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C#网络编程系列文章(五)之Socket实现异步UDPserver

2017-08-04 16:24 731 查看

原创性声明

本文作者:小竹zz 本文地址http://blog.csdn.net/zhujunxxxxx/article/details/44258719 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.Net中,System.Net.Sockets 命名空间为须要严密控制网络訪问的开发者提供了 Windows Sockets (Winsock) 接口的托管实现。System.Net 命名空间中的全部其它网络訪问类都建立在该套接字Socket实现之上,如TCPClient、TCPListener 和 UDPClient 类封装有关创建到 Internet 的 TCP 和 UDP 连接的具体信息;NetworkStream类则提供用于网络訪问的基础数据流等,常见的很多Internet服务都能够见到Socket的踪影,如Telnet、Http、Email、Echo等,这些服务虽然通讯协议Protocol的定义不同。可是其基础的传输都是採用的Socket。

事实上,Socket能够象流Stream一样被视为一个数据通道,这个通道架设在应用程序端(client)和远程server端之间,而后,数据的读取(接收)和写入(发送)均针对这个通道来进行。

可见,在应用程序端或者server端创建了Socket对象之后。就能够使用Send/SentTo方法将数据发送到连接的Socket,或者使用Receive/ReceiveFrom方法接收来自连接Socket的数据。

针对Socket编程,.NET 框架的 Socket 类是 Winsock32 API 提供的套接字服务的托管代码版本号。当中为实现网络编程提供了大量的方法,大多数情况下,Socket 类方法仅仅是将数据封送到它们的本机 Win32 副本中并处理不论什么必要的安全检查。假设你熟悉Winsock API函数。那么用Socket类编写网络程序会很easy。当然,假设你不曾接触过。也不会太困难,尾随以下的讲解,你会发觉使用Socket类开发windows
网络应用程序原来有规可寻。它们在大多数情况下遵循大致同样的步骤。

本节介绍使用Socket来实现一个高性能的异步UDPserver,实际上UDP是不分客户机和server的,可是我们有的时候和server通讯就是使用UDP来进行的。

Socket异步UDPserver

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实现异步UDP服务器
/// </summary>
public class AsyncSocketUDPServer
{
#region Fields
/// <summary>
/// 服务器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>
/// 服务器使用的同步socket
/// </summary>
private Socket _serverSock;

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

private bool disposed = false;

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

#endregion

#region Properties

/// <summary>
/// 服务器是否正在执行
/// </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>
/// 异步Socket UDP服务器
/// </summary>
/// <param name="listenPort">监听的port</param>
public AsyncSocketUDPServer(int listenPort)
: this(IPAddress.Any, listenPort,1024)
{
}

/// <summary>
/// 异步Socket UDP服务器
/// </summary>
/// <param name="localEP">监听的终结点</param>
public AsyncSocketUDPServer(IPEndPoint localEP)
: this(localEP.Address, localEP.Port,1024)
{
}

/// <summary>
/// 异步Socket UDP服务器
/// </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 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>
/// 启动服务器
/// </summary>
/// <returns>异步TCP服务器</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的差别是什么
/*_serverSock.BeginReceive(_recvBuffer, 0, _recvBuffer.Length, SocketFlags.None,
new AsyncCallback(ReceiveDataAsync), null);*/
}
}

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

}
}

/// <summary>
/// 接收数据的方法
/// </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差别
//len = _serverSock.EndReceive(ar);
//TODO 处理数据

//触发数据收到事件
RaiseDataReceived(so);
}
catch (Exception)
{
//TODO 处理异常
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>
/// 发送数据
/// </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 异常处理
RaiseOtherException(null);
}
}

private void SendDataEnd(IAsyncResult ar)
{
((Socket)ar.AsyncState).EndSendTo(ar);
RaiseCompletedSend(null);
}

#endregion

#region 事件
/// <summary>
/// 接收到数据事件
/// </summary>
public event EventHandler<AsyncSocketUDPEventArgs> DataReceived;

private void RaiseDataReceived(AsyncSocketUDPState state)
{
if (DataReceived != null)
{
DataReceived(this, new AsyncSocketUDPEventArgs(state));
}
}

/// <summary>
/// 发送数据前的事件
/// </summary>
public event EventHandler<AsyncSocketUDPEventArgs> PrepareSend;

/// <summary>
/// 触发发送数据前的事件
/// </summary>
/// <param name="state"></param>
private void RaisePrepareSend(AsyncSocketUDPState state)
{
if (PrepareSend != null)
{
PrepareSend(this, new AsyncSocketUDPEventArgs(state));
}
}

/// <summary>
/// 数据发送完成事件
/// </summary>
public event EventHandler<AsyncSocketUDPEventArgs> CompletedSend;

/// <summary>
/// 触发数据发送完成的事件
/// </summary>
/// <param name="state"></param>
private void RaiseCompletedSend(AsyncSocketUDPState state)
{
if (CompletedSend != null)
{
CompletedSend(this, new AsyncSocketUDPEventArgs(state));
}
}

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

/// <summary>
/// 异常事件
/// </summary>
public event EventHandler<AsyncSocketUDPEventArgs> OtherException;
/// <summary>
/// 触发异常事件
/// </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>
/// 关闭一个与客户端之间的会话
/// </summary>
/// <param name="state">须要关闭的客户端会话对象</param>
public void Close(AsyncSocketUDPState state)
{
if (state != null)
{
//_clients.Remove(state);
//_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 (AsyncUDPSocketState 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
}
}


会话封装类

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异步UDPserver事件參数类

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

namespace NetFrame.Net.UDP.Sock.Asynchronous
{
/// <summary>
/// SOCKET 异步UDP 事件类
/// </summary>
public class AsyncSocketUDPEventArgs : EventArgs
{
/// <summary>
/// 提示信息
/// </summary>
public string _msg;

/// <summary>
/// client状态封装类
/// </summary>
public AsyncSocketUDPState _state;

/// <summary>
/// 是否已经处理过了
/// </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;
}
}
}


本文作者:小竹zz 本文地址http://blog.csdn.net/zhujunxxxxx/article/details/44258719 转载请注明出处
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