想着当初到处找不到相关资料来实现.net的Socket通信的痛苦与心酸, 于是将自己写的代码公布给大家, 让大家少走点弯路, 以供参考. 若是觉得文中的思路有哪里不正确的地方, 欢迎大家指正, 共同进步.
说到Socket通信, 必须要有个服务端, 打开一个端口进行监听(废话!) 可能大家都会把socket.Accept方法放在一个while(true)的循环里, 当然也没有错, 但个人认为这个不科学, 极大可能地占用服务资源. 赞成的请举手. 所以我想从另外一个方面解决这个问题. 之后是在MSDN找到SocketAsyncEventArgs的一个实例, 然后拿来改改, 有需要的同学可以看看MSDN的官方实例.https://msdn.microsoft.com/en-us/library/system.net.sockets.socketasynceventargs(v=vs.110).aspx
需要了解客户端写法的, 请参考: 客户端实现http://freshflower.iteye.com/blog/2285286
不多说, 接下来贴代码, 这个实例中需要用到几个类:
1. BufferManager类, 管理传输流的大小 原封不动地拷贝过来,
2. SocketEventPool类: 管理SocketAsyncEventArgs的一个应用池. 有效地重复使用.
3. AsyncUserToken类: 这个可以根据自己的实际情况来定义.主要作用就是存储客户端的信息.
4. SocketManager类: 核心,实现Socket监听,收发信息等操作.
BufferManager类
using System; using System.Collections.Generic; using System.Linq; using System.Net.Sockets; using System.Text; namespace Plates.Service { class BufferManager { int m_numBytes; // the total number of bytes controlled by the buffer pool byte[] m_buffer; // the underlying byte array maintained by the Buffer Manager Stack<int> m_freeIndexPool; // int m_currentIndex; int m_bufferSize; public BufferManager(int totalBytes, int bufferSize) { m_numBytes = totalBytes; m_currentIndex = 0; m_bufferSize = bufferSize; m_freeIndexPool = new Stack<int>(); } // Allocates buffer space used by the buffer pool public void InitBuffer() { // create one big large buffer and divide that // out to each SocketAsyncEventArg object m_buffer = new byte[m_numBytes]; } // Assigns a buffer from the buffer pool to the // specified SocketAsyncEventArgs object // // <returns>true if the buffer was successfully set, else false</returns> public bool SetBuffer(SocketAsyncEventArgs args) { if (m_freeIndexPool.Count > 0) { args.SetBuffer(m_buffer, m_freeIndexPool.Pop(), m_bufferSize); } else { if ((m_numBytes - m_bufferSize) < m_currentIndex) { return false; } args.SetBuffer(m_buffer, m_currentIndex, m_bufferSize); m_currentIndex += m_bufferSize; } return true; } // Removes the buffer from a SocketAsyncEventArg object. // This frees the buffer back to the buffer pool public void FreeBuffer(SocketAsyncEventArgs args) { m_freeIndexPool.Push(args.Offset); args.SetBuffer(null, 0, 0); } } }
SocketEventPool类:
using System; using System.Collections.Generic; using System.Linq; using System.Net.Sockets; using System.Text; namespace Plates.Service { 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); } } // Removes a SocketAsyncEventArgs instance from the pool // and returns the object removed from the pool public SocketAsyncEventArgs Pop() { lock (m_pool) { return m_pool.Pop(); } } // The number of SocketAsyncEventArgs instances in the pool public int Count { get { return m_pool.Count; } } public void Clear() { m_pool.Clear(); } } }
AsyncUserToken类
using System; using System.Collections; using System.Collections.Generic; using System.Linq; using System.Net; using System.Net.Sockets; using System.Text; namespace Plates.Service { 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> /// 数据缓存区 /// </summary> public List<byte> Buffer { get; set; } public AsyncUserToken() { this.Buffer = new List<byte>(); } } }
SocketManager类
using Plates.Common; using System; using System.Collections; using System.Collections.Generic; using System.Linq; using System.Net; using System.Net.Sockets; using System.Text; using System.Threading; namespace Plates.Service { class SocketManager { private int m_maxConnectNum; //最大连接数 private int m_revBufferSize; //最大接收字节数 BufferManager m_bufferManager; const int opsToAlloc = 2; Socket listenSocket; //监听Socket SocketEventPool m_pool; int m_clientCount; //连接的客户端数量 Semaphore m_maxNumberAcceptedClients; 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 event OnClientNumberChange ClientNumberChange; /// <summary> /// 接收到客户端的数据事件 /// </summary> public event OnReceiveData ReceiveClientData; #endregion #region 定义属性 /// <summary> /// 获取客户端列表 /// </summary> public 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> public SocketManager(int numConnections, int receiveBufferSize) { m_clientCount = 0; m_maxConnectNum = numConnections; m_revBufferSize = receiveBufferSize; // allocate buffers such that the maximum number of sockets can have one outstanding read and //write posted to the socket simultaneously m_bufferManager = new BufferManager(receiveBufferSize * numConnections * opsToAlloc, receiveBufferSize); m_pool = new SocketEventPool(numConnections); m_maxNumberAcceptedClients = new Semaphore(numConnections, numConnections); } /// <summary> /// 初始化 /// </summary> public void Init() { // Allocates one large byte buffer which all I/O operations use a piece of. This gaurds // against memory fragmentation m_bufferManager.InitBuffer(); m_clients = new List<AsyncUserToken>(); // preallocate pool of SocketAsyncEventArgs objects SocketAsyncEventArgs readWriteEventArg; for (int i = 0; i < m_maxConnectNum; i++) { readWriteEventArg = new SocketAsyncEventArgs(); readWriteEventArg.Completed += new EventHandler<SocketAsyncEventArgs>(IO_Completed); readWriteEventArg.UserToken = new AsyncUserToken(); // assign a byte buffer from the buffer pool to the SocketAsyncEventArg object m_bufferManager.SetBuffer(readWriteEventArg); // add SocketAsyncEventArg to the pool m_pool.Push(readWriteEventArg); } } /// <summary> /// 启动服务 /// </summary> /// <param name="localEndPoint"></param> public bool Start(IPEndPoint localEndPoint) { try { m_clients.Clear(); listenSocket = new Socket(localEndPoint.AddressFamily, SocketType.Stream, ProtocolType.Tcp); listenSocket.Bind(localEndPoint); // start the server with a listen backlog of 100 connections 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 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(); } if (ClientNumberChange != null) ClientNumberChange(-c_count, null); } public void CloseClient(AsyncUserToken token) { try { token.Socket.Shutdown(SocketShutdown.Both); } catch (Exception) { } } // Begins an operation to accept a connection request from the client // // <param name="acceptEventArg">The context object to use when issuing // the accept operation on the server's listening socket</param> public void StartAccept(SocketAsyncEventArgs acceptEventArg) { if (acceptEventArg == null) { acceptEventArg = new SocketAsyncEventArgs(); acceptEventArg.Completed += new EventHandler<SocketAsyncEventArgs>(AcceptEventArg_Completed); } else { // socket must be cleared since the context object is being reused acceptEventArg.AcceptSocket = null; } m_maxNumberAcceptedClients.WaitOne(); if (!listenSocket.AcceptAsync(acceptEventArg)) { ProcessAccept(acceptEventArg); } } // This method is the callback method associated with Socket.AcceptAsync // operations and is invoked when an accept operation is complete // void AcceptEventArg_Completed(object sender, SocketAsyncEventArgs e) { ProcessAccept(e); } private void ProcessAccept(SocketAsyncEventArgs e) { try { Interlocked.Increment(ref m_clientCount); // Get the socket for the accepted client connection and put it into the //ReadEventArg object user token 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); } if (ClientNumberChange != null) ClientNumberChange(1, userToken); if (!e.AcceptSocket.ReceiveAsync(readEventArgs)) { ProcessReceive(readEventArgs); } } catch (Exception me) { RuncomLib.Log.LogUtils.Info(me.Message + "\r\n" + me.StackTrace); } // Accept the next connection request if (e.SocketError == SocketError.OperationAborted) return; StartAccept(e); } void IO_Completed(object sender, SocketAsyncEventArgs e) { // determine which type of operation just completed and call the associated handler 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"); } } // This method is invoked when an asynchronous receive operation completes. // If the remote host closed the connection, then the socket is closed. // If data was received then the data is echoed back to the client. // private void ProcessReceive(SocketAsyncEventArgs e) { try { // check if the remote host closed the connection 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); } //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. if(ReceiveClientData != null) ReceiveClientData(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)) this.ProcessReceive(e); } else { CloseClientSocket(e); } } catch (Exception xe) { RuncomLib.Log.LogUtils.Info(xe.Message + "\r\n" + xe.StackTrace); } } // This method is invoked when an asynchronous send operation completes. // The method issues another receive on the socket to read any additional // data sent from the client // // <param name="e"></param> private void ProcessSend(SocketAsyncEventArgs e) { if (e.SocketError == SocketError.Success) { // done echoing data back to the client AsyncUserToken token = (AsyncUserToken)e.UserToken; // read the next block of data send from the client bool willRaiseEvent = token.Socket.ReceiveAsync(e); if (!willRaiseEvent) { ProcessReceive(e); } } else { CloseClientSocket(e); } } //关闭客户端 private 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 if (ClientNumberChange != null) ClientNumberChange(-1, token); // close the socket associated with the client try { token.Socket.Shutdown(SocketShutdown.Send); } catch (Exception) { } token.Socket.Close(); // decrement the counter keeping track of the total number of clients connected to the server Interlocked.Decrement(ref m_clientCount); m_maxNumberAcceptedClients.Release(); // Free the SocketAsyncEventArg so they can be reused by another client 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 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){ RuncomLib.Log.LogUtils.Info("SendMessage - Error:" + e.Message); } } } }
调用方法:
SocketManager m_socket = new SocketManager(200, 1024); m_socket.Init(); m_socket.Start(new IPEndPoint(IPAddress.Any, 13909));
好了,大功告成, 当初自己在写这些代码的时候, 一个地方就卡上很久, 烧香拜菩萨都没有用, 只能凭网上零星的一点代码给点提示. 现在算是做个总结吧. 让大家一看就明白, Socket通信就是这样, 可简单可复杂.
上面说的是服务器,那客户端的请参考
C#如何利用SocketAsyncEventArgs实现高效能TCPSocket通信 (客户端实现)
注: 本贴为原创贴, 转载请注明出处: http://freshflower.iteye.com/blog/2285272
相关推荐
例子主要包括SocketAsyncEventArgs通讯封装、服务端实现日志查看、SCOKET列表、上传、下载、远程文件流、吞吐量协议,用于测试SocketAsyncEventArgs的性能和压力,最大连接数支持65535个长连接,最高命令交互速度...
我需要大量的设备同时向这个服务器软件发送信息,但是一般情况,在开发中不可能同时提供这么大量的设备,因此需要我们做一个模拟的软件,在网络上搜索了很久,发现都不太符合我个人的需求,那么在翻阅大量大神的文章...
SocketAsyncEventArgs是.NET Framework中用于实现高性能异步网络通信的类,主要应用于Socket编程。本文将深入探讨C#中使用SocketAsyncEventArgs构建服务端和客户端的相关知识点。 首先,SocketAsyncEventArgs是.NET...
本资源“C# Socket高并发_socket_socket并发_c#socket_C#_socket高并发_源码.zip”显然提供了使用C#语言进行Socket高并发编程的示例代码和实践。以下是对这个主题的详细解释: C# Socket编程: C#是微软开发的一种...
在本篇中,我们将深入探讨如何使用C#和SocketAsyncEventArgs接口实现一个基于I/O完成端口(IOCP)的高性能TCP服务器。SocketAsyncEventArgs是.NET Framework提供的一个高级API,它优化了网络通信的异步操作,特别...
基于C# SocketAsyncEventArgs Class实现高效能多并发TCPSocket通信server端,以下代码示例实现了使用SocketAsyncEventArgs类的套接字服务器的连接逻辑。接受连接后,从客户端读取的所有数据都将发送回客户端。继续...
本例程旨在演示如何利用C#来构建这样的高性能、大容量的并发SOCKET应用。 首先,IOCP是一种Windows操作系统提供的多线程I/O调度机制,它能够有效地处理大量并发I/O操作,通过将I/O操作与线程解耦,避免了线程频繁上...
项目用到服务器SocketAsyncEventArgs高并发,尽管百度上千姿百态,还是自己总结写了一个可以接入项目的高性能~~还有用于模拟客户端发送的工具tcpudptest,,更改IP跟端口号就行~~纪念下写了三个多月的通信~~
标题和描述中的知识点聚焦于如何使用C#的Socket类实现UDP协议通信,这涉及到了UDP协议的基本特性以及在C#中的具体实现方法。以下是对这一主题的深入解析: ### UDP协议简介 用户数据报协议(UDP)是互联网协议族中...
在这个项目"**(源代码)C# Socket服务器和Tcp客户端通信**"中,你可以找到实际的C#代码实现,包括服务器端和客户端的完整功能。通过学习和运行这些代码,你可以更好地理解C# Socket通信的工作原理,以及如何在实际...
IOCPDemo_NET(C#高性能大容量SOCKET并发完成端口例子(有C#客户端)完整实例源码),主要包括SocketAsyncEventArgs通讯封装、服务端实现日志查看、SCOKET列表、上传、下载、远程文件流、吞吐量协议,用于测试...
c#SocketAsyncEventArgs封装的服务器,学习使用
综上所述,这个高性能TCP服务封装通过SocketAsyncEventArgs和IOCP实现了高效的异步通信,提供了可定制的服务生命周期管理,并且能够处理大量并发客户端。SocketServer、BufferManager和AsyncUserToken三个类协同工作...
总之,C# Socket异步服务器与IOCP的结合是一种高性能的服务器实现方式。通过异步事件和IOCP,服务器能够优雅地处理大量并发连接,保持低延迟和高吞吐量。在实际项目中,这种技术尤其适用于需要处理大量并发请求的...
总结来说,这个实例源码涵盖了C#的IOCP机制、异步Socket编程、TCP/IP通信以及高并发处理等多个核心知识点,对于想深入学习网络编程和性能优化的开发者来说,是非常有价值的参考资料。通过实际操作和代码分析,不仅...
例子主要包括SocketAsyncEventArgs通讯封装、服务端实现日志查看、SCOKET列表、上传、下载、远程文件流、吞吐量协议,用于测试SocketAsyncEventArgs的性能和压力,最大连接数支持65535个长连接,最高命令交互速度...
通过以上知识点,我们可以构建一个简单的C# Socket服务器,能够处理多个客户端的连接,并实现数据交换。在学习和理解这些概念后,可以进一步优化程序,提高性能,或者添加更多的功能,如身份验证、文件传输等。对于...
6. **标签解析**:“C# TCP 高性能Socket IM”标签表明这个示例主要关注的是使用C#实现基于TCP的高性能Socket即时通信。C#语言特性使得代码更易读写,TCP协议保证了数据可靠性,而高性能Socket设计则关乎系统的稳定...