地址</param>
/// <param name="listenPort">监听的port</param>
/// <param name="maxClient">最大客户端数量</param>
public SocketTCPServer(IPAddress localIPAddress, int listenPort, int maxClient)
{
this.Address = localIPAddress;
this.Port = listenPort;
this.Encoding = Encoding.Default;

_maxClient = maxClient;
_clients = new List<SocketClientHandle>();
_serverSock = new Socket(localIPAddress.AddressFamily, SocketType.Stream, ProtocolType.Tcp);
}

#endregion

#region Method
/// <summary>
/// 启动server
/// </summary>
public void Start()
{
if (!IsRunning)
{
IsRunning = true;
_serverSock.Bind(new IPEndPoint(this.Address, this.Port));
Thread thread = new Thread(StartListen);
thread.Start();

}
}
/// <summary>
/// 開始进行监听
/// </summary>
private void StartListen()
{
_serverSock.Listen(1024);
SocketClientHandle handle;
while (IsRunning)
{
if (_clientCount >= _maxClient)
{
//TODO 客户端过多异常
RaiseOtherException(null);
}
else
{
Socket clientSock = _serverSock.Accept();
_clientCount++;
//TODO 创建一个处理客户端的线程并启动
handle = new SocketClientHandle(clientSock);
_clients.Add(handle);
//使用线程池来操作
ThreadPool.QueueUserWorkItem(new WaitCallback(handle.RecevieData));

//Thread pthread;
//pthread = new Thread(new ThreadStart(client.RecevieData));
//pthread.Start();
//这里应该使用线程池来进行
}
}

}
/// <summary>
/// 停止server
/// </summary>
public void Stop()
{
if (IsRunning)
{
IsRunning = false;
_serverSock.Close();
//TODO 关闭对全部客户端的连接

}
}
/// <summary>
/// 发送函数
/// </summary>
public void Send(string msg, SocketClientHandle client)
{
//TODO
}

/// <summary>
/// 关闭一个与客户端之间的会话
/// </summary>
/// <param name="handle">须要关闭的客户端会话对象</param>
public void Close(SocketClientHandle handle)
{
if (handle != null)
{
_clients.Remove(handle);
handle.Dispose();
_clientCount--;
//TODO 触发关闭事件

}
}
/// <summary>
/// 关闭全部的客户端会话,与全部的客户端连接会断开
/// </summary>
public void CloseAllClient()
{
foreach (SocketClientHandle handle in _clients)
{
Close(handle);
}
_clientCount = 0;
_clients.Clear();
}

#endregion

#region 事件

/// <summary>
/// 与客户端的连接已建立事件
/// </summary>
public event EventHandler<SocketEventArgs> ClientConnected;
/// <summary>
/// 与客户端的连接已断开事件
/// </summary>
public event EventHandler<SocketEventArgs> ClientDisconnected;

/// <summary>
/// 触发客户端连接事件
/// </summary>
/// <param name="state"></param>
private void RaiseClientConnected(SocketClientHandle handle)
{
if (ClientConnected != null)
{
ClientConnected(this, new SocketEventArgs(handle));
}
}
/// <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 SocketEventArgs("连接断开"));
}
}

/// <summary>
/// 接收到数据事件
/// </summary>
public event EventHandler<SocketEventArgs> DataReceived;

private void RaiseDataReceived(SocketClientHandle handle)
{
if (DataReceived != null)
{
DataReceived(this, new SocketEventArgs(handle));
}
}

/// <summary>
/// 数据发送事件
/// </summary>
public event EventHandler<SocketEventArgs> CompletedSend;

/// <summary>
/// 触发数据发送事件
/// </summary>
/// <param name="state"></param>
private void RaiseCompletedSend(SocketClientHandle handle)
{
if (CompletedSend != null)
{
CompletedSend(this, new SocketEventArgs(handle));
}
}

/// <summary>
/// 网络错误事件
/// </summary>
public event EventHandler<SocketEventArgs> NetError;
/// <summary>
/// 触发网络错误事件
/// </summary>
/// <param name="state"></param>
private void RaiseNetError(SocketClientHandle handle)
{
if (NetError != null)
{
NetError(this, new SocketEventArgs(handle));
}
}

/// <summary>
/// 异常事件
/// </summary>
public event EventHandler<SocketEventArgs> OtherException;
/// <summary>
/// 触发异常事件
/// </summary>
/// <param name="state"></param>
private void RaiseOtherException(SocketClientHandle handle, string descrip)
{
if (OtherException != null)
{
OtherException(this, new SocketEventArgs(descrip, handle));
}
}
private void RaiseOtherException(SocketClientHandle handle)
{
RaiseOtherException(handle, "");
}

#endregion

#region Close 未实现
#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 异常
}
}
disposed = true;
}
}
#endregion
}
}


对client操作封装的Handle类

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net.Sockets;

namespace NetFrame.Net.TCP.Sock.Synchronous
{
/// <summary>
/// Socket server用于处理客户端连接封装的客户端处理类
/// </summary>
public class SocketClientHandle:IDisposable
{
/// <summary>
/// 与客户端相关联的socket
/// </summary>
private Socket _client;

/// <summary>
/// 标识是否与客户端相连接
/// </summary>
private bool _is_connect;
public bool IsConnect
{
get { return _is_connect; }
set { _is_connect = value; }
}

/// <summary>
/// 数据接受缓冲区
/// </summary>
private byte[] _recvBuffer;

public SocketClientHandle(Socket client)
{
this._client = client;
_is_connect = true;
_recvBuffer = new byte[1024 * 1024 * 2];
}

#region Method
/// <summary>
/// 接受来自客户端发来的数据
/// </summary>
public void RecevieData(Object state)
{
int len = -1;
while (_is_connect)
{
try
{
len = _client.Receive(_recvBuffer);
}
catch (Exception)
{
//TODO
}
}
}

/// <summary>
/// 向客户端发送数据
/// </summary>
public void SendData(string msg)
{
byte[] data = Encoding.Default.GetBytes(msg);
try
{
//有一种比較好的写法
_client.Send(data);
}
catch (Exception)
{
//TODO 处理异常
}
}

#endregion

#region 事件

//TODO 消息发送事件
//TODO 数据收到事件
//TODO 异常处理事件

#endregion

#region 释放
/// <summary>
/// Performs application-defined tasks associated with freeing,
/// releasing, or resetting unmanaged resources.
/// </summary>
public void Dispose()
{
_is_connect = false;
if (_client != null)
{
_client.Close();
_client = null;
}
GC.SuppressFinalize(this);
}

#endregion
}
}


Socket同步TCPserver的时间參数类

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace NetFrame.Net.TCP.Sock.Synchronous
{
/// <summary>
/// 同步Socket TCPserver事件类
/// </summary>
public class SocketEventArgs : EventArgs
{
/// <summary>
/// 提示信息
/// </summary>
public string _msg;

/// <summary>
/// client状态封装类
/// </summary>
public SocketClientHandle _handle;

/// <summary>
/// 是否已经处理过了
/// </summary>
public bool IsHandled { get; set; }

public SocketEventArgs(string msg)
{
this._msg = msg;
IsHandled = false;
}
public SocketEventArgs(SocketClientHandle handle)
{
this._handle = handle;
IsHandled = false;
}
public SocketEventArgs(string msg, SocketClientHandle handle)
{
this._msg = msg;
this._handle = handle;
IsHandled = false;
}
}
}


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