C#网络编程系列文章(五)之Socket实现异步UDP服务器

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本文作者:小竹zz 本文地址 转载请注明出处

本文介绍在.Net中,System.Net.Sockets 命名空间为需要严密控制网络访问的开发人员提供了 Windows Sockets (Winsock) 接口的托管实现。System.Net 命名空间中的所有其他网络访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 连接的详细信息;NetworkStream类则提供用于网络访问的基础数据流等,常见的许多Internet服务都可以见到Socket的踪影,如Telnet、Http、Email、Echo等,这些服务尽管通讯协议Protocol的定义不同,但是其基础的传输都是采用的Socket。其实,Socket可以象流Stream一样被视为一个数据通道,这个通道架设在应用程序端(客户端)和远程服务器端之间,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,在应用程序端或者服务器端创建了Socket对象之后,就可以使用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。其中为实现网络编程提供了大量的方法,大多数情况下,Socket 类方法只是将数据封送到它们的本机 Win32 副本中并处理任何必要的安全检查。如果你熟悉Winsock API函数,那么用Socket类编写网络程序会非常容易,当然,如果你不曾接触过,也不会太困难,跟随下面的解说,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相同的步骤。

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

Socket异步UDP服务器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 UDP服务器/// </summary>/// <param name="listenPort">监听的端口</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">监听的端口</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的区别是什么/*_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 关闭对所有客户端的连接}}/// <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区别//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>/// 数据发送完毕事件/// </summary>public event EventHandler<AsyncSocketUDPEventArgs> CompletedSend;/// <summary>/// 触发数据发送完毕的事件/// </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">需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 (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){//TODORaiseOtherException(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UDP服务器事件参数类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>/// 客户端状态封装类/// </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 转载请注明出处

一直有记日记的习惯,可是,旅行回来,都懒得写日记来记录,

C#网络编程系列文章(五)之Socket实现异步UDP服务器

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