TCP服务器复位AcceptSocket.在SocketAsyncEventArgs实例上进行ReceiveAsync操
本文关键字:ReceiveAsync 实例 SocketAsyncEventArgs 服务器 复位 AcceptSocket TCP | 更新日期: 2023-09-27 18:04:15
我目前有一个使用c# SAEA实现的TCP服务器。我想做的是在连接到服务器的2个TCP客户端(客户端1和客户端2)之间转发消息。
- 服务器使用receiveSendEventArgs.AcceptSocket。ReceiveAsync receiveSendEventArgs.AcceptSocket。SendAsync命令发送和从每个连接的客户端接收信息问题。
- 服务器在receiveSendEventArgs.AcceptSocket中。Client 1和Client 2的ReceiveAsync操作。
- 客户端1发送一条消息,服务器接受该消息。服务器看到客户端2也已连接,因此需要获取receiveSendEventArgs对客户端2的引用来转发消息。
然而,服务器接受客户端2的receiveSendEventArgs的引用,并开始准备缓冲区(SetBuffer)来发送消息,我相信因为套接字仍然处于客户端2的"ReceiveSync"状态,它爆发了以下消息:
"使用SocketAsyncEventArgs实例,异步套接字操作已经在进行中。 "
是否有办法切换客户端2状态在服务器上从"ReceiveAsync"到"SendAsync",这样当我尝试SendData到客户端2时不会出错?我知道当发送或接收操作完成时触发Completed事件,但是,直接调用我的IO_Completed方法不会改变操作。
在for循环中为SocketAsyncEventArgs的完成事件设置eventandler:eventArgObjectForPool。Completed += new EventHandler(IO_Completed);
void IO_Completed(object sender, SocketAsyncEventArgs e){
DataHoldingUserToken receiveSendToken = (DataHoldingUserToken)e.UserToken;
//More business logic here ...
// determine which type of operation just completed and call the associated handler
switch (e.LastOperation)
{
case SocketAsyncOperation.Receive:
if (Program.watchProgramFlow == true) //for testing
{
Program.testWriter.WriteLine("IO_Completed method in Receive, receiveSendToken id " + receiveSendToken.TokenId);
}
ProcessReceive(e);
break;
case SocketAsyncOperation.Send:
if (Program.watchProgramFlow == true) //for testing
{
Program.testWriter.WriteLine("IO_Completed method in Send, id " + receiveSendToken.TokenId);
}
ProcessSend(e);
break;
default:
//This exception will occur if you code the Completed event of some
//operation to come to this method, by mistake.
throw new ArgumentException("The last operation completed on the socket was not a receive or send");
}
}
private void StartReceive(SocketAsyncEventArgs receiveSendEventArgs){
DataHoldingUserToken receiveSendToken = (DataHoldingUserToken)receiveSendEventArgs.UserToken;
if (Program.watchProgramFlow == true) //for testing
{
Program.testWriter.WriteLine("StartReceive(), receiveSendToken id " + receiveSendToken.TokenId);
}
switch (receiveSendToken.clientInfo.currentState)
{
case MyClient.ClientState.Connecting://This occurs when we get client to connect for first time. However, it will automatically disconnect
receiveSendToken.theMediator.HandleData(receiveSendToken.theDataHolder);
// Create a new DataHolder for next message.
receiveSendToken.CreateNewDataHolder();
//Reset the variables in the UserToken, to be ready for the
//next message that will be received on the socket in this
//SAEA object.
receiveSendToken.Reset(true);
receiveSendToken.theMediator.PrepareOutgoingData();
StartSend(receiveSendToken.theMediator.GiveBack());
//******************************************************************
break;
default:
//Set the buffer for the receive operation.
receiveSendEventArgs.SetBuffer(receiveSendToken.bufferOffsetReceive, this.socketListenerSettings.BufferSize);
// Post async receive operation on the socket.
bool willRaiseEvent = receiveSendEventArgs.AcceptSocket.ReceiveAsync(receiveSendEventArgs);
//Socket.ReceiveAsync returns true if the I/O operation is pending. The
//SocketAsyncEventArgs.Completed event on the e parameter will be raised
//upon completion of the operation. So, true will cause the IO_Completed
//method to be called when the receive operation completes.
//That's because of the event handler we created when building
//the pool of SocketAsyncEventArgs objects that perform receive/send.
//It was the line that said
//eventArgObjectForPool.Completed += new EventHandler<SocketAsyncEventArgs>(IO_Completed);
//Socket.ReceiveAsync returns false if I/O operation completed synchronously.
//In that case, the SocketAsyncEventArgs.Completed event on the e parameter
if (!willRaiseEvent)
{
if (Program.watchProgramFlow == true) //for testing
{
Program.testWriter.WriteLine("StartReceive in if (!willRaiseEvent), receiveSendToken id " + receiveSendToken.TokenId);
}
ProcessReceive(receiveSendEventArgs);
}
break;
}
}
private void StartSend(SocketAsyncEventArgs receiveSendEventArgs){
receiveSendToken = (DataHoldingUserToken)receiveSendEventArgs.UserToken; if (Program.watchProgramFlow == true) //for testing
{
Program.testWriter.WriteLine("StartSend, id " + receiveSendToken.TokenId);
}
if (Program.watchThreads == true) //for testing
{
DealWithThreadsForTesting("StartSend()", receiveSendToken);
}
if (receiveSendToken.sendBytesRemainingCount <= this.socketListenerSettings.BufferSize)
{
Program.testWriter.WriteLine("blocking:?(" + receiveSendEventArgs.AcceptSocket.Blocking + ")");
receiveSendEventArgs.SetBuffer(receiveSendToken.bufferOffsetSend, receiveSendToken.sendBytesRemainingCount);
//Copy the bytes to the buffer associated with this SAEA object.
Buffer.BlockCopy(receiveSendToken.dataToSend, receiveSendToken.bytesSentAlreadyCount, receiveSendEventArgs.Buffer, receiveSendToken.bufferOffsetSend, receiveSendToken.sendBytesRemainingCount);
}
else
{
//We cannot try to set the buffer any larger than its size.
//So since receiveSendToken.sendBytesRemainingCount > BufferSize, we just
//set it to the maximum size, to send the most data possible.
receiveSendEventArgs.SetBuffer(receiveSendToken.bufferOffsetSend, this.socketListenerSettings.BufferSize);
//Copy the bytes to the buffer associated with this SAEA object.
Buffer.BlockCopy(receiveSendToken.dataToSend, receiveSendToken.bytesSentAlreadyCount, receiveSendEventArgs.Buffer, receiveSendToken.bufferOffsetSend, this.socketListenerSettings.BufferSize);
//We'll change the value of sendUserToken.sendBytesRemainingCount
//in the ProcessSend method.
}
//post asynchronous send operation
bool willRaiseEvent = receiveSendEventArgs.AcceptSocket.SendAsync(receiveSendEventArgs);
if (!willRaiseEvent)
{
if (Program.watchProgramFlow == true) //for testing
{
Program.testWriter.WriteLine("StartSend in if (!willRaiseEvent), receiveSendToken id " + receiveSendToken.TokenId);
}
ProcessSend(receiveSendEventArgs);
}
}
这不是我想要做的,但我可以调用以下代码:
receiveSendEventArgs.AcceptSocket.Write (strMyBuffer);
这允许我写入相同的套接字,我没有任何错误。我想坚持使用异步命令,但屈服于同步写入,它没有影响我的服务器。也许还有其他解决办法。