#多线程去处理消息的接收,发送
##TCP协议,未封装过的Socket接口
这部分是服务端的代码,其实客户端的代码在逻辑上与之类似,通过多线程实现了同时处理
class Client
{
public Socket clientSocket;
private Thread t;
private byte[]mybyte=new byte[1024];
public Client(Socket s)
{
clientSocket = s;
t = new Thread(ReceiveMessage);
t.Start();
}
void ReceiveMessage()
{
while(true)
{
if(clientSocket.Poll(15,SelectMode.SelectRead))
{
clientSocket.Close();
break;
}
int length = clientSocket.Receive(mybyte);
string res = Encoding.UTF8.GetString(mybyte, 0, length);
//将消息分发到所有客户端
Program.SendToAllClient(res);
Console.WriteLine(res);
}
}
}
class Program
{
public static List<Client> clientList = new List<Client>();
public static void SendToAllClient(string e)
{
var UnconnectedList = new List<Client>();
foreach (var temp in Program.clientList)
{
if (temp.clientSocket.Connected)
{
//Console.WriteLine("开始发送消息");
temp.clientSocket.Send(Encoding.UTF8.GetBytes(e));
}
else UnconnectedList.Add(temp);
}
foreach (var temp in UnconnectedList)
{
Program.clientList.Remove(temp);
}
}
static void Main(string[] args)
{
//创建
Socket tcpServer = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
//绑定端口以及IP
IPAddress ipaddr = new IPAddress(new byte[] { 192, 168, 0, 100 });
EndPoint point = new IPEndPoint(ipaddr,7878);//对于ip+端口的一个封装
tcpServer.Bind(point);
//开始监听
tcpServer.Listen(100);//参数是最大连接数
while(true)
{
Socket returnSocket = tcpServer.Accept();//等待连接,直到连接时进行下面的语句
Console.WriteLine("一个客户端连接了过来");
Client c = new Client(returnSocket);
clientList.Add(c);
}
string mass = "你好,欢迎!";
byte[]str=Encoding.UTF8.GetBytes(mass);
}
}
##UDP协议的简单示例
单次通讯,UDP相对TCP结构简单一些,如果要保证其可靠性,就需要应用层做工作了。
class Program
{
static void Main(string[] args)
{
//创建 UDP协议相对TCP不需要连接(它不是面向连接的,因而也不保证可靠性),相对比较简单
Socket udpServer = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
//绑定
udpServer.Bind(new IPEndPoint(IPAddress.Parse("192.168.0.100"), 7878));
//接受数据
byte[] data = new byte[1024];
EndPoint ip = new IPEndPoint(IPAddress.Any, 0);
int length = udpServer.ReceiveFrom(data, ref ip);//对于客户端,不需要绑定,在发送时会自动分配端口号,使用SendTo想服务器发送消息
string res = Encoding.UTF8.GetString(data, 0, length);
Console.WriteLine("从IP:" + (ip as IPEndPoint).Address.ToString() + ":" + (ip as IPEndPoint).Port.ToString() + "获得了数据:" + res);
udpServer.Close();
}
}
##封装过后的TCP协议示例
class Program
{
static void Main(string[] args)
{
//创建
TcpListener listener = new TcpListener(IPAddress.Parse("192.168.0.100"), 7878);
//开始监听
listener.Start();
//等待客户端连接
TcpClient client = listener.AcceptTcpClient();
//取得数据,
NetworkStream stream = client.GetStream();
byte[] data = new byte[1024];
int length = stream.Read(data, 0, 1024);//0指的是开始存储的data索引位置,1024指读取到数据的最大索引,超过这个索引就需要多次传输了
string message = Encoding.UTF8.GetString(data, 0, length);
Console.WriteLine(message);
stream.Close();//流的关闭不会影响socket接口
client.Close();//关闭客户端连接,当前服务器上属于这个客户端的socket会被关闭,连接被切断,但服务器仍然可以正常接收新的连接
listener.Stop();//关闭服务器socket接口
//对于客户端的创建,流程类似,当创建一个客户端TCPClient时会自动连接相应的服务器
}
}
##封装过后的UDP示例
UDP本质上不分客户端和服务器端,因此写法类似
class Program
{
static void Main(string[] args)
{
//创建UDPClient,udp以数据报的形式发送数据,没有连接过程,所以客户端与服务器端的写法类似
UdpClient client = new UdpClient(new IPEndPoint( IPAddress.Parse("192.168.0.100"), 7878));
IPEndPoint ip = new IPEndPoint(IPAddress.Any, 0);//UDP发送都会附加一条IP信息,通过这个信息可以去向另一端发送信息
byte[] data = client.Receive(ref ip);//client通过send、receive发送接收消息
string message = Encoding.UTF8.GetString(data, 0, data.Length);
}
}
#使用异步的方法去接收消息与发送
##服务器端
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
namespace MyServer
{
class Program
{
static byte[] dataBuffer = new byte[1024];
static void Main(string[] args)
{
StartServerAsync();
Console.ReadKey();
}
static void StartServerAsync()
{
//创建
Socket serverSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
//绑定端口以及IP
IPAddress ipaddr = new IPAddress(new byte[] { 192, 168, 0, 100 });
//IPAddress ipaddrs = IPAddress.Parse("192.168.0.100");这种方法也是可以的
EndPoint point = new IPEndPoint(ipaddr, 7878);//对于ip+端口的一个封装
serverSocket.Bind(point);
//开始监听
serverSocket.Listen(0);//参数是最大连接数
//Socket clientSocket = serverSocket.Accept();
serverSocket.BeginAccept(AcceptCallBack, serverSocket);//开始异步接收连接
}
static void ReceiveCallBack(IAsyncResult ar)
{
Socket clientSocket = null;
try
{
clientSocket = ar.AsyncState as Socket;
int count = clientSocket.EndReceive(ar);//结束异步,收到消息
if (count == 0) { clientSocket.Close();return; }//count为0,说明客户端已经断开连接,此时断开
string msg = Encoding.UTF8.GetString(dataBuffer, 0, count);
Console.WriteLine("接收到消息:" + msg);
clientSocket.BeginReceive(dataBuffer, 0, 1024, SocketFlags.None, ReceiveCallBack, clientSocket);//再次开始异步接收消息
}
catch(Exception e)
{
Console.WriteLine(e);
if(clientSocket!=null)
{
clientSocket.Close();
}
}
}
static void AcceptCallBack(IAsyncResult ar)
{
Socket serverSocket = ar.AsyncState as Socket;
Socket clientSocket = serverSocket.EndAccept(ar);//结束异步,此时收到客户端连接
//向客户端发送消息
string msg = "Hello client!";
byte[] data = Encoding.UTF8.GetBytes(msg);
clientSocket.Send(data);//向客户端发送消息
clientSocket.BeginReceive(dataBuffer, 0, 1024, SocketFlags.None, ReceiveCallBack, clientSocket);//开始异步接收消息
serverSocket.BeginAccept(AcceptCallBack, serverSocket);//再次异步接收连接
}
}
}
##客户端
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
namespace MyClient
{
class Program
{
static void Main(string[] args)
{
Socket clientSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
clientSocket.Connect(new IPEndPoint(IPAddress.Parse("192.168.0.100"), 7878));
byte[] data = new byte[1024];
int count = clientSocket.Receive(data);
string msg = Encoding.UTF8.GetString(data, 0, count);
Console.WriteLine(msg);
while(true)
{
string s = Console.ReadLine();
if (s == "close") { clientSocket.Close();return; }//输入close,关闭连接
clientSocket.Send(Encoding.UTF8.GetBytes(s));
}
Console.ReadKey();
clientSocket.Close();
}
}
}