.Net Sokcet 异步编程

一、概述

  使用Socket 进行实时通讯,如果使用APM,只需要一个Socket类即可。如果使用EAP,则还需要一个SocketAsyncEventArgs类。本文以EAP的方式展开讨论。

  Socket类提供了很多属性和操作方法,但Socket类并没有提供多少自身的状态维护,比如Connected 属性,按文档说法:”获取一个值,该值指示是否 Socket 连接到远程主机从上次以来 Send 或 Receive 操作“,也就说这个值只表示了上次I/O的状态,而不是当前的,还有像Blocking 属性,阻塞的模式才有用。Socket类其实就是Windows socket api的一个函数及状态描述的集合。Socket类只是给我们提供了网络通讯的能力,并没有连接管理功能,所以Socket编程就是个制定协议、创建会话管理、进行数据输入输出(封包、解包)的过程,可能还要加上业务逻辑。

二、服务端编程

  服务端的主要的几个功能是:端口监听、接受连接、会话管理、数据传输管理。

1、监听

这部分代码比较公式化,无非启动监听后,将Accect动作交给SocketAsyncEventArgs类实例来完成,触发Completed事件:

public void Start(IPEndPoint localEndPoint)
    {
        // create the socket which listens for incoming connections
        listenSocket = new Socket(localEndPoint.AddressFamily, SocketType.Stream, ProtocolType.Tcp);
        listenSocket.Bind(localEndPoint);
        // start the server with a listen backlog of 100 connections
        listenSocket.Listen(100);

        // post accepts on the listening socket
        StartAccept(null);            

        //Console.WriteLine("{0} connected sockets with one outstanding receive posted to each....press any key", m_outstandingReadCount);
        Console.WriteLine("Press any key to terminate the server process....");
        Console.ReadKey();
    }


    // 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();
        bool willRaiseEvent = listenSocket.AcceptAsync(acceptEventArg);
        if (!willRaiseEvent)
        {
            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)
    {
        Interlocked.Increment(ref m_numConnectedSockets);
        Console.WriteLine("Client connection accepted. There are {0} clients connected to the server",
            m_numConnectedSockets);

        // Get the socket for the accepted client connection and put it into the 
        //ReadEventArg object user token
        SocketAsyncEventArgs readEventArgs = m_readWritePool.Pop();
        ((AsyncUserToken)readEventArgs.UserToken).Socket = e.AcceptSocket;

        // As soon as the client is connected, post a receive to the connection
        bool willRaiseEvent = e.AcceptSocket.ReceiveAsync(readEventArgs);
        if(!willRaiseEvent){
            ProcessReceive(readEventArgs);
        }

        // Accept the next connection request
        StartAccept(e);
    }

2、会话管理

  对于长连接的话,你需要随时知道客户端状态,比如长时间无数据传输的情况可能是网络已经断开了,需要将这个连接给释放掉。根据Connected 属性描述,说明Socket自身并不能感知连接情况,只能通过读写才能确定网络是否断开。如果阻塞的方式读写数据,那在阻塞或读写的时候,连接断开后会发生SocketException或IOException,这容易确定但网络的情况,但异步模式会有点差别,首先没有读写的情况下不会发生异常,在只有异步读的情况下,如果客户没有做Close动作直接断开,服务端也不会报异常,也不会触发Completed 事件,然后这个连接就一直挂在那边,只到有读写动作。但从程序的可靠性上来讲,我们不能通过业务逻辑的读写来确定连接状态,而是通过一个独立读写机制来实现Socket类未提供的连接管理功能。这在Mina.net框架里是作为一个KeepAlived的过虑器来实现的,在超过设定读写空闲时间之后往客户端发送心跳包,以通过读写来确认连接的是否正常。当写入数据的时候,如果这个连接已经断开,则会触发写操作的SocketAsyncEventArgs.Completed ,事件中得到的SocketAsyncEventArgs.BytesTransferred==0以确定客户端已经断开连接。

  示例代码:

 
//用定时器定时写数据
void KeepAlive(){ new Timer((a) => { byte[] ping = new byte[] { 2,0,3,0,0,0x41,3 }; Send(ping); } }, null, 0, 1000); }

//


private
void Send(byte[] buffer) { var e1 = new SocketAsyncEventArgs(); e1.Completed += (c, d) => { if (d.BytesTransferred == 0) {

              socket.Shutdown(SocketShutdown.Both);
              socket.Close();


                }
                else
                {
                    if (e1.SocketError != SocketError.Success)
                    {
                        log.Error(e1.SocketError);
                    }
                }
            };
            e1.SetBuffer(buffer, 0, buffer.Length);
            if (!client.SendAsync(e1))
            {
                if (e1.BytesTransferred == 0)
                {
              socket.Shutdown(SocketShutdown.Both);
              socket.Close(); }
else { if (e1.SocketError != SocketError.Success) { log.Error(e1.SocketError); } } } }

 

二、客户端

1、连接

  客户端连接到服务器也分同步连接与异步连接,但客户端的异步连接存在一个问题,那就是如果服务器不可到达,异步连接的方式是没有任何反馈的。如下代码,如果远程主机无法连接,则不会抛出异常,也不会进入到Connected方法:

        private void Connected(SocketAsyncEventArgs e)
        {
            if (e.BytesTransferred == 0)
            {
                TryConnectAsyn();
            }
            else
            {
                if (e.SocketError == SocketError.Success)
                {
                    ushort h = 32;
                    ushort f = 1;
                    byte[] len = BitConverter.GetBytes(h);
                    byte[] fid = BitConverter.GetBytes(f);
                    byte[] simb = GetIdBytes(Sim);
                    byte[] login = new byte[] {
                2,len[1],len[0],fid[1],fid[0], 0x75,simb[2],simb[3],simb[4],simb[5], simb[0],simb[1],simb[2],simb[3],simb[4],simb[5],116,236,123,222,0x17,0x30,0x30,0x30, 0x30, 0x30 ,0x30 ,0x30, 0x30, 0x30, 0x31,0x0C, 0x22, 0x38, 0x4E,3 };
                    Send(login);
                    //StartReceive();
                }
                else
                {
                    TryConnectAsyn();
                }
            }
        }

        private void ConnectAsyn()
        {
            client = new Socket(SocketType.Stream, ProtocolType.Tcp);

            try
            {
                var cs = new SocketAsyncEventArgs();
                cs.RemoteEndPoint = new IPEndPoint(IPAddress.Any, 5550);
                cs.Completed += (a, b) =>
                {
                    Connected(cs);
                };
                if (!client.ConnectAsync(cs))
                {
                    Connected(cs);
                }

            }
            catch (SocketException ex)
            {
                client.Close();
                TryConnectAsyn();
            }
            catch (Exception ex)
            {

            }

        }

2、会话管理

  客户端的连接状态管理与服务的实现类似,区别是服务端是管理多个连接,客户端只要管理一个连接。

三、数据传输

这里主要一些粘包的处理,这个网上有很多,不赘述。

posted @ 2017-08-11 16:18  八爻老骥  阅读(327)  评论(0编辑  收藏  举报