C# Socket系列二 簡單的創建 socket 通信


看了系列一 我們開啟了對socket tcp的監聽狀態,那么這一章我們來講解怎么創建socket的通信代碼

我新建一個類 TSocketBase

public abstract class TSocketBase
{
    //封裝socket
    internal Socket _Socket;
    //回調
    private AsyncCallback aCallback;
    //接受數據的緩沖區
    private byte[] Buffers;
    //標識是否已經釋放
    private volatile bool IsDispose;
    //10K的緩沖區空間
    private int BufferSize = 10*1024;
    //收取消息狀態碼
    private SocketError ReceiveError;
    //發送消息的狀態碼
    private SocketError SenderError;
    //每一次接受到的字節數
    private int ReceiveSize = 0;
    //接受空消息次數
    private byte ZeroCount = 0;

    public abstract void Receive(byte[] rbuff);

    public void SetSocket()
    {
        this.aCallback = new AsyncCallback(this.ReceiveCallback);
        this.IsDispose = false;
        this._Socket.ReceiveBufferSize = this.BufferSize;
        this._Socket.SendBufferSize = this.BufferSize;
        this.Buffers = new byte[this.BufferSize];
    }


    /// <summary>
    /// 關閉並釋放資源
    /// </summary>
    /// <param name="msg"></param>
    public void Close(string msg)
    {
        if (!this.IsDispose)
        {
            this.IsDispose = true;
            try
            {
                try
                {
                    this._Socket.Close();
                }
                catch
                {
                }
                IDisposable disposable = this._Socket;
                if (disposable != null)
                {
                    disposable.Dispose();
                }
                this.Buffers = null;
                GC.SuppressFinalize(this);
            }
            catch (Exception)
            {
            }
        }
    }


    /// <summary>
    /// 遞歸接收消息方法
    /// </summary>
    internal void ReceiveAsync()
    {
        try
        {
            if (!this.IsDispose && this._Socket.Connected)
            {
                this._Socket.BeginReceive(this.Buffers, 0, this.BufferSize, SocketFlags.None, out SenderError,
                    this.aCallback, this);
                CheckSocketError(ReceiveError);
            }
        }
        catch (System.Net.Sockets.SocketException)
        {
            this.Close("鏈接已經被關閉");
        }
        catch (System.ObjectDisposedException)
        {
            this.Close("鏈接已經被關閉");
        }
    }


    /// <summary>
    /// 接收消息回調函數
    /// </summary>
    /// <param name="iar"></param>
    private void ReceiveCallback(IAsyncResult iar)
    {
        if (!this.IsDispose)
        {
            try
            {
                //接受消息
                ReceiveSize = _Socket.EndReceive(iar, out ReceiveError);
                //檢查狀態碼
                if (!CheckSocketError(ReceiveError) && SocketError.Success == ReceiveError)
                {
                    //判斷接受的字節數
                    if (ReceiveSize > 0)
                    {
                        byte[] rbuff = new byte[ReceiveSize];
                        Array.Copy(this.Buffers, rbuff, ReceiveSize);
                        this.Receive(rbuff);
                        //重置連續收到空字節數
                        ZeroCount = 0;
                        //繼續開始異步接受消息
                        ReceiveAsync();
                    }
                    else
                    {
                        ZeroCount++;
                        if (ZeroCount == 5)
                        {
                            this.Close("錯誤鏈接");
                        }
                    }
                }
            }
            catch (System.Net.Sockets.SocketException)
            {
                this.Close("鏈接已經被關閉");
            }
            catch (System.ObjectDisposedException)
            {
                this.Close("鏈接已經被關閉");
            }
        }
    }

    /// <summary>
    /// 錯誤判斷
    /// </summary>
    /// <param name="socketError"></param>
    /// <returns></returns>
    private bool CheckSocketError(SocketError socketError)
    {
        switch ((socketError))
        {
            case SocketError.SocketError:
            case SocketError.VersionNotSupported:
            case SocketError.TryAgain:
            case SocketError.ProtocolFamilyNotSupported:
            case SocketError.ConnectionAborted:
            case SocketError.ConnectionRefused:
            case SocketError.ConnectionReset:
            case SocketError.Disconnecting:
            case SocketError.HostDown:
            case SocketError.HostNotFound:
            case SocketError.HostUnreachable:
            case SocketError.NetworkDown:
            case SocketError.NetworkReset:
            case SocketError.NetworkUnreachable:
            case SocketError.NoData:
            case SocketError.OperationAborted:
            case SocketError.Shutdown:
            case SocketError.SystemNotReady:
            case SocketError.TooManyOpenSockets:
                this.Close(socketError.ToString());
                return true;
        }
        return false;
    }

    /// <summary>
    /// 發送消息方法
    /// </summary>
    internal int SendMsg(byte[] buffer)
    {
        int size = 0;
        try
        {
            if (!this.IsDispose)
            {
                size = this._Socket.Send(buffer, 0, buffer.Length, SocketFlags.None, out SenderError);
                CheckSocketError(SenderError);
            }
        }
        catch (System.ObjectDisposedException)
        {
            this.Close("鏈接已經被關閉");
        }
        catch (System.Net.Sockets.SocketException)
        {
            this.Close("鏈接已經被關閉");
        }
        buffer = null;
        return size;
    }
}

上面我們事先了socket的異步接受消息,和同步發送消息已經關閉釋放資源代碼

接受消息net底層提供的接受消息的方法有很多,為什么我們要選擇上面所寫的呢?那是為了兼容U3D,silverlight, wpf, wp, wf,等程序可執行,不在重復做相同工作。

現在我們來創建一個實現類 TSocketClient

public class TSocketClient : TSocketBase
{
    /// <summary>
    /// 是否是服務器端的資源
    /// </summary>
    private bool isServer = false;

    /// <summary>
    /// 客戶端主動請求服務器
    /// </summary>
    /// <param name="ip"></param>
    /// <param name="port"></param>
    public TSocketClient(string ip = "127.0.0.1", int port = 9527)
    {
        isServer = false;
        this._Socket = new System.Net.Sockets.Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
        this._Socket.Connect(ip, port);
        this.SetSocket();
        this.ReceiveAsync();
    }

    /// <summary>
    /// 這個是服務器收到有效鏈接初始化
    /// </summary>
    /// <param name="socket"></param>
    public TSocketClient(Socket socket)
    {
        isServer = true;
        this._Socket = socket;
        this.SetSocket();
        this.ReceiveAsync();
    }

    /// <summary>
    /// 收到消息后
    /// </summary>
    /// <param name="rbuff"></param>
    public override void Receive(byte[] rbuff)
    {
        Console.WriteLine("Receive Msg:" + System.Text.UTF8Encoding.Default.GetString(rbuff));
        if (isServer)
        {
            this.SendMsg(System.Text.UTF8Encoding.Default.GetBytes("Holle Client!"));
        }
    }
}

因為是測試示例,所以我把服務器和客戶端實現類寫成了,只是用來不同的構造函數來區分,是客戶端還是服務器的標識 

接下來我們測試一下代碼

class Program
{
    static void Main(string[] args)
    {
        TCPListener tcp = new TCPListener();
        TSocketClient client = new TSocketClient();
        client.SendMsg(System.Text.UTF8Encoding.Default.GetBytes("Holle Server!"));
        Console.ReadLine();
    }
}

 

 

運行結果看出,我們連接成功並且發送消息成功。


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