C#网络编程系列文章(五)之Socket实现异步UDP服务器

本文介绍

在.Net中,System.Net.Sockets 命名空间为需要严密控制网络访问的开发人员提供了 Windows Sockets (Winsock) 接口的托管实现。System.Net 命名空间中的所有其他网络访问类都建立在该套接字Socket实现之上,如TCPClient、TCPListener 和 UDPClient 类封装有关创建到 Internet 的 TCP 和 UDP 连接的详细信息;NetworkStream类则提供用于网络访问的基础数据流等,常见的许多Internet服务都可以见到Socket的踪影,如Telnet、Http、Email、Echo等,这些服务尽管通讯协议Protocol的定义不同,但是其基础的传输都是采用的Socket。 其实,Socket可以象流Stream一样被视为一个数据通道,这个通道架设在应用程序端(客户端)和远程服务器端之间,而后,数据的读取(接收)和写入(发送)均针对这个通道来进行。 
可见,在应用程序端或者服务器端创建了Socket对象之后,就可以使用Send/SentTo方法将数据发送到连接的Socket,或者使用Receive/ReceiveFrom方法接收来自连接Socket的数据; 
针对Socket编程,.NET 框架的 Socket 类是 Winsock32 API 提供的套接字服务的托管代码版本。其中为实现网络编程提供了大量的方法,大多数情况下,Socket 类方法只是将数据封送到它们的本机 Win32 副本中并处理任何必要的安全检查。如果你熟悉Winsock API函数,那么用Socket类编写网络程序会非常容易,当然,如果你不曾接触过,也不会太困难,跟随下面的解说,你会发觉使用Socket类开发windows 网络应用程序原来有规可寻,它们在大多数情况下遵循大致相同的步骤。

本节介绍使用socket来实现一个高性能的异步udp服务器,实际上udp是不分客户机和服务器的,但是我们有的时候和服务器通讯就是使用udp来进行的。

Socket异步UDP服务器

using System;using System.Collections.Generic;using System.Linq;using System.Text;using System.Net;using System.Net.Sockets;namespace NetFrame.Net.UDP.Sock.Asynchronous{    ///     /// SOCKET实现异步UDP服务器    ///     public class AsyncSocketUDPServer    {        #region Fields        ///         /// 服务器程序允许的最大客户端连接数        ///         private int _maxClient;        ///         /// 当前的连接的客户端数        ///         //private int _clientCount;        ///         /// 服务器使用的同步socket        ///         private Socket _serverSock;        ///         /// 客户端会话列表        ///         //private List _clients;        private bool disposed = false;        ///         /// 数据接受缓冲区        ///         private byte[] _recvBuffer;        #endregion        #region Properties        ///         /// 服务器是否正在运行        ///         public bool IsRunning { get; private set; }        ///         /// 监听的IP地址        ///         public IPAddress Address { get; private set; }        ///         /// 监听的端口        ///         public int Port { get; private set; }        ///         /// 通信使用的编码        ///         public Encoding Encoding { get; set; }        #endregion        #region 构造函数        ///         /// 异步Socket UDP服务器        ///         /// 监听的端口        public AsyncSocketUDPServer(int listenPort)            : this(IPAddress.Any, listenPort,1024)        {        }        ///         /// 异步Socket UDP服务器        ///         /// 监听的终结点        public AsyncSocketUDPServer(IPEndPoint localEP)            : this(localEP.Address, localEP.Port,1024)        {        }        ///         /// 异步Socket UDP服务器        ///         /// 监听的IP地址        /// 监听的端口        /// 最大客户端数量        public AsyncSocketUDPServer(IPAddress localIPAddress, int listenPort, int maxClient)        {            this.Address = localIPAddress;            this.Port = listenPort;            this.Encoding = Encoding.Default;            _maxClient = maxClient;            //_clients = new List();            _serverSock = new Socket(localIPAddress.AddressFamily, SocketType.Dgram, ProtocolType.Udp);            _recvBuffer=new byte[_serverSock.ReceiveBufferSize];        }        #endregion        #region Method        ///         /// 启动服务器        ///         /// 异步TCP服务器        public void Start()        {            if (!IsRunning)            {                IsRunning = true;                _serverSock.Bind(new IPEndPoint(this.Address, this.Port));                //_serverSock.Connect(new IPEndPoint(IPAddress.Any, 0));                AsyncSocketUDPState so = new AsyncSocketUDPState();                so.workSocket = _serverSock;                _serverSock.BeginReceiveFrom(so.buffer, 0, so.buffer.Length, SocketFlags.None,                    ref so.remote, new AsyncCallback(ReceiveDataAsync), null);                //EndPoint sender = new IPEndPoint(IPAddress.Any, 0);                //_serverSock.BeginReceiveFrom(_recvBuffer, 0, _recvBuffer.Length, SocketFlags.None,                //    ref sender, new AsyncCallback(ReceiveDataAsync), sender);                //BeginReceive 和 BeginReceiveFrom的区别是什么                /*_serverSock.BeginReceive(_recvBuffer, 0, _recvBuffer.Length, SocketFlags.None,                    new AsyncCallback(ReceiveDataAsync), null);*/            }        }        ///         /// 停止服务器        ///         public void Stop()        {            if (IsRunning)            {                IsRunning = false;                _serverSock.Close();                //TODO 关闭对所有客户端的连接            }        }        ///         /// 接收数据的方法        ///         ///         private void ReceiveDataAsync(IAsyncResult ar)        {            AsyncSocketUDPState so = ar.AsyncState as AsyncSocketUDPState;            //EndPoint sender = new IPEndPoint(IPAddress.Any, 0);            int len = -1;            try            {                len = _serverSock.EndReceiveFrom(ar, ref so.remote);                //len = _serverSock.EndReceiveFrom(ar, ref sender);                //EndReceiveFrom 和 EndReceive区别                //len = _serverSock.EndReceive(ar);                //TODO 处理数据                //触发数据收到事件                RaiseDataReceived(so);            }            catch (Exception)            {                //TODO 处理异常                RaiseOtherException(so);            }            finally            {                if (IsRunning && _serverSock != null)                    _serverSock.BeginReceiveFrom(so.buffer, 0, so.buffer.Length, SocketFlags.None,                ref so.remote, new AsyncCallback(ReceiveDataAsync), so);            }        }        ///         /// 发送数据        ///         ///         ///         public void Send(string msg,EndPoint remote)        {            byte[] data = Encoding.Default.GetBytes(msg);            try            {                RaisePrepareSend(null);                _serverSock.BeginSendTo(data, 0, data.Length, SocketFlags.None, remote, new AsyncCallback(SendDataEnd), _serverSock);            }            catch (Exception)            {                //TODO 异常处理                RaiseOtherException(null);            }        }        private void SendDataEnd(IAsyncResult ar)        {            ((Socket)ar.AsyncState).EndSendTo(ar);            RaiseCompletedSend(null);        }        #endregion        #region 事件        ///         /// 接收到数据事件        ///         public event EventHandler DataReceived;        private void RaiseDataReceived(AsyncSocketUDPState state)        {            if (DataReceived != null)            {                DataReceived(this, new AsyncSocketUDPEventArgs(state));            }        }        ///         /// 发送数据前的事件        ///         public event EventHandler PrepareSend;        ///         /// 触发发送数据前的事件        ///         ///         private void RaisePrepareSend(AsyncSocketUDPState state)        {            if (PrepareSend != null)            {                PrepareSend(this, new AsyncSocketUDPEventArgs(state));            }        }        ///         /// 数据发送完毕事件        ///         public event EventHandler CompletedSend;        ///         /// 触发数据发送完毕的事件        ///         ///         private void RaiseCompletedSend(AsyncSocketUDPState state)        {            if (CompletedSend != null)            {                CompletedSend(this, new AsyncSocketUDPEventArgs(state));            }        }        ///         /// 网络错误事件        ///         public event EventHandler NetError;        ///         /// 触发网络错误事件        ///         ///         private void RaiseNetError(AsyncSocketUDPState state)        {            if (NetError != null)            {                NetError(this, new AsyncSocketUDPEventArgs(state));            }        }        ///         /// 异常事件        ///         public event EventHandler OtherException;        ///         /// 触发异常事件        ///         ///         private void RaiseOtherException(AsyncSocketUDPState state, string descrip)        {            if (OtherException != null)            {                OtherException(this, new AsyncSocketUDPEventArgs(descrip, state));            }        }        private void RaiseOtherException(AsyncSocketUDPState state)        {            RaiseOtherException(state, "");        }        #endregion        #region Close        ///         /// 关闭一个与客户端之间的会话        ///         /// 需要关闭的客户端会话对象        public void Close(AsyncSocketUDPState state)        {            if (state != null)            {                //_clients.Remove(state);                //_clientCount--;                //TODO 触发关闭事件            }        }        ///         /// 关闭所有的客户端会话,与所有的客户端连接会断开        ///         public void CloseAllClient()        {            //foreach (AsyncUDPSocketState client in _clients)            //{            //    Close(client);            //}            //_clientCount = 0;            //_clients.Clear();        }        #endregion        #region 释放        ///         /// Performs application-defined tasks associated with freeing,         /// releasing, or resetting unmanaged resources.        ///         public void Dispose()        {            Dispose(true);            GC.SuppressFinalize(this);        }        ///         /// Releases unmanaged and - optionally - managed resources        ///         /// true to release         /// both managed and unmanaged resources; false         /// to release only unmanaged resources.        protected virtual void Dispose(bool disposing)        {            if (!this.disposed)            {                if (disposing)                {                    try                    {                        Stop();                        if (_serverSock != null)                        {                            _serverSock = null;                        }                    }                    catch (SocketException)                    {                        //TODO                        RaiseOtherException(null);                    }                }                disposed = true;            }        }        #endregion    }}

会话封装类

using System;using System.Collections.Generic;using System.Linq;using System.Text;using System.Net;using System.Net.Sockets;namespace NetFrame.Net.UDP.Sock.Asynchronous{    public class AsyncSocketUDPState    {        // 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 EndPoint remote = new IPEndPoint(IPAddress.Any, 0);    }}

Socket异步UDP服务器事件参数类

using System;using System.Collections.Generic;using System.Linq;using System.Text;namespace NetFrame.Net.UDP.Sock.Asynchronous{    ///     /// SOCKET 异步UDP 事件类    ///     public class AsyncSocketUDPEventArgs : EventArgs    {        ///         /// 提示信息        ///         public string _msg;        ///         /// 客户端状态封装类        ///         public AsyncSocketUDPState _state;        ///         /// 是否已经处理过了        ///         public bool IsHandled { get; set; }        public AsyncSocketUDPEventArgs(string msg)        {            this._msg = msg;            IsHandled = false;        }        public AsyncSocketUDPEventArgs(AsyncSocketUDPState state)        {            this._state = state;            IsHandled = false;        }        public AsyncSocketUDPEventArgs(string msg, AsyncSocketUDPState state)        {            this._msg = msg;            this._state = state;            IsHandled = false;        }    }}

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