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C#中套接字标识符的TCP套接字服务器自定义类

[英]TCP Socket Server custom class for socket identifier in C#

我一直在看许多tcp客户端/服务器示例,想知道如何创建一种识别每个客户端的方法。 我知道的一种方法是通过说登录认证。 我知道如何连接和查询数据库,但是在身份验证成功后,我该怎么说呢,请使用用户名并说该用户名是此套接字。 类示例或简单方法将被视为示例。 我希望能够通过数据库中所有连接的客户端的用户名作为目标。

我用于服务器的示例

 using System;

    using System.Collections.Generic;

    using System.Net;

    using System.Net.Sockets;

    using System.Text;



    namespace MultiServer

    {

        class Program

        {

            private static readonly Socket serverSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);

            private static readonly List<Socket> clientSockets = new List<Socket>();

            private const int BUFFER_SIZE = 2048;

            private const int PORT = 100;

            private static readonly byte[] buffer = new byte[BUFFER_SIZE];



            static void Main()

            {

                Console.Title = "Server";

                SetupServer();

                Console.ReadLine(); // When we press enter close everything

                CloseAllSockets();

            }



            private static void SetupServer()

            {

                Console.WriteLine("Setting up server...");

                serverSocket.Bind(new IPEndPoint(IPAddress.Any, PORT));

                serverSocket.Listen(0);

                serverSocket.BeginAccept(AcceptCallback, null);

                Console.WriteLine("Server setup complete");

            }



            /// <summary>

            /// Close all connected client (we do not need to shutdown the server socket as its connections

            /// are already closed with the clients).

            /// </summary>

            private static void CloseAllSockets()

            {

                foreach (Socket socket in clientSockets)

                {

                    socket.Shutdown(SocketShutdown.Both);

                    socket.Close();

                }



                serverSocket.Close();

            }



            private static void AcceptCallback(IAsyncResult AR)

            {

                Socket socket;



                try

                {

                    socket = serverSocket.EndAccept(AR);

                }

                catch (ObjectDisposedException) // I cannot seem to avoid this (on exit when properly closing sockets)

                {

                    return;

                }



               clientSockets.Add(socket);

               socket.BeginReceive(buffer, 0, BUFFER_SIZE, SocketFlags.None, ReceiveCallback, socket);

               Console.WriteLine("Client connected, waiting for request...");

               serverSocket.BeginAccept(AcceptCallback, null);

            }



            private static void ReceiveCallback(IAsyncResult AR)

            {

                Socket current = (Socket)AR.AsyncState;

                int received;



                try

                {

                    received = current.EndReceive(AR);

                }

                catch (SocketException)

                {

                    Console.WriteLine("Client forcefully disconnected");

                    // Don't shutdown because the socket may be disposed and its disconnected anyway.

                    current.Close(); 

                    clientSockets.Remove(current);

                    return;

                }



                byte[] recBuf = new byte[received];

                Array.Copy(buffer, recBuf, received);

                string text = Encoding.ASCII.GetString(recBuf);

                Console.WriteLine("Received Text: " + text);



                if (text.ToLower() == "get time") // Client requested time

                {

                    Console.WriteLine("Text is a get time request");

                    byte[] data = Encoding.ASCII.GetBytes(DateTime.Now.ToLongTimeString());

                    current.Send(data);

                    Console.WriteLine("Time sent to client");

                }

                else if (text.ToLower() == "exit") // Client wants to exit gracefully

                {

                    // Always Shutdown before closing

                    current.Shutdown(SocketShutdown.Both);

                    current.Close();

                    clientSockets.Remove(current);

                    Console.WriteLine("Client disconnected");

                    return;

                }

                else

                {

                    Console.WriteLine("Text is an invalid request");

                    byte[] data = Encoding.ASCII.GetBytes("Invalid request");

                    current.Send(data);

                    Console.WriteLine("Warning Sent");

                }



                current.BeginReceive(buffer, 0, BUFFER_SIZE, SocketFlags.None, ReceiveCallback, current);

            }

        }

    }

当您使用异步回调时,有一个非常简单的解决方案(尽管我强烈建议您切换到更新的方法,或者甚至最好使用现有的库-原始TCP很难做到)。

回调委托可以指向实例方法。 这意味着您可以拥有以下内容:

class Client
{
  private readonly Socket socket;
  public readonly byte[] ReceiveBuffer = new byte[BUFFFER_SIZE];

  public Client(Socket socket)
  {
    this.socket = socket;
  }

  public void ReceiveCallback(IAsyncResult AR)
  {
    // Handle the received data as usual
  }
}

然后在您的AcceptCallback方法中,仅使用Client列表而不是Socket ,并使用最终的BeginReceive调用,如下所示:

var client = new Client(socket);
socket.BeginReceive(client.ReceiveBuffer, 0, BUFFER_SIZE, SocketFlags.None, client.ReceiveCallback, 
                    socket);
clients.Add(newClient);

但是同样,编写自定义网络很困难。 如果可能,请使用现有的解决方案-有很多选择。

另外,您得到的ObjectDisposedException是因为您正在立即执行Shutdown ,然后执行Close 错了 TCP关闭非常有用-您需要等待客户端套接字关闭才能在套接字上调用“ Close ”。 您正在做的是在有机会自行解决之前无礼地中断连接。 同样,TCP很难正确处理,您需要彻底了解它的工作方式。

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