1.增加服务端异步的消息接收
2.修改服务器端开启异步处理客户端的请求
3.处理服务端处理客户端的连接正常关闭和非正常关闭
1.异步接收客户端发送过来的消息,上一篇接受客户端消息是在主线程中等待客户端发送,会造成主线程运行阻塞,这里调整为异步接受
主要方法:BeginReceive(字节数组,数组读取偏移,读取长度,SocketFlags.None,相应异步操作完成时回调方法,接受操作的相关信息);//开始监听客户端数据的传递,当接收到客户端数据时才调用传入的回调函数
2.同时接受多个客户端发送的消息。
主要方法:BeginAccept(相应异步操作完成时回调方法,接受操作的相关信息)//开始一个异步操作来接受一个传入的链接尝试。
3.客户端非正常关闭时服务端会抛出异常,客户端关闭是通知服务端
Try{}catch(){}捕捉异常处理
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Net.Sockets;
using System.Net;
namespace JungleWarServer
{
class Program
{
static void Main(string[] args)
{
StartServerAsync();
//StartServerSync();
Console.ReadKey();
}
static void StartServerAsync()
{
//1.创建服务端套接字
Socket serverSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
//2.创建服务端ip地址与端口号
IPAddress ipAddress = IPAddress.Parse("127.0.0.1");
IPEndPoint ipEndPoint = new IPEndPoint(ipAddress, 666);
//3.服务端与ip地址端口号绑定
serverSocket.Bind(ipEndPoint);
serverSocket.Listen(50);//开始监听端口号,处理链接的队列
//Socket clientSocket = serverSocket.Accept();//接收一个客户端链接
serverSocket.BeginAccept(StartClientServerAsync, serverSocket);
}
private static void StartClientServerAsync(IAsyncResult ar)
{
Socket serverSocket = ar.AsyncState as Socket;
Socket clientSocket = serverSocket.EndAccept(ar);
//向客户端发送消息
string str = "Hello !客户端。。。";
byte[] data = System.Text.Encoding.UTF8.GetBytes(str);
clientSocket.Send(data);
//异步接收客户端发送的消息,异步不阻塞主线程
//开始监听客户端数据的传递,当接收到客户端数据时才调用传入的回调函数
clientSocket.BeginReceive(dataBuffer, 0, 1024, SocketFlags.None, ReceiveCallBack, clientSocket);
serverSocket.BeginAccept(StartClientServerAsync, serverSocket);
}
static byte[] dataBuffer = new byte[1024];
private static void ReceiveCallBack(IAsyncResult ar)
{
Socket clientSocket =null;
try
{
clientSocket = ar.AsyncState as Socket;
int count = clientSocket.EndReceive(ar);
if (count==0)
{
clientSocket.Close();
return;
}
string strReceive = Encoding.UTF8.GetString(dataBuffer, 0, count);
Console.WriteLine(strReceive);
clientSocket.BeginReceive(dataBuffer, 0, 1024, SocketFlags.None, ReceiveCallBack, clientSocket);
}
catch (Exception ex)
{
Console.WriteLine(ex.Message);
if (clientSocket!=null)
{
clientSocket.Close();
}
}
}
static void StartServerSync()
{
//1.创建服务端套接字
Socket serverSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
//2.创建服务端ip地址与端口号
IPAddress ipAddress = IPAddress.Parse("127.0.0.1");
IPEndPoint ipEndPoint = new IPEndPoint(ipAddress, 666);
//3.服务端与ip地址端口号绑定
serverSocket.Bind(ipEndPoint);
serverSocket.Listen(50);//开始监听端口号,处理链接的队列
Socket clientSocket = serverSocket.Accept();//接收一个客户端链接
//向客户端发送消息
string str = "Hello !客户端。。。";
byte[] data = System.Text.Encoding.UTF8.GetBytes(str);
clientSocket.Send(data);
//接收客户端发送的消息
byte[] dataBuffer = new byte[1024];
int count = clientSocket.Receive(dataBuffer);//接收到的消息存储进数组缓存区,返回存储的长度。
string msgReceive = Encoding.UTF8.GetString(dataBuffer, 0, count); //字节数组转为消息,需指定长度
Console.WriteLine(msgReceive);
Console.ReadKey();
serverSocket.Close();
}
}
}
客户端
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Net.Sockets;
using System.Net;
using System.Collections;
namespace JungleWarClient
{
class Program
{
static void Main(string[] args)
{
Socket clientSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
clientSocket.Connect(new IPEndPoint(IPAddress.Parse("127.0.0.1"), 666));
//接收从服务器发送过来的消息
byte[] data = new byte[1024];
int count = clientSocket.Receive(data);
string strReceive = Encoding.UTF8.GetString(data, 0, count);
Console.WriteLine(strReceive);
//向服务器发送消息
while (true)
{
string strSend = Console.ReadLine();
if (strSend=="c")
{
clientSocket.Close();
return;
}
byte[] dataSend = Encoding.UTF8.GetBytes(strSend);
clientSocket.Send(dataSend);
}
}
}
}