C#SocketAsyncEventArgs实现高效能多并发TCPSocket通信 (客户端实现)
2017-01-08 22:48
691 查看
http://freshflower.iteye.com/blog/2285286
上一篇讲了服务器端的实现, 这一篇就是客户端的实现.
服务器实现参考:《C#如何利用SocketAsyncEventArgs实现高效能TCPSocket通信 (服务器实现)》
与服务器不同的是客户端的实现需要多个SocketAsyncEventArgs共同协作,至少需要两个:接收的只需要一个,发送的需要一个,也可以多个,这在多线程中尤为重要,接下来说明。
客户端一般需要数据的时候,就要发起请求,在多线程环境中,请求服务器一般不希望列队等候,这样会大大拖慢程序的处理。如果发送数据包的SocketAsyncEventArgs只有一个,且当他正在工作的时候, 下一个请求也来访问,这时会抛出异常, 提示当前的套接字正在工作, 所以这不是我们愿意看到, 唯有增加SocketAsyncEventArgs对象来解决。
那么接下来的问题就是我怎么知道当前的SocketAsyncEventArgs对象是否正在工作呢. 很简单,我们新建一个MySocketEventArgs类来继承它。
C#代码
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net.Sockets;
using System.Text;
namespace Plates.Client.Net
{
class MySocketEventArgs : SocketAsyncEventArgs
{
/// <summary>
/// 标识,只是一个编号而已
/// </summary>
public int ArgsTag { get; set; }
/// <summary>
/// 设置/获取使用状态
/// </summary>
public bool IsUsing { get; set; }
}
}
接下来,我们还需要BufferManager类,这个类已经在服务端贴出来了,与服务端是一样的, 再贴一次:
C#代码
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net.Sockets;
using System.Text;
using System.Threading.Tasks;
namespace Plates.Client.Net
{
class BufferManager
{
int m_numBytes; // the total number of bytes controlled by the buffer pool
byte[] m_buffer; // the underlying byte array maintained by the Buffer Manager
Stack<int> m_freeIndexPool; //
int m_currentIndex;
int m_bufferSize;
public BufferManager(int totalBytes, int bufferSize)
{
m_numBytes = totalBytes;
m_currentIndex = 0;
m_bufferSize = bufferSize;
m_freeIndexPool = new Stack<int>();
}
// Allocates buffer space used by the buffer pool
public void InitBuffer()
{
// create one big large buffer and divide that
// out to each SocketAsyncEventArg object
m_buffer = new byte[m_numBytes];
}
// Assigns a buffer from the buffer pool to the
// specified SocketAsyncEventArgs object
//
// <returns>true if the buffer was successfully set, else false</returns>
public bool SetBuffer(SocketAsyncEventArgs args)
{
if (m_freeIndexPool.Count > 0)
{
args.SetBuffer(m_buffer, m_freeIndexPool.Pop(), m_bufferSize);
}
else
{
if ((m_numBytes - m_bufferSize) < m_currentIndex)
{
return false;
}
args.SetBuffer(m_buffer, m_currentIndex, m_bufferSize);
m_currentIndex += m_bufferSize;
}
return true;
}
// Removes the buffer from a SocketAsyncEventArg object.
// This frees the buffer back to the buffer pool
public void FreeBuffer(SocketAsyncEventArgs args)
{
m_freeIndexPool.Push(args.Offset);
args.SetBuffer(null, 0, 0);
}
}
}
接下来是重点实现了,别的不多说,看代码:
C#代码
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
namespace Plates.Client.Net
{
class SocketManager: IDisposable
{
private const Int32 BuffSize = 1024;
// The socket used to send/receive messages.
private Socket clientSocket;
// Flag for connected socket.
private Boolean connected = false;
// Listener endpoint.
private IPEndPoint hostEndPoint;
// Signals a connection.
private static AutoResetEvent autoConnectEvent = new AutoResetEvent(false);
BufferManager m_bufferManager;
//定义接收数据的对象
List<byte> m_buffer;
//发送与接收的MySocketEventArgs变量定义.
private List<MySocketEventArgs> listArgs = new List<MySocketEventArgs>();
private MySocketEventArgs receiveEventArgs = new MySocketEventArgs();
int tagCount = 0;
/// <summary>
/// 当前连接状态
/// </summary>
public bool Connected { get { return clientSocket != null && clientSocket.Connected; } }
//服务器主动发出数据受理委托及事件
public delegate void OnServerDataReceived(byte[] receiveBuff);
public event OnServerDataReceived ServerDataHandler;
//服务器主动关闭连接委托及事件
public delegate void OnServerStop();
public event OnServerStop ServerStopEvent;
// Create an uninitialized client instance.
// To start the send/receive processing call the
// Connect method followed by SendReceive method.
internal SocketManager(String ip, Int32 port)
{
// Instantiates the endpoint and socket.
hostEndPoint = new IPEndPoint(IPAddress.Parse(ip), port);
clientSocket = new Socket(hostEndPoint.AddressFamily, SocketType.Stream, ProtocolType.Tcp);
m_bufferManager = new BufferManager(BuffSize * 2, BuffSize);
m_buffer = new List<byte>();
}
/// <summary>
/// 连接到主机
/// </summary>
/// <returns>0.连接成功, 其他值失败,参考SocketError的值列表</returns>
internal SocketError Connect()
{
SocketAsyncEventArgs connectArgs = new SocketAsyncEventArgs();
connectArgs.UserToken = clientSocket;
connectArgs.RemoteEndPoint = hostEndPoint;
connectArgs.Completed += new EventHandler<SocketAsyncEventArgs>(OnConnect);
clientSocket.ConnectAsync(connectArgs);
autoConnectEvent.WaitOne(); //阻塞. 让程序在这里等待,直到连接响应后再返回连接结果
return connectArgs.SocketError;
}
/// Disconnect from the host.
internal void Disconnect()
{
clientSocket.Disconnect(false);
}
// Calback for connect operation
private void OnConnect(object sender, SocketAsyncEventArgs e)
{
// Signals the end of connection.
autoConnectEvent.Set(); //释放阻塞.
// Set the flag for socket connected.
connected = (e.SocketError == SocketError.Success);
//如果连接成功,则初始化socketAsyncEventArgs
if (connected)
initArgs(e);
}
#region args
/// <summary>
/// 初始化收发参数
/// </summary>
/// <param name="e"></param>
private void initArgs(SocketAsyncEventArgs e)
{
m_bufferManager.InitBuffer();
//发送参数
initSendArgs();
//接收参数
receiveEventArgs.Completed += new EventHandler<SocketAsyncEventArgs>(IO_Completed);
receiveEventArgs.UserToken = e.UserToken;
receiveEventArgs.ArgsTag = 0;
m_bufferManager.SetBuffer(receiveEventArgs);
//启动接收,不管有没有,一定得启动.否则有数据来了也不知道.
if (!e.ConnectSocket.ReceiveAsync(receiveEventArgs))
ProcessReceive(receiveEventArgs);
}
/// <summary>
/// 初始化发送参数MySocketEventArgs
/// </summary>
/// <returns></returns>
MySocketEventArgs initSendArgs()
{
MySocketEventArgs sendArg = new MySocketEventArgs();
sendArg.Completed += new EventHandler<SocketAsyncEventArgs>(IO_Completed);
sendArg.UserToken = clientSocket;
sendArg.RemoteEndPoint = hostEndPoint;
sendArg.IsUsing = false;
Interlocked.Increment(ref tagCount);
sendArg.ArgsTag = tagCount;
lock (listArgs)
{
listArgs.Add(sendArg);
}
return sendArg;
}
void IO_Completed(object sender, SocketAsyncEventArgs e)
{
MySocketEventArgs mys = (MySocketEventArgs)e;
// determine which type of operation just completed and call the associated handler
switch (e.LastOperation)
{
case SocketAsyncOperation.Receive:
ProcessReceive(e);
break;
case SocketAsyncOperation.Send:
mys.IsUsing = false; //数据发送已完成.状态设为False
ProcessSend(e);
break;
default:
throw new ArgumentException("The last operation completed on the socket was not a receive or send");
}
}
// This method is invoked when an asynchronous receive operation completes.
// If the remote host closed the connection, then the socket is closed.
// If data was received then the data is echoed back to the client.
//
private void ProcessReceive(SocketAsyncEventArgs e)
{
try
{
// check if the remote host closed the connection
Socket token = (Socket)e.UserToken;
if (e.BytesTransferred > 0 && e.SocketError == SocketError.Success)
{
//读取数据
byte[] data = new byte[e.BytesTransferred];
Array.Copy(e.Buffer, e.Offset, data, 0, e.BytesTransferred);
lock (m_buffer)
{
m_buffer.AddRange(data);
}
do
{
//注意: 这里是需要和服务器有协议的,我做了个简单的协议,就是一个完整的包是包长(4字节)+包数据,便于处理,当然你可以定义自己需要的;
//判断包的长度,前面4个字节.
byte[] lenBytes = m_buffer.GetRange(0, 4).ToArray();
int packageLen = BitConverter.ToInt32(lenBytes, 0);
if (packageLen <= m_buffer.Count - 4)
{
//包够长时,则提取出来,交给后面的程序去处理
byte[] rev = m_buffer.GetRange(4, packageLen).ToArray();
//从数据池中移除这组数据,为什么要lock,你懂的
lock (m_buffer)
{
m_buffer.RemoveRange(0, packageLen + 4);
}
//将数据包交给前台去处理
DoReceiveEvent(rev);
}
else
{ //长度不够,还得继续接收,需要跳出循环
break;
}
} while (m_buffer.Count > 4);
//注意:你一定会问,这里为什么要用do-while循环?
//如果当服务端发送大数据流的时候,e.BytesTransferred的大小就会比服务端发送过来的完整包要小,
//需要分多次接收.所以收到包的时候,先判断包头的大小.够一个完整的包再处理.
//如果服务器短时间内发送多个小数据包时, 这里可能会一次性把他们全收了.
//这样如果没有一个循环来控制,那么只会处理第一个包,
//剩下的包全部留在m_buffer中了,只有等下一个数据包过来后,才会放出一个来.
//继续接收
if (!token.ReceiveAsync(e))
this.ProcessReceive(e);
}
else
{
ProcessError(e);
}
}
catch (Exception xe)
{
Console.WriteLine(xe.Message);
}
}
// This method is invoked when an asynchronous send operation completes.
// The method issues another receive on the socket to read any additional
// data sent from the client
//
// <param name="e"></param>
private void ProcessSend(SocketAsyncEventArgs e)
{
if (e.SocketError != SocketError.Success)
{
ProcessError(e);
}
}
#endregion
#region read write
// Close socket in case of failure and throws
// a SockeException according to the SocketError.
private void ProcessError(SocketAsyncEventArgs e)
{
Socket s = (Socket)e.UserToken;
if (s.Connected)
{
// close the socket associated with the client
try
{
s.Shutdown(SocketShutdown.Both);
}
catch (Exception)
{
// throws if client process has already closed
}
finally
{
if (s.Connected)
{
s.Close();
}
connected = false;
}
}
//这里一定要记得把事件移走,如果不移走,当断开服务器后再次连接上,会造成多次事件触发.
foreach (MySocketEventArgs arg in listArgs)
arg.Completed -= IO_Completed;
receiveEventArgs.Completed -= IO_Completed;
if (ServerStopEvent != null)
ServerStopEvent();
}
// Exchange a message with the host.
internal void Send(byte[] sendBuffer)
{
if (connected)
{
//先对数据进行包装,就是把包的大小作为头加入,这必须与服务器端的协议保持一致,否则造成服务器无法处理数据.
byte[] buff = new byte[sendBuffer.Length + 4];
Array.Copy(BitConverter.GetBytes(sendBuffer.Length), buff, 4);
Array.Copy(sendBuffer, 0, buff, 4, sendBuffer.Length);
//查找有没有空闲的发送MySocketEventArgs,有就直接拿来用,没有就创建新的.So easy!
MySocketEventArgs sendArgs = listArgs.Find(a => a.IsUsing == false);
if (sendArgs == null) {
sendArgs = initSendArgs();
}
lock (sendArgs) //要锁定,不锁定让别的线程抢走了就不妙了.
{
sendArgs.IsUsing = true;
sendArgs.SetBuffer(buff, 0, buff.Length);
}
clientSocket.SendAsync(sendArgs);
}
else
{
throw new SocketException((Int32)SocketError.NotConnected);
}
}
/// <summary>
/// 使用新进程通知事件回调
/// </summary>
/// <param name="buff"></param>
private void DoReceiveEvent(byte[] buff)
{
if (ServerDataHandler == null) return;
//ServerDataHandler(buff); //可直接调用.
//但我更喜欢用新的线程,这样不拖延接收新数据.
Thread thread = new Thread(new ParameterizedThreadStart((obj) =>
{
ServerDataHandler((byte[])obj);
}));
thread.IsBackground = true;
thread.Start(buff);
}
#endregion
#region IDisposable Members
// Disposes the instance of SocketClient.
public void Dispose()
{
autoConnectEvent.Close();
if (clientSocket.Connected)
{
clientSocket.Close();
}
}
#endregion
}
}
好了, 怎么使用, 那是再简单不过的事了, 当然连接同一个服务器的同一端口, 这个类你只需要初始化一次就可以了, 不要创建多个, 这样太浪费资源. 上面是定义了通讯的基础类, 那么接下来就是把相关的方法再包装一下, 做成供前台方便调用的含有静态方法的类就OK了.
C#代码
using Newtonsoft.Json;
using Plates.Common;
using Plates.Common.Base;
using Plates.Common.Beans;
using RuncomLib.File;
using RuncomLib.Log;
using RuncomLib.Text;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net.Sockets;
using System.Security.Cryptography;
using System.Text;
using System.Threading;
using System.Timers;
namespace Plates.Client.Net
{
class Request
{
//定义,最好定义成静态的, 因为我们只需要一个就好
static SocketManager smanager = null;
static UserInfoModel userInfo = null;
//定义事件与委托
public delegate void ReceiveData(object message);
public delegate void ServerClosed();
public static event ReceiveData OnReceiveData;
public static event ServerClosed OnServerClosed;
/// <summary>
/// 心跳定时器
/// </summary>
static System.Timers.Timer heartTimer = null;
/// <summary>
/// 心跳包
/// </summary>
static ApiResponse heartRes = null;
/// <summary>
/// 判断是否已连接
/// </summary>
public static bool Connected
{
get { return smanager != null && smanager.Connected; }
}
/// <summary>
/// 已登录的用户信息
/// </summary>
public static UserInfoModel UserInfo
{
get { return userInfo; }
}
#region 基本方法
/// <summary>
/// 连接到服务器
/// </summary>
/// <returns></returns>
public static SocketError Connect()
{
if (Connected) return SocketError.Success;
//我这里是读取配置,
string ip = Config.ReadConfigString("socket", "server", "");
int port = Config.ReadConfigInt("socket", "port", 13909);
if (string.IsNullOrWhiteSpace(ip) || port <= 1000) return SocketError.Fault;
//创建连接对象, 连接到服务器
smanager = new SocketManager(ip, port);
SocketError error = smanager.Connect();
if (error == SocketError.Success){
//连接成功后,就注册事件. 最好在成功后再注册.
smanager.ServerDataHandler += OnReceivedServerData;
smanager.ServerStopEvent += OnServerStopEvent;
}
return error;
}
/// <summary>
/// 断开连接
/// </summary>
public static void Disconnect()
{
try
{
smanager.Disconnect();
}
catch (Exception) { }
}
/// <summary>
/// 发送请求
/// </summary>
/// <param name="request"></param>
/// <returns></returns>
public static bool Send(ApiResponse request)
{
return Send(JsonConvert.SerializeObject(request));
}
/// <summary>
/// 发送消息
/// </summary>
/// <param name="message">消息实体</param>
/// <returns>True.已发送; False.未发送</returns>
public static bool Send(string message)
{
if (!Connected) return false;
byte[] buff = Encoding.UTF8.GetBytes(message);
//加密,根据自己的需要可以考虑把消息加密
//buff = AESEncrypt.Encrypt(buff, m_aesKey);
smanager.Send(buff);
return true;
}
/// <summary>
/// 发送字节流
/// </summary>
/// <param name="buff"></param>
/// <returns></returns>
static bool Send(byte[] buff)
{
if (!Connected) return false;
smanager.Send(buff);
return true;
}
/// <summary>
/// 接收消息
/// </summary>
/// <param name="buff"></param>
private static void OnReceivedServerData(byte[] buff)
{
//To do something
//你要处理的代码,可以实现把buff转化成你具体的对象, 再传给前台
if (OnReceiveData != null)
OnReceiveData(buff);
}
/// <summary>
/// 服务器已断开
/// </summary>
private static void OnServerStopEvent()
{
if (OnServerClosed != null)
OnServerClosed();
}
#endregion
#region 心跳包
//心跳包也是很重要的,看自己的需要了, 我只定义出来, 你自己找个地方去调用吧
/// <summary>
/// 开启心跳
/// </summary>
private static void StartHeartbeat()
{
if (heartTimer == null)
{
heartTimer = new System.Timers.Timer();
heartTimer.Elapsed += TimeElapsed;
}
heartTimer.AutoReset = true; //循环执行
heartTimer.Interval = 30 * 1000; //每30秒执行一次
heartTimer.Enabled = true;
heartTimer.Start();
//初始化心跳包
heartRes = new ApiResponse((int)ApiCode.心跳);
heartRes.data = new Dictionary<string, object>();
heartRes.data.Add("beat", Function.Base64Encode(userInfo.nickname + userInfo.userid + DateTime.Now.ToString("HH:mm:ss")));
}
/// <summary>
/// 定时执行
/// </summary>
/// <param name="source"></param>
/// <param name="e"></param>
static void TimeElapsed(object source, ElapsedEventArgs e)
{
Request.Send(heartRes);
}
#endregion
}
}
好了, 就这些, 所有的请求都是异步进行的, 如果你想同步进行, 我也有实现过, 等有空了再贴上来.
如果你还没有弄懂服务器端, 请进入:
上一篇讲了服务器端的实现, 这一篇就是客户端的实现.
服务器实现参考:《C#如何利用SocketAsyncEventArgs实现高效能TCPSocket通信 (服务器实现)》
与服务器不同的是客户端的实现需要多个SocketAsyncEventArgs共同协作,至少需要两个:接收的只需要一个,发送的需要一个,也可以多个,这在多线程中尤为重要,接下来说明。
客户端一般需要数据的时候,就要发起请求,在多线程环境中,请求服务器一般不希望列队等候,这样会大大拖慢程序的处理。如果发送数据包的SocketAsyncEventArgs只有一个,且当他正在工作的时候, 下一个请求也来访问,这时会抛出异常, 提示当前的套接字正在工作, 所以这不是我们愿意看到, 唯有增加SocketAsyncEventArgs对象来解决。
那么接下来的问题就是我怎么知道当前的SocketAsyncEventArgs对象是否正在工作呢. 很简单,我们新建一个MySocketEventArgs类来继承它。
C#代码
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net.Sockets;
using System.Text;
namespace Plates.Client.Net
{
class MySocketEventArgs : SocketAsyncEventArgs
{
/// <summary>
/// 标识,只是一个编号而已
/// </summary>
public int ArgsTag { get; set; }
/// <summary>
/// 设置/获取使用状态
/// </summary>
public bool IsUsing { get; set; }
}
}
接下来,我们还需要BufferManager类,这个类已经在服务端贴出来了,与服务端是一样的, 再贴一次:
C#代码
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net.Sockets;
using System.Text;
using System.Threading.Tasks;
namespace Plates.Client.Net
{
class BufferManager
{
int m_numBytes; // the total number of bytes controlled by the buffer pool
byte[] m_buffer; // the underlying byte array maintained by the Buffer Manager
Stack<int> m_freeIndexPool; //
int m_currentIndex;
int m_bufferSize;
public BufferManager(int totalBytes, int bufferSize)
{
m_numBytes = totalBytes;
m_currentIndex = 0;
m_bufferSize = bufferSize;
m_freeIndexPool = new Stack<int>();
}
// Allocates buffer space used by the buffer pool
public void InitBuffer()
{
// create one big large buffer and divide that
// out to each SocketAsyncEventArg object
m_buffer = new byte[m_numBytes];
}
// Assigns a buffer from the buffer pool to the
// specified SocketAsyncEventArgs object
//
// <returns>true if the buffer was successfully set, else false</returns>
public bool SetBuffer(SocketAsyncEventArgs args)
{
if (m_freeIndexPool.Count > 0)
{
args.SetBuffer(m_buffer, m_freeIndexPool.Pop(), m_bufferSize);
}
else
{
if ((m_numBytes - m_bufferSize) < m_currentIndex)
{
return false;
}
args.SetBuffer(m_buffer, m_currentIndex, m_bufferSize);
m_currentIndex += m_bufferSize;
}
return true;
}
// Removes the buffer from a SocketAsyncEventArg object.
// This frees the buffer back to the buffer pool
public void FreeBuffer(SocketAsyncEventArgs args)
{
m_freeIndexPool.Push(args.Offset);
args.SetBuffer(null, 0, 0);
}
}
}
接下来是重点实现了,别的不多说,看代码:
C#代码
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
namespace Plates.Client.Net
{
class SocketManager: IDisposable
{
private const Int32 BuffSize = 1024;
// The socket used to send/receive messages.
private Socket clientSocket;
// Flag for connected socket.
private Boolean connected = false;
// Listener endpoint.
private IPEndPoint hostEndPoint;
// Signals a connection.
private static AutoResetEvent autoConnectEvent = new AutoResetEvent(false);
BufferManager m_bufferManager;
//定义接收数据的对象
List<byte> m_buffer;
//发送与接收的MySocketEventArgs变量定义.
private List<MySocketEventArgs> listArgs = new List<MySocketEventArgs>();
private MySocketEventArgs receiveEventArgs = new MySocketEventArgs();
int tagCount = 0;
/// <summary>
/// 当前连接状态
/// </summary>
public bool Connected { get { return clientSocket != null && clientSocket.Connected; } }
//服务器主动发出数据受理委托及事件
public delegate void OnServerDataReceived(byte[] receiveBuff);
public event OnServerDataReceived ServerDataHandler;
//服务器主动关闭连接委托及事件
public delegate void OnServerStop();
public event OnServerStop ServerStopEvent;
// Create an uninitialized client instance.
// To start the send/receive processing call the
// Connect method followed by SendReceive method.
internal SocketManager(String ip, Int32 port)
{
// Instantiates the endpoint and socket.
hostEndPoint = new IPEndPoint(IPAddress.Parse(ip), port);
clientSocket = new Socket(hostEndPoint.AddressFamily, SocketType.Stream, ProtocolType.Tcp);
m_bufferManager = new BufferManager(BuffSize * 2, BuffSize);
m_buffer = new List<byte>();
}
/// <summary>
/// 连接到主机
/// </summary>
/// <returns>0.连接成功, 其他值失败,参考SocketError的值列表</returns>
internal SocketError Connect()
{
SocketAsyncEventArgs connectArgs = new SocketAsyncEventArgs();
connectArgs.UserToken = clientSocket;
connectArgs.RemoteEndPoint = hostEndPoint;
connectArgs.Completed += new EventHandler<SocketAsyncEventArgs>(OnConnect);
clientSocket.ConnectAsync(connectArgs);
autoConnectEvent.WaitOne(); //阻塞. 让程序在这里等待,直到连接响应后再返回连接结果
return connectArgs.SocketError;
}
/// Disconnect from the host.
internal void Disconnect()
{
clientSocket.Disconnect(false);
}
// Calback for connect operation
private void OnConnect(object sender, SocketAsyncEventArgs e)
{
// Signals the end of connection.
autoConnectEvent.Set(); //释放阻塞.
// Set the flag for socket connected.
connected = (e.SocketError == SocketError.Success);
//如果连接成功,则初始化socketAsyncEventArgs
if (connected)
initArgs(e);
}
#region args
/// <summary>
/// 初始化收发参数
/// </summary>
/// <param name="e"></param>
private void initArgs(SocketAsyncEventArgs e)
{
m_bufferManager.InitBuffer();
//发送参数
initSendArgs();
//接收参数
receiveEventArgs.Completed += new EventHandler<SocketAsyncEventArgs>(IO_Completed);
receiveEventArgs.UserToken = e.UserToken;
receiveEventArgs.ArgsTag = 0;
m_bufferManager.SetBuffer(receiveEventArgs);
//启动接收,不管有没有,一定得启动.否则有数据来了也不知道.
if (!e.ConnectSocket.ReceiveAsync(receiveEventArgs))
ProcessReceive(receiveEventArgs);
}
/// <summary>
/// 初始化发送参数MySocketEventArgs
/// </summary>
/// <returns></returns>
MySocketEventArgs initSendArgs()
{
MySocketEventArgs sendArg = new MySocketEventArgs();
sendArg.Completed += new EventHandler<SocketAsyncEventArgs>(IO_Completed);
sendArg.UserToken = clientSocket;
sendArg.RemoteEndPoint = hostEndPoint;
sendArg.IsUsing = false;
Interlocked.Increment(ref tagCount);
sendArg.ArgsTag = tagCount;
lock (listArgs)
{
listArgs.Add(sendArg);
}
return sendArg;
}
void IO_Completed(object sender, SocketAsyncEventArgs e)
{
MySocketEventArgs mys = (MySocketEventArgs)e;
// determine which type of operation just completed and call the associated handler
switch (e.LastOperation)
{
case SocketAsyncOperation.Receive:
ProcessReceive(e);
break;
case SocketAsyncOperation.Send:
mys.IsUsing = false; //数据发送已完成.状态设为False
ProcessSend(e);
break;
default:
throw new ArgumentException("The last operation completed on the socket was not a receive or send");
}
}
// This method is invoked when an asynchronous receive operation completes.
// If the remote host closed the connection, then the socket is closed.
// If data was received then the data is echoed back to the client.
//
private void ProcessReceive(SocketAsyncEventArgs e)
{
try
{
// check if the remote host closed the connection
Socket token = (Socket)e.UserToken;
if (e.BytesTransferred > 0 && e.SocketError == SocketError.Success)
{
//读取数据
byte[] data = new byte[e.BytesTransferred];
Array.Copy(e.Buffer, e.Offset, data, 0, e.BytesTransferred);
lock (m_buffer)
{
m_buffer.AddRange(data);
}
do
{
//注意: 这里是需要和服务器有协议的,我做了个简单的协议,就是一个完整的包是包长(4字节)+包数据,便于处理,当然你可以定义自己需要的;
//判断包的长度,前面4个字节.
byte[] lenBytes = m_buffer.GetRange(0, 4).ToArray();
int packageLen = BitConverter.ToInt32(lenBytes, 0);
if (packageLen <= m_buffer.Count - 4)
{
//包够长时,则提取出来,交给后面的程序去处理
byte[] rev = m_buffer.GetRange(4, packageLen).ToArray();
//从数据池中移除这组数据,为什么要lock,你懂的
lock (m_buffer)
{
m_buffer.RemoveRange(0, packageLen + 4);
}
//将数据包交给前台去处理
DoReceiveEvent(rev);
}
else
{ //长度不够,还得继续接收,需要跳出循环
break;
}
} while (m_buffer.Count > 4);
//注意:你一定会问,这里为什么要用do-while循环?
//如果当服务端发送大数据流的时候,e.BytesTransferred的大小就会比服务端发送过来的完整包要小,
//需要分多次接收.所以收到包的时候,先判断包头的大小.够一个完整的包再处理.
//如果服务器短时间内发送多个小数据包时, 这里可能会一次性把他们全收了.
//这样如果没有一个循环来控制,那么只会处理第一个包,
//剩下的包全部留在m_buffer中了,只有等下一个数据包过来后,才会放出一个来.
//继续接收
if (!token.ReceiveAsync(e))
this.ProcessReceive(e);
}
else
{
ProcessError(e);
}
}
catch (Exception xe)
{
Console.WriteLine(xe.Message);
}
}
// This method is invoked when an asynchronous send operation completes.
// The method issues another receive on the socket to read any additional
// data sent from the client
//
// <param name="e"></param>
private void ProcessSend(SocketAsyncEventArgs e)
{
if (e.SocketError != SocketError.Success)
{
ProcessError(e);
}
}
#endregion
#region read write
// Close socket in case of failure and throws
// a SockeException according to the SocketError.
private void ProcessError(SocketAsyncEventArgs e)
{
Socket s = (Socket)e.UserToken;
if (s.Connected)
{
// close the socket associated with the client
try
{
s.Shutdown(SocketShutdown.Both);
}
catch (Exception)
{
// throws if client process has already closed
}
finally
{
if (s.Connected)
{
s.Close();
}
connected = false;
}
}
//这里一定要记得把事件移走,如果不移走,当断开服务器后再次连接上,会造成多次事件触发.
foreach (MySocketEventArgs arg in listArgs)
arg.Completed -= IO_Completed;
receiveEventArgs.Completed -= IO_Completed;
if (ServerStopEvent != null)
ServerStopEvent();
}
// Exchange a message with the host.
internal void Send(byte[] sendBuffer)
{
if (connected)
{
//先对数据进行包装,就是把包的大小作为头加入,这必须与服务器端的协议保持一致,否则造成服务器无法处理数据.
byte[] buff = new byte[sendBuffer.Length + 4];
Array.Copy(BitConverter.GetBytes(sendBuffer.Length), buff, 4);
Array.Copy(sendBuffer, 0, buff, 4, sendBuffer.Length);
//查找有没有空闲的发送MySocketEventArgs,有就直接拿来用,没有就创建新的.So easy!
MySocketEventArgs sendArgs = listArgs.Find(a => a.IsUsing == false);
if (sendArgs == null) {
sendArgs = initSendArgs();
}
lock (sendArgs) //要锁定,不锁定让别的线程抢走了就不妙了.
{
sendArgs.IsUsing = true;
sendArgs.SetBuffer(buff, 0, buff.Length);
}
clientSocket.SendAsync(sendArgs);
}
else
{
throw new SocketException((Int32)SocketError.NotConnected);
}
}
/// <summary>
/// 使用新进程通知事件回调
/// </summary>
/// <param name="buff"></param>
private void DoReceiveEvent(byte[] buff)
{
if (ServerDataHandler == null) return;
//ServerDataHandler(buff); //可直接调用.
//但我更喜欢用新的线程,这样不拖延接收新数据.
Thread thread = new Thread(new ParameterizedThreadStart((obj) =>
{
ServerDataHandler((byte[])obj);
}));
thread.IsBackground = true;
thread.Start(buff);
}
#endregion
#region IDisposable Members
// Disposes the instance of SocketClient.
public void Dispose()
{
autoConnectEvent.Close();
if (clientSocket.Connected)
{
clientSocket.Close();
}
}
#endregion
}
}
好了, 怎么使用, 那是再简单不过的事了, 当然连接同一个服务器的同一端口, 这个类你只需要初始化一次就可以了, 不要创建多个, 这样太浪费资源. 上面是定义了通讯的基础类, 那么接下来就是把相关的方法再包装一下, 做成供前台方便调用的含有静态方法的类就OK了.
C#代码
using Newtonsoft.Json;
using Plates.Common;
using Plates.Common.Base;
using Plates.Common.Beans;
using RuncomLib.File;
using RuncomLib.Log;
using RuncomLib.Text;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net.Sockets;
using System.Security.Cryptography;
using System.Text;
using System.Threading;
using System.Timers;
namespace Plates.Client.Net
{
class Request
{
//定义,最好定义成静态的, 因为我们只需要一个就好
static SocketManager smanager = null;
static UserInfoModel userInfo = null;
//定义事件与委托
public delegate void ReceiveData(object message);
public delegate void ServerClosed();
public static event ReceiveData OnReceiveData;
public static event ServerClosed OnServerClosed;
/// <summary>
/// 心跳定时器
/// </summary>
static System.Timers.Timer heartTimer = null;
/// <summary>
/// 心跳包
/// </summary>
static ApiResponse heartRes = null;
/// <summary>
/// 判断是否已连接
/// </summary>
public static bool Connected
{
get { return smanager != null && smanager.Connected; }
}
/// <summary>
/// 已登录的用户信息
/// </summary>
public static UserInfoModel UserInfo
{
get { return userInfo; }
}
#region 基本方法
/// <summary>
/// 连接到服务器
/// </summary>
/// <returns></returns>
public static SocketError Connect()
{
if (Connected) return SocketError.Success;
//我这里是读取配置,
string ip = Config.ReadConfigString("socket", "server", "");
int port = Config.ReadConfigInt("socket", "port", 13909);
if (string.IsNullOrWhiteSpace(ip) || port <= 1000) return SocketError.Fault;
//创建连接对象, 连接到服务器
smanager = new SocketManager(ip, port);
SocketError error = smanager.Connect();
if (error == SocketError.Success){
//连接成功后,就注册事件. 最好在成功后再注册.
smanager.ServerDataHandler += OnReceivedServerData;
smanager.ServerStopEvent += OnServerStopEvent;
}
return error;
}
/// <summary>
/// 断开连接
/// </summary>
public static void Disconnect()
{
try
{
smanager.Disconnect();
}
catch (Exception) { }
}
/// <summary>
/// 发送请求
/// </summary>
/// <param name="request"></param>
/// <returns></returns>
public static bool Send(ApiResponse request)
{
return Send(JsonConvert.SerializeObject(request));
}
/// <summary>
/// 发送消息
/// </summary>
/// <param name="message">消息实体</param>
/// <returns>True.已发送; False.未发送</returns>
public static bool Send(string message)
{
if (!Connected) return false;
byte[] buff = Encoding.UTF8.GetBytes(message);
//加密,根据自己的需要可以考虑把消息加密
//buff = AESEncrypt.Encrypt(buff, m_aesKey);
smanager.Send(buff);
return true;
}
/// <summary>
/// 发送字节流
/// </summary>
/// <param name="buff"></param>
/// <returns></returns>
static bool Send(byte[] buff)
{
if (!Connected) return false;
smanager.Send(buff);
return true;
}
/// <summary>
/// 接收消息
/// </summary>
/// <param name="buff"></param>
private static void OnReceivedServerData(byte[] buff)
{
//To do something
//你要处理的代码,可以实现把buff转化成你具体的对象, 再传给前台
if (OnReceiveData != null)
OnReceiveData(buff);
}
/// <summary>
/// 服务器已断开
/// </summary>
private static void OnServerStopEvent()
{
if (OnServerClosed != null)
OnServerClosed();
}
#endregion
#region 心跳包
//心跳包也是很重要的,看自己的需要了, 我只定义出来, 你自己找个地方去调用吧
/// <summary>
/// 开启心跳
/// </summary>
private static void StartHeartbeat()
{
if (heartTimer == null)
{
heartTimer = new System.Timers.Timer();
heartTimer.Elapsed += TimeElapsed;
}
heartTimer.AutoReset = true; //循环执行
heartTimer.Interval = 30 * 1000; //每30秒执行一次
heartTimer.Enabled = true;
heartTimer.Start();
//初始化心跳包
heartRes = new ApiResponse((int)ApiCode.心跳);
heartRes.data = new Dictionary<string, object>();
heartRes.data.Add("beat", Function.Base64Encode(userInfo.nickname + userInfo.userid + DateTime.Now.ToString("HH:mm:ss")));
}
/// <summary>
/// 定时执行
/// </summary>
/// <param name="source"></param>
/// <param name="e"></param>
static void TimeElapsed(object source, ElapsedEventArgs e)
{
Request.Send(heartRes);
}
#endregion
}
}
好了, 就这些, 所有的请求都是异步进行的, 如果你想同步进行, 我也有实现过, 等有空了再贴上来.
如果你还没有弄懂服务器端, 请进入:
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