詳解C# Socket異步通訊實例。本站提示廣大學習愛好者:(詳解C# Socket異步通訊實例)文章只能為提供參考,不一定能成為您想要的結果。以下是詳解C# Socket異步通訊實例正文
TCPServer
1、運用的通訊通道:socket
2、用到的根本功用:
①Bind,
②Listen,
③BeginAccept
④EndAccept
⑤BeginReceive
⑥EndReceive
3、函數參數闡明
Socket listener = new Socket(AddressFamily.InterNetwork,
SocketType.Stream, ProtocolType.Tcp);
新建socket所運用的參數均為零碎預定義的量,直接選取運用。
listener.Bind(localEndPoint);
localEndPoint 表示一個定義完好的終端,包括IP和端口信息。
//new IPEndPoint(IPAddress,port)
//IPAdress.Parse("192.168.1.3")
listener.Listen(100);
監聽
listener.BeginAccept(
new AsyncCallback(AcceptCallback),
listener);
AsyncCallback(AcceptCallback),一旦銜接上後的回調函數為AcceptCallback。當零碎調用這個函數時,自動賦予的輸出參數為IAsyncResoult類型變量ar。
listener,銜接行為的容器。
Socket handler = listener.EndAccept(ar);
完成銜接,前往此時的socket通道。
handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReadCallback), state);
接納的字節,0,字節長度,0,接納時調用的回調函數,接納行為的容器。
========
容器的構造類型為:
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();
}
容器至多為一個socket類型。
===============
// Read data from the client socket.
int bytesRead = handler.EndReceive(ar);
完成一次銜接。數據存儲在state.buffer裡,bytesRead為讀取的長度。
handler.BeginSend(byteData, 0, byteData.Length, 0,
new AsyncCallback(SendCallback), handler);
發送數據byteData,回調函數SendCallback。容器handler
int bytesSent = handler.EndSend(ar);
發送終了,bytesSent發送字節數。
4 順序構造
主順序:
byte[] bytes = new Byte[1024];
IPAddress ipAddress = IPAddress.Parse("192.168.1.104");
IPEndPoint localEndPoint = new IPEndPoint(ipAddress, 11000);
// 生成一個TCP的socket
Socket listener = new Socket(AddressFamily.InterNetwork,
SocketType.Stream, ProtocolType.Tcp);
listener.Bind(localEndPoint);
listener.Listen(100);
while (true)
{
// Set the event to nonsignaled state.
allDone.Reset();
//開啟異步監聽socket
Console.WriteLine("Waiting for a connection");
listener.BeginAccept(
new AsyncCallback(AcceptCallback),
listener);
// 讓順序等候,直到銜接義務完成。在AcceptCallback裡的適當地位放置allDone.Set()語句.
allDone.WaitOne();
}
Console.WriteLine("\nPress ENTER to continue");
Console.Read();
銜接行為回調函數AcceptCallback:
public static void AcceptCallback(IAsyncResult ar)
{
//添加此命令,讓主線程持續.
allDone.Set();
// 獲取客戶懇求的socket
Socket listener = (Socket)ar.AsyncState;
Socket handler = listener.EndAccept(ar);
// 造一個容器,並用於接納命令.
StateObject state = new StateObject();
state.workSocket = handler;
handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReadCallback), state);
}
讀取行為的回調函數ReadCallback:
public static void ReadCallback(IAsyncResult ar)
{
String content = String.Empty;
// 從異步state對象中獲取state和socket對象.
StateObject state = (StateObject)ar.AsyncState;
Socket handler = state.workSocket;
// 從客戶socket讀取數據.
int bytesRead = handler.EndReceive(ar);
if (bytesRead > 0)
{
// 假如接納到數據,則存起來
state.sb.Append(Encoding.ASCII.GetString(state.buffer, 0, bytesRead));
// 反省能否有完畢標志,假如沒有則持續讀取
content = state.sb.ToString();
if (content.IndexOf("<EOF>") > -1)
{
//一切數據讀取終了.
Console.WriteLine("Read {0} bytes from socket. \n Data : {1}",
content.Length, content);
// 給客戶端呼應.
Send(handler, content);
}
else
{
// 接納未完成,持續接納.
handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReadCallback), state);
}
}
}
發送音訊給客戶端:
private static void Send(Socket handler, String data)
{
// 音訊格式轉換.
byte[] byteData = Encoding.ASCII.GetBytes(data);
// 開端發送數據給近程目的.
handler.BeginSend(byteData, 0, byteData.Length, 0,
new AsyncCallback(SendCallback), handler);
}
private static void SendCallback(IAsyncResult ar)
{
// 從state對象獲取socket.
Socket handler = (Socket)ar.AsyncState;
//完成數據發送
int bytesSent = handler.EndSend(ar);
Console.WriteLine("Sent {0} bytes to client.", bytesSent);
handler.Shutdown(SocketShutdown.Both);
handler.Close();
}
在各種行為的回調函數中,所對應的socket都從輸出參數的AsyncState屬性取得。運用(Socket)或許(StateObject)停止強迫轉換。BeginReceive函數運用的容器為state,由於它需求寄存傳送的數據。
而其他接納或發送函數的容器為socket也可。
完好代碼
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 = ;
// 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[];
// 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 = IPAddress.Parse("...");
IPEndPoint localEndPoint = new IPEndPoint(ipAddress, );
// 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();
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, , StateObject.BufferSize, , 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 > )
{
// There might be more data, so store the data received so far.
state.sb.Append(Encoding.ASCII.GetString(
state.buffer, , bytesRead));
// Check for end-of-file tag. If it is not there, read
// more data.
content = state.sb.ToString();
if (content.IndexOf("<EOF>") > -)
{
// All the data has been read from the
// client. Display it on the console.
Console.WriteLine("Read {} bytes from socket. \n Data : {}",content.Length, content);
// Echo the data back to the client.
Send(handler, content);
}
else
{
// Not all data received. Get more.
handler.BeginReceive(state.buffer, , StateObject.BufferSize, , 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, , byteData.Length, ,
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 {} 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 ;
}
}
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