说完SignalR 我们来说说基于iocp IO管理 socket~~~~依旧觉得好的话 记得推荐哦
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基于服务端的Iocp Socket
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引用socket这些都不用说
先建立BufferManager类 为了缓冲数据
1 namespace FastDev.IocpSocket 2 { 3 public class BufferManager 4 { 5 int m_numBytes; // 缓冲池控制的字节总数。 6 byte[] m_buffer; // 缓冲区管理器维护的底层字节数组 7 Stack<int> m_freeIndexPool; 8 int m_currentIndex; 9 int m_bufferSize; 10 11 public BufferManager(int totalBytes, int bufferSize) 12 { 13 m_numBytes = totalBytes; 14 m_currentIndex = 0; 15 m_bufferSize = bufferSize; 16 m_freeIndexPool = new Stack<int>(); 17 } 18 19 // 分配缓冲池使用的缓冲区空间 20 public void InitBuffer() 21 { 22 //创建一个大的缓冲区并划分 23 //输出到每个SocketAsyncEventArg对象 24 m_buffer = new byte[m_numBytes]; 25 } 26 27 // 将缓冲区从缓冲池分配给指定的SocketAsyncEventArgs对象 28 // 29 // <returns>true if the buffer was successfully set, else false</returns> 30 public bool SetBuffer(SocketAsyncEventArgs args) 31 { 32 33 if (m_freeIndexPool.Count > 0) 34 { 35 args.SetBuffer(m_buffer, m_freeIndexPool.Pop(), m_bufferSize); 36 } 37 else 38 { 39 if ((m_numBytes - m_bufferSize) < m_currentIndex) 40 { 41 return false; 42 } 43 args.SetBuffer(m_buffer, m_currentIndex, m_bufferSize); 44 m_currentIndex += m_bufferSize; 45 } 46 return true; 47 } 48 49 // 从SocketAsyncEventArg 对象中移除缓冲区. 50 // 将缓冲区释放回缓冲池 51 public void FreeBuffer(SocketAsyncEventArgs args) 52 { 53 m_freeIndexPool.Push(args.Offset); 54 args.SetBuffer(null, 0, 0); 55 } 56 } 57 }
SocketEventPool 看名字就知道是为了做什么
namespace FastDev.IocpSocket
{
public class SocketEventPool
{
Stack<SocketAsyncEventArgs> m_pool;
public SocketEventPool(int capacity)
{
m_pool = new Stack<SocketAsyncEventArgs>(capacity);
}
public void Push(SocketAsyncEventArgs item)
{
if (item == null) { throw new ArgumentNullException("Items added to a SocketAsyncEventArgsPool cannot be null"); }
lock (m_pool)
{
m_pool.Push(item);
}
}
//从池中移除 SocketAsyncEventArgs 实例
// 并返回从池中移除的对象
public SocketAsyncEventArgs Pop()
{
lock (m_pool)
{
return m_pool.Pop();
}
}
//池中的 SocketAsyncEventArgs 实例的数目
public int Count
{
get { return m_pool.Count; }
}
public void Clear()
{
m_pool.Clear();
}
}
}
AsyncUserToken 客户端连接的对象
namespace FastDev.IocpSocket
{
public class AsyncUserToken
{
/// <summary>
/// 客户端IP地址
/// </summary>
public IPAddress IPAddress { get; set; }
/// <summary>
/// 远程地址
/// </summary>
public EndPoint Remote { get; set; }
/// <summary>
/// 通信SOKET
/// </summary>
public Socket Socket { get; set; }
/// <summary>
/// 连接时间
/// </summary>
public DateTime ConnectTime { get; set; }
/ <summary>
/ 所属用户信息
/ </summary>
//public UserInfoModel UserInfo { get; set; }
/// <summary>
/// 咱这里就储存一个CompanyId
/// </summary>
public ReceiveMsgModel Model { get; set; }
/// <summary>
/// 数据缓存区
/// </summary>
public List<byte> Buffer { get; set; }
public AsyncUserToken()
{
this.Buffer = new List<byte>();
}
}
}
SocketManager 这个就是操作的公用方法啦 这里可以使用单例模式 也可以使用静态 不过总感觉静态不太好呢?
namespace FastDev.IocpSocket
{
public static class SocketManager
{
private static int m_maxConnectNum; //最大连接数
private static int m_revBufferSize; //最大接收字节数
static BufferManager m_bufferManager;
const int opsToAlloc = 2;
static Socket listenSocket; //监听Socket
static SocketEventPool m_pool;
static int m_clientCount; //连接的客户端数量
static Semaphore m_maxNumberAcceptedClients;
static List<AsyncUserToken> m_clients; //客户端列表
#region 定义委托
/// <summary>
/// 客户端连接数量变化时触发
/// </summary>
/// <param name="num">当前增加客户的个数(用户退出时为负数,增加时为正数,一般为1)</param>
/// <param name="token">增加用户的信息</param>
//public delegate void OnClientNumberChange(int num, AsyncUserToken token);
/// <summary>
/// 接收到客户端的数据
/// </summary>
/// <param name="token">客户端</param>
/// <param name="buff">客户端数据</param>
public delegate void OnReceiveData(AsyncUserToken token, byte[] buff);
#endregion
#region 定义事件
/// <summary>
/// 客户端连接数量变化事件
/// </summary>
//public OnClientNumberChange ClientNumberChange;
/// <summary>
/// 接收到客户端的数据事件
/// </summary>
public static OnReceiveData ReceiveClientData;
#endregion
#region 定义属性
/// <summary>
/// 获取客户端列表
/// </summary>
public static List<AsyncUserToken> ClientList { get { return m_clients; } }
#endregion
/// <summary>
/// 构造函数
/// </summary>
/// <param name="numConnections">最大连接数</param>
/// <param name="receiveBufferSize">缓存区大小</param>
static SocketManager()
{
m_clientCount = 0;
m_maxConnectNum = 200;
m_revBufferSize = 1200;
// 分配缓冲区,以便最大数量的套接字可以有一个未读数,同时向 Socket 写入
m_bufferManager = new BufferManager(1200 * 200 * opsToAlloc, 1200);
m_pool = new SocketEventPool(200);
m_maxNumberAcceptedClients = new Semaphore(200, 200);
}
/// <summary>
/// 初始化
/// </summary>
public static void Init()
{
// 分配一个大字节缓冲区,所有I/O操作都使用一个。这个防止内存碎片化
m_bufferManager.InitBuffer();
m_clients = new List<AsyncUserToken>();
//SocketAsyncEventArgs 对象的预分配池
SocketAsyncEventArgs readWriteEventArg;
for (int i = 0; i < m_maxConnectNum; i++)
{
readWriteEventArg = new SocketAsyncEventArgs();
readWriteEventArg.Completed += new EventHandler<SocketAsyncEventArgs>(IO_Completed);
readWriteEventArg.UserToken = new AsyncUserToken();
// 将缓冲区中的字节缓冲区分配给 SocketAsyncEventArg 对象
m_bufferManager.SetBuffer(readWriteEventArg);
// 向池中添加 SocketAsyncEventArg
m_pool.Push(readWriteEventArg);
}
}
/// <summary>
/// 启动服务
/// </summary>
/// <param name="localEndPoint"></param>
public static bool Start(IPEndPoint localEndPoint)
{
try
{
m_clients.Clear();
listenSocket = new Socket(localEndPoint.AddressFamily, SocketType.Stream, ProtocolType.Tcp);
listenSocket.Bind(localEndPoint);
// 使用100个连接的侦听后台日志启动服务器
listenSocket.Listen(m_maxConnectNum);
// post accepts on the listening socket
StartAccept(null);
return true;
}
catch (Exception)
{
return false;
}
}
/// <summary>
/// 停止服务
/// </summary>
public static void Stop()
{
foreach (AsyncUserToken token in m_clients)
{
try
{
token.Socket.Shutdown(SocketShutdown.Both);
}
catch (Exception) { }
}
try
{
listenSocket.Shutdown(SocketShutdown.Both);
}
catch (Exception) { }
listenSocket.Close();
int c_count = m_clients.Count;
lock (m_clients) { m_clients.Clear(); }
//ClientNumberChange?.Invoke(-c_count, null);
}
public static void CloseClient(AsyncUserToken token)
{
try
{
token.Socket.Shutdown(SocketShutdown.Both);
}
catch (Exception) { }
}
// 开始接受客户端的连接请求的操作
//
// <param name="acceptEventArg">在服务器侦听套接字上发出接受操作时要使用的上下文对象</param>
public static void StartAccept(SocketAsyncEventArgs acceptEventArg)
{
if (acceptEventArg == null)
{
acceptEventArg = new SocketAsyncEventArgs();
acceptEventArg.Completed += new EventHandler<SocketAsyncEventArgs>(AcceptEventArg_Completed);
}
else
{
// 由于上下文对象正在重用,必须清除套接字。
acceptEventArg.AcceptSocket = null;
}
m_maxNumberAcceptedClients.WaitOne();
if (!listenSocket.AcceptAsync(acceptEventArg))
{
ProcessAccept(acceptEventArg);
}
}
// 此方法是与SoCK.Access同步的回调方法操作,并在接受操作完成时调用
static void AcceptEventArg_Completed(object sender, SocketAsyncEventArgs e)
{
ProcessAccept(e);
}
private static void ProcessAccept(SocketAsyncEventArgs e)
{
try
{
Interlocked.Increment(ref m_clientCount);
// 获取接受的客户端连接的套接字,并将其放入对象用户令牌
SocketAsyncEventArgs readEventArgs = m_pool.Pop();
AsyncUserToken userToken = (AsyncUserToken)readEventArgs.UserToken;
userToken.Socket = e.AcceptSocket;
userToken.ConnectTime = DateTime.Now;
userToken.Remote = e.AcceptSocket.RemoteEndPoint;
userToken.IPAddress = ((IPEndPoint)(e.AcceptSocket.RemoteEndPoint)).Address;
lock (m_clients) { m_clients.Add(userToken); }
//ClientNumberChange?.Invoke(1, userToken);
if (!e.AcceptSocket.ReceiveAsync(readEventArgs))
{
ProcessReceive(readEventArgs);
}
}
catch (Exception me)
{
}
// Accept the next connection request
if (e.SocketError == SocketError.OperationAborted) return;
StartAccept(e);
}
static void IO_Completed(object sender, SocketAsyncEventArgs e)
{
// 确定刚刚完成的操作类型并调用关联的处理程序
switch (e.LastOperation)
{
case SocketAsyncOperation.Receive:
ProcessReceive(e);
break;
case SocketAsyncOperation.Send:
ProcessSend(e);
break;
default:
throw new ArgumentException("The last operation completed on the socket was not a receive or send");
}
}
// 当异步接收操作完成时调用此方法.
// 如果远程主机关闭连接,则套接字关闭.
// 如果接收到数据,则将数据回传给客户端.
//
private static void ProcessReceive(SocketAsyncEventArgs e)
{
try
{
// 检查远程主机是否关闭了连接
AsyncUserToken token = (AsyncUserToken)e.UserToken;
if (e.BytesTransferred > 0 && e.SocketError == SocketError.Success)
{
//读取数据
byte[] data = new byte[e.BytesTransferred];
Array.Copy(e.Buffer, e.Offset, data, 0, e.BytesTransferred);
lock (token.Buffer)
{
token.Buffer.AddRange(data);
}
//注意:你一定会问,这里为什么要用do-while循环?
//如果当客户发送大数据流的时候,e.BytesTransferred的大小就会比客户端发送过来的要小,
//需要分多次接收.所以收到包的时候,先判断包头的大小.够一个完整的包再处理.
//如果客户短时间内发送多个小数据包时, 服务器可能会一次性把他们全收了.
//这样如果没有一个循环来控制,那么只会处理第一个包,
//剩下的包全部留在token.Buffer中了,只有等下一个数据包过来后,才会放出一个来.
do
{
//判断包的长度
byte[] lenBytes = token.Buffer.GetRange(0, 4).ToArray();
int packageLen = BitConverter.ToInt32(lenBytes, 0);
if (packageLen > token.Buffer.Count - 4)
{ //长度不够时,退出循环,让程序继续接收
break;
}
//包够长时,则提取出来,交给后面的程序去处理
byte[] rev = token.Buffer.GetRange(4, packageLen).ToArray();
//从数据池中移除这组数据
lock (token.Buffer)
{
token.Buffer.RemoveRange(0, packageLen + 4);
}
//这里回调--各自的方法 --我这里做数据库处理
ReceiveClientData = new OnReceiveData(ReceiveMsg);
//将数据包交给后台处理,这里你也可以新开个线程来处理.加快速度.
ReceiveClientData.Invoke(token, rev);
//这里API处理完后,并没有返回结果,当然结果是要返回的,却不是在这里, 这里的代码只管接收.
//若要返回结果,可在API处理中调用此类对象的SendMessage方法,统一打包发送.不要被微软的示例给迷惑了.
} while (token.Buffer.Count > 4);
//继续接收. 为什么要这么写,请看Socket.ReceiveAsync方法的说明
if (!token.Socket.ReceiveAsync(e))
ProcessReceive(e);
}
else
{
CloseClientSocket(e);
}
}
catch (Exception xe)
{
}
}
/// <summary>
/// 处理客户端消息
/// </summary>
/// <param name="token"></param>
/// <param name="b"></param>
private static void ReceiveMsg(AsyncUserToken token, byte[] b)
{
string msg = System.Text.Encoding.Default.GetString(b);
if (!string.IsNullOrWhiteSpace(msg))
{
ReceiveMsgModel model = TypeConvertHepler.JsonToData<ReceiveMsgModel>(msg);
if (model != null && model.State != 0)
{
switch (model.State)
{
case 1:
foreach (var temp in m_clients)
{
if (temp.Remote == token.Remote)//通讯地址相等
{
temp.Model = new ReceiveMsgModel
{
CompanyId = model.CompanyId
};
}
}
break;
case 2:
//操作数据库
Go.Travel.NetWork.WcfHelper.TravelHelper.UpdateByWhere_B2cmesremind(new Dictionary<string, object> {
{ nameof(B2cmesremind.IsRead),1}
}, new Dictionary<string, object> {
{ nameof(B2cmesremind.KID),model.KID }
});
break;
}
}
}
}
// 异步发送操作完成时调用的方法.
// 该方法在套接字上发出另一个接收来读取任何附加信息
// 客户端发送的数据
//
// <param name="e"></param>
private static void ProcessSend(SocketAsyncEventArgs e)
{
if (e.SocketError == SocketError.Success)
{
// 完成对客户端的数据回传
AsyncUserToken token = (AsyncUserToken)e.UserToken;
// 读取客户端发送的下一个数据块
bool willRaiseEvent = token.Socket.ReceiveAsync(e);
if (!willRaiseEvent)
{
ProcessReceive(e);
}
}
else
{
CloseClientSocket(e);
}
}
//关闭客户端
private static void CloseClientSocket(SocketAsyncEventArgs e)
{
AsyncUserToken token = e.UserToken as AsyncUserToken;
lock (m_clients) { m_clients.Remove(token); }
//如果有事件,则调用事件,发送客户端数量变化通知
//ClientNumberChange?.Invoke(-1, token);
// 关闭与客户端关联的套接字
try
{
token.Socket.Shutdown(SocketShutdown.Send);
}
catch (Exception) { }
token.Socket.Close();
// 减少计数器,以跟踪连接到服务器的客户端总数
Interlocked.Decrement(ref m_clientCount);
m_maxNumberAcceptedClients.Release();
//SocketAsyncEventArg,以便它们可以被另一个客户端重用。
e.UserToken = new AsyncUserToken();
m_pool.Push(e);
}
/// <summary>
/// 对数据进行打包,然后再发送
/// </summary>
/// <param name="token"></param>
/// <param name="message"></param>
/// <returns></returns>
public static void SendMessage(AsyncUserToken token, byte[] message)
{
if (token == null || token.Socket == null || !token.Socket.Connected)
return;
try
{
//对要发送的消息,制定简单协议,头4字节指定包的大小,方便客户端接收(协议可以自己定)
byte[] buff = new byte[message.Length + 4];
byte[] len = BitConverter.GetBytes(message.Length);
Array.Copy(len, buff, 4);
Array.Copy(message, 0, buff, 4, message.Length);
//token.Socket.Send(buff); //这句也可以发送, 可根据自己的需要来选择
//新建异步发送对象, 发送消息
SocketAsyncEventArgs sendArg = new SocketAsyncEventArgs();
sendArg.UserToken = token;
sendArg.SetBuffer(buff, 0, buff.Length); //将数据放置进去.
token.Socket.SendAsync(sendArg);
}
catch (Exception e)
{
}
}
/// <summary>
/// 给所有在线的用户发送消息,且CompanyId == 传递的值
/// </summary>
/// <param name="message"></param>
/// <param name="companyId"></param>
public static void SendAllUserMsg(byte[] message, string companyId)
{
try
{
foreach (var token in m_clients)
{
if (token == null || token.Socket == null || !token.Socket.Connected || token.Model.CompanyId != companyId)
continue;
else
{
//对要发送的消息,制定简单协议,头4字节指定包的大小,方便客户端接收(协议可以自己定)
byte[] buff = new byte[message.Length + 4];
byte[] len = BitConverter.GetBytes(message.Length);
Array.Copy(len, buff, 4);
Array.Copy(message, 0, buff, 4, message.Length);
//token.Socket.Send(buff); //这句也可以发送, 可根据自己的需要来选择
//新建异步发送对象, 发送消息
SocketAsyncEventArgs sendArg = new SocketAsyncEventArgs();
sendArg.UserToken = token;
sendArg.SetBuffer(buff, 0, buff.Length); //将数据放置进去.
token.Socket.SendAsync(sendArg);
}
}
//调用http推送消息 System.Text.Encoding.Default.GetString(message)
SendMsgModel model = TypeConvertHepler.JsonToData<SendMsgModel>(Encoding.Default.GetString(message));
if (model != null)
{
HttpHepler.HttpGet(ConfigurationManager.AppSettings["lyUrlPath"].ToString() + "/SignalrPush/PushMsg/?message=" + model.Guid);
}
}
catch (Exception e)
{
}
}
}
}
SendAllUserMsg 这个方法是我自己定义的 做了广播处理
那么这里你可以告诉服务端,我要给谁传递消息 AsyncUserToken 就是这个对象里面的咯 你可以根据IP + 端口 找到唯一的客户端
接下来 初始化 然后启动就可以啦
/// <summary> /// 启动Socket /// </summary> private static void StartSocket() { SocketManager.Init(); SocketManager.Start(new IPEndPoint(IPAddress.Parse(TypeConvertHepler.GetLocalIP()), 10001)); }
是不是很nice 拿起来就能用哦