gpt4 book ai didi

C# 异步套接字服务器 - 回调中的 BeginReceive

转载 作者:太空宇宙 更新时间:2023-11-03 22:44:06 28 4
gpt4 key购买 nike

我有一个用 C# 编写的简单异步套接字服务器(几乎是 Microsoft 的 example ),但是这个示例的问题是它只接受来自客户端的一条消息,然后关闭。我希望此服务器在收到任何消息后保持事件状态。

这个问题之前有人问过here ,答案和评论解释说解决这个问题只是在 SendCallback 函数中调用 handler.beginReceive,但是要做到这一点需要传入一个 state 变量。这是我不确定用异步编程做的事情,因为我对它很陌生。

在下面的示例中,我如何将 state 对象从 Send 函数传送到 SendCallback 函数?

服务器代码:

// Asynchronous Server Socket Example
// http://msdn.microsoft.com/en-us/library/fx6588te.aspx

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 GetState
{

}

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.GetHostEntry(Dns.GetHostName());
IPAddress ipAddress = ipHostInfo.AddressList[0];
IPEndPoint localEndPoint = new IPEndPoint(ipAddress, 11000);

// Create a TCP/IP socket.
Socket listener = new Socket(ipAddress.AddressFamily, 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 != null)
{
// 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, state);
}
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, StateObject state)
{
// 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);

/// ******* WIP ******** //
//handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0, new AsyncCallback(ReadCallback), state);
//handler.Shutdown(SocketShutdown.Both);
//handler.Close();

}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}


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

最佳答案

我会这样做:

public class AsynchronousSocketServer
{
private Socket listener;
private byte[] buffer = new byte[8192]; // Buffer to store data from clients.

public void StartListening()
{
listener = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
listener.Bind(new IPEndPoint(localIPAddress, listeningPort));
listener.Listen(20);
listener.BeginAccept(OnSocketAccepted, null);
}

private void OnSocketAccepted(IAsyncResult result)
{
// This is the client socket, where you send/receive data from after accepting. Keep it in a List<Socket> collection if you need to.
Socket client = listener.EndAccept(result);

// Pass in the client socket as the state object, so you can access it in the callback.
client.BeginReceive(buffer, 0, buffer.Length, SocketFlags.None, OnDataReceived, client); // Start receiving data from this client.
listener.BeginAccept(OnSocketAccepted, null); // Start a new async accept operation to accept incoming connections from other clients.
}

private void OnDataReceived(IAsyncResult result)
{
// This is the client that sent you data. AsyncState is exactly what you passed into the state parameter in BeginReceive
Socket client = result.AsyncState as Socket;
int received = client.EndReceive(result);

// Handle received data in buffer, send reply to client etc...

// Start a new async receive on the client to receive more data.
client.BeginReceive(buffer, 0, buffer.Length, SocketFlags.None, OnDataReceived, client);
}
}

如您所见,它有很多递归回调。基本思想是您调用 BeginAccept 开始接受第一个连接,然后一旦您的回调触发您接受与 EndAccept 的连接并开始一个新的 BeginAccept 开始接受更多连接。当您开始与客户端通信时,同样的逻辑适用于 BeginReceiveEndReceive。使用此逻辑,服务器将持续接受传入连接,客户端也将能够持续向服务器发送数据。

在您的示例中,您从 AsyncState 获取了监听器,但您没有再次调用 BeginAccept 来接受更多传入连接,这可能解释了为什么您的服务器只接受 1 个连接并关闭。

对于 BeginSend 中的 state 参数,您实际上可以将 BeginReceive 放在 Send() 之后> 省去麻烦的方法:

Send(handler, content, state);
handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0, new AsyncCallback(ReadCallback), state);

关于C# 异步套接字服务器 - 回调中的 BeginReceive,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/50783347/

28 4 0
Copyright 2021 - 2024 cfsdn All Rights Reserved 蜀ICP备2022000587号
广告合作:1813099741@qq.com 6ren.com