公司項目中經常設計到串口通信,TCP通信,而且大多都是實時的大數據的傳輸,然后大家都知道協議通訊肯定涉及到什么,封包、拆包、粘包、校驗……什么鬼的概念一大堆,說簡單點兒就是要一個高效率可復用的緩存區。按照碼農的慣性思維就是去百度、谷歌搜索看有沒有現成的東西可以直接拿來用,然而我並沒有找到,好吧不是很難的東西自己實現一個唄。開扯……
為什么要用環形隊列?
環形隊列是在實際編程極為有用的數據結構,它有如下特點:
它是一個首尾相連的FIFO的數據結構,采用數組的線性空間,數據組織簡單。能很快知道隊列是否滿為空。能以很快速度的來存取數據。
因為有簡單高效的原因,甚至在硬件都實現了環形隊列。
C#完全實現(可直接使用)
鄙人新手這份代碼肯定有不足之處,望大家指出交流,涉及到的多線程同步問題請調用者完成,不廢話直接上代碼。
public class RingBufferManager
{
public byte[] Buffer { get; set; } // 存放內存的數組
public int DataCount { get; set; } // 寫入數據大小
public int DataStart { get; set; } // 數據起始索引
public int DataEnd { get; set; } // 數據結束索引
public RingBufferManager(int bufferSize)
{
DataCount = 0; DataStart = 0; DataEnd = 0;
Buffer = new byte[bufferSize];
}
public byte this[int index]
{
get
{
if (index >= DataCount) throw new Exception("環形緩沖區異常,索引溢出");
if (DataStart + index < Buffer.Length)
{
return Buffer[DataStart + index];
}
else
{
return Buffer[(DataStart + index) - Buffer.Length];
}
}
}
public int GetDataCount() // 獲得當前寫入的字節數
{
return DataCount;
}
public int GetReserveCount() // 獲得剩余的字節數
{
return Buffer.Length - DataCount;
}
public void Clear()
{
DataCount = 0;
}
public void Clear(int count) // 清空指定大小的數據
{
if (count >= DataCount) // 如果需要清理的數據大於現有數據大小,則全部清理
{
DataCount = 0;
DataStart = 0;
DataEnd = 0;
}
else
{
if (DataStart + count >= Buffer.Length)
{
DataStart = (DataStart + count) - Buffer.Length;
}
else
{
DataStart += count;
}
DataCount -= count;
}
}
public void WriteBuffer(byte[] buffer, int offset, int count)
{
Int32 reserveCount = Buffer.Length - DataCount;
if (reserveCount >= count) // 可用空間夠使用
{
if (DataEnd + count < Buffer.Length) // 數據沒到結尾
{
Array.Copy(buffer, offset, Buffer, DataEnd, count);
DataEnd += count;
DataCount += count;
}
else // 數據結束索引超出結尾 循環到開始
{
System.Diagnostics.Debug.WriteLine("緩存重新開始....");
Int32 overflowIndexLength = (DataEnd + count) - Buffer.Length; // 超出索引長度
Int32 endPushIndexLength = count - overflowIndexLength; // 填充在末尾的數據長度
Array.Copy(buffer, offset, Buffer, DataEnd, endPushIndexLength);
DataEnd = 0;
offset += endPushIndexLength;
DataCount += endPushIndexLength;
if (overflowIndexLength != 0)
{
Array.Copy(buffer, offset, Buffer, DataEnd, overflowIndexLength);
}
DataEnd += overflowIndexLength; // 結束索引
DataCount += overflowIndexLength; // 緩存大小
}
}
else
{
// 緩存溢出,不處理
}
}
public void ReadBuffer(byte[] targetBytes,Int32 offset, Int32 count)
{
if (count > DataCount) throw new Exception("環形緩沖區異常,讀取長度大於數據長度");
Int32 tempDataStart = DataStart;
if (DataStart + count < Buffer.Length)
{
Array.Copy(Buffer, DataStart, targetBytes, offset, count);
}
else
{
Int32 overflowIndexLength = (DataStart + count) - Buffer.Length; // 超出索引長度
Int32 endPushIndexLength = count - overflowIndexLength; // 填充在末尾的數據長度
Array.Copy(Buffer, DataStart, targetBytes, offset, endPushIndexLength);
offset += endPushIndexLength;
if (overflowIndexLength != 0)
{
Array.Copy(Buffer, 0, targetBytes, offset, overflowIndexLength);
}
}
}
public void WriteBuffer(byte[] buffer)
{
WriteBuffer(buffer, 0, buffer.Length);
}
}
調用實例
生產
int len = sConn.Receive(receiveBuffer, 0, receiveBuffer.Length, SocketFlags.None, out se);
if (len <= 0) throw new Exception("disconnect..");
if (len > 0)
{
lock (LockReceiveBuffer)
{
while (len + receiveBufferManager.DataCount > MAX_BUFFER_LEN) // 緩存溢出處理
{
Monitor.Wait(LockReceiveBuffer,10000);
}
receiveBufferManager.WriteBuffer(receiveBuffer, 0, len);
Monitor.PulseAll(LockReceiveBuffer);
}
}
消費
lock (LockReceiveBuffer)
{
freame_byte = new byte[frameLen];
receiveBufferManager.ReadBuffer(freame_byte, 0, frameLen);
receiveBufferManager.Clear(frameLen);
}
驗證
TCP大數據連續測試一周沒出現問題內存問題。