稳扎稳打Silverlight(24) - 2.0通信之Socket, 开发一个多人聊天室

[索引页]
[源码下载]


稳扎稳打Silverlight(24) - 2.0通信之Socket, 开发一个多人聊天室


作者: webabcd


介绍
Silverlight 2.0 Socket通信。开发一个多人聊天室
    服务端:实例化Socket, 绑定, 监听, 连接, 接收数据, 发送数据
    客户端:实例化Socket, 指定服务端地址, 连接, 接收数据, 发送数据


在线DEMO
http://www.cnblogs.com/webabcd/archive/2008/10/09/1307486.html


示例
1、Policy服务(向客户端发送策略文件的服务)
clientaccesspolicy.xml
<? xml version="1.0" encoding ="utf-8" ?>
< access-policy >
    
< cross-domain-access >
        
< policy >
            
< allow-from >
                
< domain  uri ="*"   />
            
</ allow-from >
            
< grant-to >
                
< socket-resource  port ="4502-4534"  protocol ="tcp"   />
            
</ grant-to >
        
</ policy >
    
</ cross-domain-access >
</ access-policy >

Main.cs
using  System;
using  System.Collections.Generic;
using  System.ComponentModel;
using  System.Data;
using  System.Drawing;
using  System.Linq;
using  System.Text;
using  System.Windows.Forms;

using  System.Net.Sockets;
using  System.IO;
using  System.Net;

namespace  PolicyServer
{
    
public partial class Main : Form
    
{
        
// 客户端 socket 发送到服务端的对策略文件的请求信息
        private readonly string _policyRequestString = "<policy-file-request/>";

        
private Socket _listener; // 服务端监听的 socket
        private byte[] _policyBuffer; // 服务端策略文件的 buffer
        private byte[] _requestBuffer; // 客户端 socket 发送的请求信息的 buffer

        
private int _received; // 接收到的信息字节数

        
private bool _flag = false// 标志位。服务端是否要处理传入的连接

        System.Threading.SynchronizationContext _syncContext;

        
public Main()
        
{
            InitializeComponent();

            _flag 
= true;

            lblStatus.Text 
= "PolicyServer状态:启动";
            lblStatus.ForeColor 
= Color.Green;

            
// 启动 PolicyServer
            StartupPolicyServer();

            
// UI 线程
            _syncContext = System.Threading.SynchronizationContext.Current;
        }


        
private void btnStartup_Click(object sender, EventArgs e)
        
{
            _flag 
= true;

            lblStatus.Text 
= "PolicyServer状态:启动";
            lblStatus.ForeColor 
= Color.Green;
        }


        
private void btnPause_Click(object sender, EventArgs e)
        
{
            _flag 
= false;

            lblStatus.Text 
= "PolicyServer状态:暂停";
            lblStatus.ForeColor 
= Color.Red;
        }


        
/// <summary>
        
/// 启动 PolicyServer
        
/// </summary>

        private void StartupPolicyServer()
        
{
            
string policyFile = Path.Combine(Application.StartupPath, "clientaccesspolicy.xml");

            
using (FileStream fs = new FileStream(policyFile, FileMode.Open, FileAccess.Read))
            
{
                
// 将策略文件的内容写入 buffer
                _policyBuffer = new byte[fs.Length];
                fs.Read(_policyBuffer, 
0, _policyBuffer.Length);
            }


            
// 初始化 socket , 然后与端口绑定, 然后对端口进行监听
            _listener = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
            _listener.Bind(
new IPEndPoint(IPAddress.Any, 943)); // socket 请求策略文件使用 943 端口
            _listener.Listen(100);

            
// 开始接受客户端传入的连接
            _listener.BeginAccept(new AsyncCallback(OnClientConnect), null);
        }


        
private void OnClientConnect(IAsyncResult result)
        
{
            
if (!_flag)
            
{
                
// PolicyServer 停用的话,则不再处理传入的连接
                _listener.BeginAccept(new AsyncCallback(OnClientConnect), null);
                
return;
            }

                 
            Socket client; 
// 客户端发过来的 socket

            
try
            
{
                
// 完成接受客户端传入的连接的这个异步操作,并返回客户端连入的 socket
                client = _listener.EndAccept(result);
            }

            
catch (SocketException)
            
{
                
return;
            }


            _requestBuffer 
= new byte[_policyRequestString.Length];
            _received 
= 0;

            
try
            
{
                
// 开始接收客户端传入的数据
                client.BeginReceive(_requestBuffer, 0, _policyRequestString.Length, SocketFlags.None, new AsyncCallback(OnReceive), client);
            }

            
catch (SocketException)
            
{
                
// socket 出错则关闭客户端 socket
                client.Close();
            }


            
// 继续开始接受客户端传入的连接
            _listener.BeginAccept(new AsyncCallback(OnClientConnect), null);
        }



        
private void OnReceive(IAsyncResult result)
        
{
            Socket client 
= result.AsyncState as Socket;

            
try
            
{
                
// 完成接收数据的这个异步操作,并计算累计接收的数据的字节数
                _received += client.EndReceive(result);

                
if (_received < _policyRequestString.Length)
                
{
                    
// 没有接收到完整的数据,则继续开始接收
                    client.BeginReceive(_requestBuffer, _received, _policyRequestString.Length - _received, SocketFlags.None, new AsyncCallback(OnReceive), client);
                    
return;
                }


                
// 把接收到的数据转换为字符串
                string request = System.Text.Encoding.UTF8.GetString(_requestBuffer, 0, _received);

                
if (StringComparer.InvariantCultureIgnoreCase.Compare(request, _policyRequestString) != 0)
                
{
                    
// 如果接收到的数据不是“<policy-file-request/>”,则关闭客户端 socket
                    client.Close();
                    
return;
                }


                
// 开始向客户端发送策略文件的内容
                client.BeginSend(_policyBuffer, 0, _policyBuffer.Length, SocketFlags.None, new AsyncCallback(OnSend), client);
            }


            
catch (SocketException)
            
{
                
// socket 出错则关闭客户端 socket
                client.Close();
            }

        }


        
private void OnSend(IAsyncResult result)
        
{
            Socket client 
= result.AsyncState as Socket;

            
try
            
{
                
// 完成将信息发送到客户端的这个异步操作
                client.EndSend(result);

                
// 获取客户端的ip地址及端口号,并显示
                _syncContext.Post(ResultCallback, client.LocalEndPoint.ToString());
            }

            
finally
            
{
                
// 关闭客户端 socket
                client.Close();
            }

        }


        
void ResultCallback(object result)
        
{
            
// 输出客户端的ip地址及端口号
            txtMsg.Text += result.ToString() + "/r/n";
        }

    }

}



2、Socket服务端(聊天室的服务端)
ClientSocketPacket.cs
using  System;
using  System.Collections.Generic;
using  System.Linq;
using  System.Text;

namespace  SocketServer
{
    
/// <summary>
    
/// 对客户端 Socket 及其他相关信息做一个封装
    
/// </summary>

    public class ClientSocketPacket
    
{
        
/// <summary>
        
/// 客户端 Socket
        
/// </summary>

        public System.Net.Sockets.Socket Socket getset; }

        
private byte[] _buffer;
        
/// <summary>
        
/// 为该客户端 Socket 开辟的缓冲区
        
/// </summary>

        public byte[] Buffer
        
{
            
get
            
{
                
if (_buffer == null)
                    _buffer 
= new byte[32];

                
return _buffer;
            }

        }


        
private List<byte> _receivedByte;
        
/// <summary>
        
/// 客户端 Socket 发过来的信息的字节集合
        
/// </summary>

        public List<byte> ReceivedByte
        
{
            
get
            
{
                
if (_receivedByte == null)
                    _receivedByte 
= new List<byte>();

                
return _receivedByte;
            }

        }

    }

}


Main.cs
using  System;
using  System.Collections.Generic;
using  System.ComponentModel;
using  System.Data;
using  System.Drawing;
using  System.Linq;
using  System.Text;
using  System.Windows.Forms;

using  System.Net.Sockets;
using  System.Net;
using  System.Threading;
using  System.IO;

namespace  SocketServer
{
    
public partial class Main : Form
    
{
        SynchronizationContext _syncContext;

        System.Timers.Timer _timer;

        
// 信息结束符,用于判断是否完整地读取了用户发送的信息(要与客户端的信息结束符相对应)
        private string _endMarker = "^";

        
// 服务端监听的 socket
        private Socket _listener;

        
// 实例化 ManualResetEvent, 设置其初始状态为非终止状态(可入状态)
        private ManualResetEvent _connectDone = new ManualResetEvent(false);

        
// 客户端 Socket 列表
        private List<ClientSocketPacket> _clientList = new List<ClientSocketPacket>();

        
public Main()
        
{
            InitializeComponent();

            
// UI 线程
            _syncContext = SynchronizationContext.Current;

            
// 启动后台线程去运行 Socket 服务
            Thread thread = new Thread(new ThreadStart(StartupSocketServer));
            thread.IsBackground 
= true;
            thread.Start();
        }


        
private void StartupSocketServer()
        
{
            
// 每 10 秒运行一次计时器所指定的方法
            _timer = new System.Timers.Timer();
            _timer.Interval 
= 10000d;
            _timer.Elapsed 
+= new System.Timers.ElapsedEventHandler(_timer_Elapsed);
            _timer.Start();

            
// 初始化 socket , 然后与端口绑定, 然后对端口进行监听
            _listener = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
            _listener.Bind(
new IPEndPoint(IPAddress.Any, 4518)); // Silverlight 2.0 使用 Socket 只能连接 4502-4534 端口
            _listener.Listen(100);


            
while (true)
            
{
                
// 重置 ManualResetEvent,由此线程来控制 ManualResetEvent,其它到这里来的线程请等待
                
// 为求简单易懂,本例实际上只有主线程会在这里循环运行
                _connectDone.Reset();

                
// 开始接受客户端传入的连接
                _listener.BeginAccept(new AsyncCallback(OnClientConnect), null);

                
// 阻止当前线程,直到当前 ManualResetEvent 调用 Set 发出继续信号
                _connectDone.WaitOne();
            }

        }


        
private void _timer_Elapsed(object sender, System.Timers.ElapsedEventArgs e)
        
{
            
// 每 10 秒给所有连入的客户端发送一次消息
            SendData(string.Format("webabcd 对所有人说:大家好! 【信息来自服务端 {0}】", DateTime.Now.ToString("hh:mm:ss")));
        }


        
private void OnClientConnect(IAsyncResult async)
        
{
            
// 当前 ManualResetEvent 调用 Set 以发出继续信号,从而允许继续执行一个或多个等待线程
            _connectDone.Set();

            ClientSocketPacket client 
= new ClientSocketPacket();
            
// 完成接受客户端传入的连接的这个异步操作,并返回客户端连入的 socket
            client.Socket = _listener.EndAccept(async);

            
// 将客户端连入的 Socket 放进客户端 Socket 列表
            _clientList.Add(client);


            SendData(
"一个新的客户端已经成功连入服务器。。。 【信息来自服务端】");


            
try
            
{
                
// 开始接收客户端传入的数据
                client.Socket.BeginReceive(client.Buffer, 0, client.Buffer.Length, SocketFlags.None, new AsyncCallback(OnDataReceived), client);
            }

            
catch (SocketException ex)
            
{
                
// 处理异常
                HandleException(client, ex);
            }

        }


        
private void OnDataReceived(IAsyncResult async)
        
{
            ClientSocketPacket client 
= async.AsyncState as ClientSocketPacket;

            
int count = 0;

            
try
            
{
                
// 完成接收数据的这个异步操作,并返回接收的字节数
                if (client.Socket.Connected)
                    count 
= client.Socket.EndReceive(async);
            }

            
catch (SocketException ex)
            
{
                HandleException(client, ex);
            }


            
// 把接收到的数据添加进收到的字节集合内
            
// 本例采用UTF8编码,中文占用3字节,英文占用1字节,缓冲区为32字节
            
// 所以如果直接把当前缓冲区转成字符串的话可能会出现乱码,所以要等接收完用户发送的全部信息后再转成字符串
            foreach (byte b in client.Buffer.Take(count))
            
{
                
if (b == 0continue// 如果是空字节则不做处理

                client.ReceivedByte.Add(b);
            }


            
// 把当前接收到的数据转换为字符串。用于判断是否包含自定义的结束符
            string receivedString = UTF8Encoding.UTF8.GetString(client.Buffer, 0, count);

            
// 如果该 Socket 在网络缓冲区中没有排队的数据 并且 接收到的数据中有自定义的结束符时
            if (client.Socket.Connected && client.Socket.Available == 0 && receivedString.Contains(_endMarker))
            
{
                
// 把收到的字节集合转换成字符串(去掉自定义结束符)
                
// 然后清除掉字节集合中的内容,以准备接收用户发送的下一条信息
                string content = UTF8Encoding.UTF8.GetString(client.ReceivedByte.ToArray());
                content 
= content.Replace(_endMarker, "");
                client.ReceivedByte.Clear();

                
// 发送数据到所有连入的客户端,并在服务端做记录
                SendData(content);
                _syncContext.Post(ResultCallback, content);
            }


            
try
            
{
                
// 继续开始接收客户端传入的数据
                if (client.Socket.Connected)
                    client.Socket.BeginReceive(client.Buffer, 
0, client.Buffer.Length, 0new AsyncCallback(OnDataReceived), client);
            }

            
catch (SocketException ex)
            
{
                HandleException(client, ex);
            }

        }


        
/// <summary>
        
/// 发送数据到所有连入的客户端
        
/// </summary>
        
/// <param name="data">需要发送的数据</param>

        private void SendData(string data)
        
{
            
byte[] byteData = UTF8Encoding.UTF8.GetBytes(data);

            
foreach (ClientSocketPacket client in _clientList)
            
{
                
if (client.Socket.Connected)
                
{
                    
try
                    
{
                        
// 如果某客户端 Socket 是连接状态,则向其发送数据
                        client.Socket.BeginSend(byteData, 0, byteData.Length, SocketFlags.None, new AsyncCallback(OnDataSent), client);
                    }

                    
catch (SocketException ex)
                    
{
                        HandleException(client, ex);
                    }

                }

                
else 
                
{
                    
// 某 Socket 断开了连接的话则将其关闭,并将其清除出客户端 Socket 列表
                    
// 也就是说每次向所有客户端发送消息的时候,都会从客户端 Socket 集合中清除掉已经关闭了连接的 Socket
                    client.Socket.Close();
                    _clientList.Remove(client);
                }

            }

        }


        
private void OnDataSent(IAsyncResult async)
        
{
            ClientSocketPacket client 
= async.AsyncState as ClientSocketPacket;

            
try
            
{
                
// 完成将信息发送到客户端的这个异步操作
                if (client.Socket.Connected)
                    client.Socket.EndSend(async);
            }

            
catch (SocketException ex)
            
{
                HandleException(client, ex);
            }

        }


        
/// <summary>
        
/// 处理 SocketException 异常
        
/// </summary>
        
/// <param name="client">导致异常的 ClientSocketPacket</param>
        
/// <param name="ex">SocketException</param>

        private void HandleException(ClientSocketPacket client, SocketException ex)
        
{
            
// 在服务端记录异常信息,关闭导致异常的 Socket,并将其清除出客户端 Socket 列表
            _syncContext.Post(ResultCallback, client.Socket.RemoteEndPoint.ToString() + " - " + ex.Message);
            client.Socket.Close();
            _clientList.Remove(client);
        }


        
private void ResultCallback(object result)
        
{
            
// 输出相关信息
            txtMsg.Text += result.ToString() + "/r/n";
        }

    }

}


3、Socket客户端(聊天室的客户端)
SocketClient.xaml
< UserControl  x:Class ="Silverlight20.Communication.SocketClient"
    xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"  
    xmlns:x
="http://schemas.microsoft.com/winfx/2006/xaml" >
    
< StackPanel  HorizontalAlignment ="Left"  Width ="600"  Margin ="5"  Background ="Gray" >

        
< ScrollViewer  x:Name ="scrollChat"  Height ="400"  VerticalScrollBarVisibility ="Auto"  Background ="White"  Margin ="10" >
            
< TextBlock  x:Name ="txtChat"  TextWrapping ="Wrap"   />
        
</ ScrollViewer >

        
< StackPanel  Orientation ="Horizontal"  Margin ="5" >
            
< TextBox  x:Name ="txtName"  Margin ="5"  Width ="100"   />
            
< TextBox  x:Name ="txtInput"  Margin ="5"  Width ="400"  KeyDown ="txtInput_KeyDown"   />
            
< Button  x:Name ="btnSend"  Margin ="5"  Width ="60"  Content ="Send"  Click ="btnSend_Click" />
        
</ StackPanel >

    
</ StackPanel >
</ UserControl >

SocketClient.xaml.cs
using  System;
using  System.Collections.Generic;
using  System.Linq;
using  System.Net;
using  System.Windows;
using  System.Windows.Controls;
using  System.Windows.Documents;
using  System.Windows.Input;
using  System.Windows.Media;
using  System.Windows.Media.Animation;
using  System.Windows.Shapes;

using  System.Net.Sockets;
using  System.Text;

namespace  Silverlight20.Communication
{
    
public partial class SocketClient : UserControl
    
{
        
// 信息结束符,用于判断是否完整地读取了用户发送的信息(要与服务端的信息结束符相对应)
        private string _endMarker = "^";

        
// 客户端 Socket
        private Socket _socket;

        
// Socket 异步操作对象
        private SocketAsyncEventArgs _sendEventArgs;

        
public SocketClient()
        
{
            InitializeComponent();

            
this.Loaded += new RoutedEventHandler(Page_Loaded);
        }


        
void Page_Loaded(object sender, RoutedEventArgs e)
        
{
            
// 初始化姓名和需要发送的默认文字
            txtName.Text = "匿名用户" + new Random().Next(09999).ToString().PadLeft(4'0');
            txtInput.Text 
= "hi";

            
// 实例化 Socket
            _socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);

            
// 实例化 SocketAsyncEventArgs ,用于对 Socket 做异步操作,很方便
            SocketAsyncEventArgs args = new SocketAsyncEventArgs();
            
// 服务器的 EndPoint
            args.RemoteEndPoint = new DnsEndPoint("wanglei-pc"4518);
            
// 异步操作完成后执行的事件
            args.Completed += new EventHandler<SocketAsyncEventArgs>(OnSocketConnectCompleted);

            
// 异步连接服务端
            _socket.ConnectAsync(args);
        }


        
private void OnSocketConnectCompleted(object sender, SocketAsyncEventArgs e)
        
{
            
// 设置数据缓冲区
            byte[] response = new byte[1024];
            e.SetBuffer(response, 
0, response.Length);

            
// 修改 SocketAsyncEventArgs 对象的异步操作完成后需要执行的事件
            e.Completed -= new EventHandler<SocketAsyncEventArgs>(OnSocketConnectCompleted);
            e.Completed 
+= new EventHandler<SocketAsyncEventArgs>(OnSocketReceiveCompleted);

            
// 异步地从服务端 Socket 接收数据
            _socket.ReceiveAsync(e);

            
// 构造一个 SocketAsyncEventArgs 对象,用于用户向服务端发送消息
            _sendEventArgs = new SocketAsyncEventArgs();
            _sendEventArgs.RemoteEndPoint 
= e.RemoteEndPoint;

            
string data = "";
            
if (!_socket.Connected)
                data 
= "无法连接到服务器。。。请刷新后再试。。。";
            
else
                data 
= "成功地连接上了服务器。。。";

            WriteText(data);
        }


        
private void OnSocketReceiveCompleted(object sender, SocketAsyncEventArgs e)
        
{
            
try
            
{
                
// 将接收到的数据转换为字符串
                string data = UTF8Encoding.UTF8.GetString(e.Buffer, e.Offset, e.BytesTransferred);

                WriteText(data);
            }

            
catch (Exception ex)
            
{
                WriteText(ex.ToString());
            }


            
// 继续异步地从服务端 Socket 接收数据
            _socket.ReceiveAsync(e);
        }


        
private void WriteText(string data)
        
{
            
// 在聊天文本框中输出指定的信息,并将滚动条滚到底部
            this.Dispatcher.BeginInvoke(
                
delegate
                
{
                    txtChat.Text 
+= data + "/r/n";
                    scrollChat.ScrollToVerticalOffset(txtChat.ActualHeight);
                }

            );
        }


        
private void SendData()
        
{
            
if (_socket.Connected)
            
{
                
// 设置需要发送的数据的缓冲区
                _sendEventArgs.BufferList =
                    
new List<ArraySegment<byte>>() 
                    

                        
new ArraySegment<byte>(UTF8Encoding.UTF8.GetBytes(txtName.Text + "" + txtInput.Text + _endMarker)) 
                    }
;

                
// 异步地向服务端 Socket 发送消息
                _socket.SendAsync(_sendEventArgs);
            }

            
else
            
{
                txtChat.Text 
+= "无法连接到服务器。。。请刷新后再试。。。/r/n";
                _socket.Close();
            }


            txtInput.Focus();
            txtInput.Text 
= "";
        }


        
private void btnSend_Click(object sender, RoutedEventArgs e)
        
{
            SendData();
        }


        
private void txtInput_KeyDown(object sender, KeyEventArgs e)
        
{
            
// 按了回车键就向服务端发送数据
            if (e.Key == Key.Enter)
                SendData();
        }

    }

}



OK
[源码下载]
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值