1. 程式人生 > >C#網路程式設計系列文章(五)之Socket實現非同步UDP伺服器

C#網路程式設計系列文章(五)之Socket實現非同步UDP伺服器

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本文作者:小竹zz 本文地址http://blog.csdn.net/zhujunxxxxx/article/details/44258719 轉載請註明出處

文章系列目錄

本文介紹

在.Net中,System.Net.Sockets 名稱空間為需要嚴密控制網路訪問的開發人員提供了 Windows Sockets (Winsock) 介面的託管實現。System.Net 名稱空間中的所有其他網路訪問類都建立在該套接字Socket實現之上,如TCPClient、TCPListener 和 UDPClient 類封裝有關建立到 Internet 的 TCP 和 UDP 連線的詳細資訊;NetworkStream類則提供用於網路訪問的基礎資料流等,常見的許多Internet服務都可以見到Socket的蹤影,如Telnet、Http、Email、Echo等,這些服務儘管通訊協議Protocol的定義不同,但是其基礎的傳輸都是採用的Socket。 其實,Socket可以象流Stream一樣被視為一個數據通道,這個通道架設在應用程式端(客戶端)和遠端伺服器端之間,而後,資料的讀取(接收)和寫入(傳送)均針對這個通道來進行。 
可見,在應用程式端或者伺服器端建立了Socket物件之後,就可以使用Send/SentTo方法將資料傳送到連線的Socket,或者使用Receive/ReceiveFrom方法接收來自連線Socket的資料; 
針對Socket程式設計,.NET 框架的 Socket 類是 Winsock32 API 提供的套接字服務的託管程式碼版本。其中為實現網路程式設計提供了大量的方法,大多數情況下,Socket 類方法只是將資料封送到它們的本機 Win32 副本中並處理任何必要的安全檢查。如果你熟悉Winsock API函式,那麼用Socket類編寫網路程式會非常容易,當然,如果你不曾接觸過,也不會太困難,跟隨下面的解說,你會發覺使用Socket類開發windows 網路應用程式原來有規可尋,它們在大多數情況下遵循大致相同的步驟。

本節介紹使用Socket來實現一個高效能的非同步UDP伺服器,實際上UDP是不分客戶機和伺服器的,但是我們有的時候和伺服器通訊就是使用UDP來進行的。

Socket非同步UDP伺服器

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實現非同步UDP伺服器
    /// </summary>
    public class AsyncSocketUDPServer
    {
        #region Fields
        /// <summary>
        /// 伺服器程式允許的最大客戶端連線數
        /// </summary>
        private int _maxClient;

        /// <summary>
        /// 當前的連線的客戶端數
        /// </summary>
        //private int _clientCount;

        /// <summary>
        /// 伺服器使用的同步socket
        /// </summary>
        private Socket _serverSock;

        /// <summary>
        /// 客戶端會話列表
        /// </summary>
        //private List<AsyncUDPSocketState> _clients;

        private bool disposed = false;

        /// <summary>
        /// 資料接受緩衝區
        /// </summary>
        private byte[] _recvBuffer;

        #endregion

        #region Properties

        /// <summary>
        /// 伺服器是否正在執行
        /// </summary>
        public bool IsRunning { get; private set; }
        /// <summary>
        /// 監聽的IP地址
        /// </summary>
        public IPAddress Address { get; private set; }
        /// <summary>
        /// 監聽的埠
        /// </summary>
        public int Port { get; private set; }
        /// <summary>
        /// 通訊使用的編碼
        /// </summary>
        public Encoding Encoding { get; set; }

        #endregion

        #region 建構函式

        /// <summary>
        /// 非同步Socket UDP伺服器
        /// </summary>
        /// <param name="listenPort">監聽的埠</param>
        public AsyncSocketUDPServer(int listenPort)
            : this(IPAddress.Any, listenPort,1024)
        {
        }

        /// <summary>
        /// 非同步Socket UDP伺服器
        /// </summary>
        /// <param name="localEP">監聽的終結點</param>
        public AsyncSocketUDPServer(IPEndPoint localEP)
            : this(localEP.Address, localEP.Port,1024)
        {
        }

        /// <summary>
        /// 非同步Socket UDP伺服器
        /// </summary>
        /// <param name="localIPAddress">監聽的IP地址</param>
        /// <param name="listenPort">監聽的埠</param>
        /// <param name="maxClient">最大客戶端數量</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>
        /// 啟動伺服器
        /// </summary>
        /// <returns>非同步TCP伺服器</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的區別是什麼
                /*_serverSock.BeginReceive(_recvBuffer, 0, _recvBuffer.Length, SocketFlags.None,
                    new AsyncCallback(ReceiveDataAsync), null);*/
            }
        }

        /// <summary>
        /// 停止伺服器
        /// </summary>
        public void Stop()
        {
            if (IsRunning)
            {
                IsRunning = false;
                _serverSock.Close();
                //TODO 關閉對所有客戶端的連線

            }
        }

        /// <summary>
        /// 接收資料的方法
        /// </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區別
                //len = _serverSock.EndReceive(ar);
                //TODO 處理資料

                //觸發資料收到事件
                RaiseDataReceived(so);
            }
            catch (Exception)
            {
                //TODO 處理異常
                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>
        /// 傳送資料
        /// </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 異常處理
                RaiseOtherException(null);
            }
        }

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

        #endregion

        #region 事件
        /// <summary>
        /// 接收到資料事件
        /// </summary>
        public event EventHandler<AsyncSocketUDPEventArgs> DataReceived;

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

        /// <summary>
        /// 傳送資料前的事件
        /// </summary>
        public event EventHandler<AsyncSocketUDPEventArgs> PrepareSend;

        /// <summary>
        /// 觸發傳送資料前的事件
        /// </summary>
        /// <param name="state"></param>
        private void RaisePrepareSend(AsyncSocketUDPState state)
        {
            if (PrepareSend != null)
            {
                PrepareSend(this, new AsyncSocketUDPEventArgs(state));
            }
        }

        /// <summary>
        /// 資料傳送完畢事件
        /// </summary>
        public event EventHandler<AsyncSocketUDPEventArgs> CompletedSend;

        /// <summary>
        /// 觸發資料傳送完畢的事件
        /// </summary>
        /// <param name="state"></param>
        private void RaiseCompletedSend(AsyncSocketUDPState state)
        {
            if (CompletedSend != null)
            {
                CompletedSend(this, new AsyncSocketUDPEventArgs(state));
            }
        }

        /// <summary>
        /// 網路錯誤事件
        /// </summary>
        public event EventHandler<AsyncSocketUDPEventArgs> NetError;
        /// <summary>
        /// 觸發網路錯誤事件
        /// </summary>
        /// <param name="state"></param>
        private void RaiseNetError(AsyncSocketUDPState state)
        {
            if (NetError != null)
            {
                NetError(this, new AsyncSocketUDPEventArgs(state));
            }
        }

        /// <summary>
        /// 異常事件
        /// </summary>
        public event EventHandler<AsyncSocketUDPEventArgs> OtherException;
        /// <summary>
        /// 觸發異常事件
        /// </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>
        /// 關閉一個與客戶端之間的會話
        /// </summary>
        /// <param name="state">需要關閉的客戶端會話物件</param>
        public void Close(AsyncSocketUDPState state)
        {
            if (state != null)
            {
                //_clients.Remove(state);
                //_clientCount--;
                //TODO 觸發關閉事件
            }
        }
        /// <summary>
        /// 關閉所有的客戶端會話,與所有的客戶端連線會斷開
        /// </summary>
        public void CloseAllClient()
        {
            //foreach (AsyncUDPSocketState client in _clients)
            //{
            //    Close(client);
            //}
            //_clientCount = 0;
            //_clients.Clear();
        }

        #endregion

        #region 釋放
        /// <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
    }
}

會話封裝類
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非同步UDP伺服器事件引數類
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace NetFrame.Net.UDP.Sock.Asynchronous
{
    /// <summary>
    /// SOCKET 非同步UDP 事件類
    /// </summary>
    public class AsyncSocketUDPEventArgs : EventArgs
    {
        /// <summary>
        /// 提示資訊
        /// </summary>
        public string _msg;

        /// <summary>
        /// 客戶端狀態封裝類
        /// </summary>
        public AsyncSocketUDPState _state;

        /// <summary>
        /// 是否已經處理過了
        /// </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 轉載請註明出處