C#异步服务器/客户端体系结构

本文关键字:客户端 体系结构 服务器 异步 | 更新日期: 2023-09-27 18:20:01

有史以来第一次发布堆栈溢出!

不管怎样。。。我正试着在业余时间自学网络编程,但我遇到了一个无法解决的问题。在玩了几天同步网络方法之后,我决定制作一个客户端/服务器程序,它可以:

  • 处理多个并发连接
  • 处理多个通信流
  • 有真正的双向沟通

在更普遍的层面上,我想制作一个聊天程序。多个客户端连接到一个服务器,可以单独发送和接收数据,没有问题。。。而且还让服务器将数据从每个客户端发送到其他客户端。

现在我还没有达到我想要的程度,所以我在这里寻求一些指导。我似乎无法让我的循环正常工作,我确信这与代码的异步性质有关。。。不管出于什么原因,我似乎就是搞不清出了什么问题。以下是代码块:

服务器.cs

using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
// State object for reading client data asynchronously
public class StateObject
{
// 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 class AsynchronousSocketListener
{
// Thread signal.
public static ManualResetEvent allDone = new ManualResetEvent(false);
public AsynchronousSocketListener()
{
}
public static void StartListening()
{
    // Data buffer for incoming data.
    byte[] bytes = new Byte[1024];
    // Establish the local endpoint for the socket.
    // The DNS name of the computer
    // running the listener is "host.contoso.com".
    //IPHostEntry ipHostInfo = Dns.Resolve(Dns.GetHostName());
    //IPAddress ipAddress = ipHostInfo.AddressList[0];
    IPAddress ipAddress = System.Net.IPAddress.Loopback;
    IPEndPoint localEndPoint = new IPEndPoint(ipAddress, 3000);
    // Create a TCP/IP socket.
    Socket listener = new Socket(AddressFamily.InterNetwork,
        SocketType.Stream, ProtocolType.Tcp);
    // Bind the socket to the local endpoint and listen for incoming connections.
    try
    {
        listener.Bind(localEndPoint);
        listener.Listen(100);
        while (true)
        {
            // Set the event to nonsignaled state.
            allDone.Reset();
            // Start an asynchronous socket to listen for connections.
            Console.WriteLine("Waiting for a connection...");
            listener.BeginAccept(
                new AsyncCallback(AcceptCallback),
                listener);
            // Wait until a connection is made before continuing.
            allDone.WaitOne();
        }
    }
    catch (Exception e)
    {
        Console.WriteLine(e.ToString());
    }
    Console.WriteLine("'nPress ENTER to continue...");
    Console.Read();
}
public static void AcceptCallback(IAsyncResult ar)
{
    // Signal the main thread to continue.
    allDone.Set();
    // Get the socket that handles the client request.
    Socket listener = (Socket)ar.AsyncState;
    Socket handler = listener.EndAccept(ar);
    // Create the state object.
    StateObject state = new StateObject();
    state.workSocket = handler;
    handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
        new AsyncCallback(ReadCallback), state);
}
public static void ReadCallback(IAsyncResult ar)
{
    String content = String.Empty;
    // Retrieve the state object and the handler socket
    // from the asynchronous state object.
    StateObject state = (StateObject)ar.AsyncState;
    Socket handler = state.workSocket;
    // Read data from the client socket. 
    int bytesRead = handler.EndReceive(ar);
    if (bytesRead > 0)
    {
        // There  might be more data, so store the data received so far.
        state.sb.Append(Encoding.ASCII.GetString(
            state.buffer, 0, bytesRead));
        // Check for end-of-file tag. If it is not there, read 
        // more data.
        content = state.sb.ToString();
        if (content.IndexOf("<EOF>") > -1)
        {
            // All the data has been read from the 
            // client. Display it on the console.
            Console.WriteLine("Read {0} bytes from socket. 'n Data : {1}",
                content.Length, content);
            // Echo the data back to the client.
            Send(handler, content);
        }
        else
        {
            // Not all data received. Get more.
            handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
            new AsyncCallback(ReadCallback), state);
        }
    }
}
private static void Send(Socket handler, String data)
{
    // Convert the string data to byte data using ASCII encoding.
    byte[] byteData = Encoding.ASCII.GetBytes(data);
    // Begin sending the data to the remote device.
    handler.BeginSend(byteData, 0, byteData.Length, 0,
        new AsyncCallback(SendCallback), handler);
}
private static void SendCallback(IAsyncResult ar)
{
    try
    {
        // Retrieve the socket from the state object.
        Socket handler = (Socket)ar.AsyncState;
        // Complete sending the data to the remote device.
        int bytesSent = handler.EndSend(ar);
        Console.WriteLine("Sent {0} bytes to client.", bytesSent);
        handler.Shutdown(SocketShutdown.Both);
        handler.Close();
    }
    catch (Exception e)
    {
        Console.WriteLine(e.ToString());
    }
}

public static int Main(String[] args)
{
    StartListening();
    return 0;
}
}

客户端.cs

using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
public class StateObject
{
    // Client socket.
    public Socket workSocket = null;
    // Size of receive buffer.
    public const int BufferSize = 256;
    // Receive buffer.
    public byte[] buffer = new byte[BufferSize];
    // Received data string.
    public StringBuilder sb = new StringBuilder();
}
public class Program
{
    public static ManualResetEvent connectDone = new ManualResetEvent(false);
    public static ManualResetEvent sendDone = new ManualResetEvent(false);
    public static ManualResetEvent receiveDone = new ManualResetEvent(false);
    public static void Connect(EndPoint remoteEP, Socket client)
    {
        client.BeginConnect(remoteEP,
            new AsyncCallback(ConnectCallback), client);
        connectDone.WaitOne();
    }
    private static void ConnectCallback(IAsyncResult ar)
    {
        try
        {
            // Retrieve the socket from the state object.
            Socket client = (Socket)ar.AsyncState;
            // Complete the connection.
            client.EndConnect(ar);
            Console.WriteLine("Socket connected to {0}",
                client.RemoteEndPoint.ToString());
            // Signal that the connection has been made.
            connectDone.Set();
        }
        catch (Exception e)
        {
            Console.WriteLine(e.ToString());
        }
    }
    private static void Send(Socket client, String data)
    {
        // Convert the string data to byte data using ASCII encoding.
        byte[] byteData = Encoding.ASCII.GetBytes(data);
        // Begin sending the data to the remote device.
        client.BeginSend(byteData, 0, byteData.Length, SocketFlags.None,
            new AsyncCallback(SendCallback), client);
    }
    private static void SendCallback(IAsyncResult ar)
    {
        try
        {
            // Retrieve the socket from the state object.
            Socket client = (Socket)ar.AsyncState;
            // Complete sending the data to the remote device.
            int bytesSent = client.EndSend(ar);
            Console.WriteLine("Sent {0} bytes to server.", bytesSent);
            // Signal that all bytes have been sent.
            sendDone.Set();
        }
        catch (Exception e)
        {
            Console.WriteLine(e.ToString());
        }
    }
    private static void Receive(Socket client)
    {
        try
        {
            // Create the state object.
            StateObject state = new StateObject();
            state.workSocket = client;
            // Begin receiving the data from the remote device.
            client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
                new AsyncCallback(ReceiveCallback), state);
        }
        catch (Exception e)
        {
            Console.WriteLine(e.ToString());
        }
    }
    private static void ReceiveCallback(IAsyncResult ar)
    {
        try
        {
            // Retrieve the state object and the client socket 
            // from the asynchronous state object.
            StateObject state = (StateObject)ar.AsyncState;
            Socket client = state.workSocket;
            // Read data from the remote device.
            int bytesRead = client.EndReceive(ar);
            if (bytesRead > 0)
            {
                // There might be more data, so store the data received so far.
                state.sb.Append(Encoding.ASCII.GetString(state.buffer, 0, bytesRead));
                //  Get the rest of the data.
                client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
                    new AsyncCallback(ReceiveCallback), state);
            }
            else
            {
                // All the data has arrived; put it in response.
                if (state.sb.Length > 1)
                {
                    string response = state.sb.ToString();
                    Console.WriteLine(response);
                }
                // Signal that all bytes have been received.
                receiveDone.Set();
            }
        }
        catch (Exception e)
        {
            Console.WriteLine(e.ToString());
        }
    }
    static void Main(string[] args)
    {
        IPAddress ipAddress = System.Net.IPAddress.Loopback;
        IPEndPoint localEndPoint = new IPEndPoint(ipAddress, 3000);
        Socket sock = new Socket(AddressFamily.InterNetwork,SocketType.Stream,ProtocolType.Tcp);
        Connect(localEndPoint, sock);
        string packet;
        while (true)
        {
            packet = Console.ReadLine();
            packet += "<EOF>";
            Send(sock, packet);
            Receive(sock);
            connectDone.WaitOne();
        }
    }
}

C#异步服务器/客户端体系结构

异步时不需要任何循环或等待句柄。只需在AcceptCallback中激发另一个beginAccept,服务器就会在接受客户端后再次开始侦听。

如果你的问题是服务器只响应一次,然后关闭,那么,好吧,这就是你在SendCallback中说它要做的事情——它发送东西,然后关闭。调用handler.beginReceive而不是handler.shutdown(您必须将StateObject一直传递到这个回调,而不仅仅是处理程序)。