【socket】Socket的三个功能类TCPClient、TCPListener 和 UDPClient
Socket的三个功能类TCPClient、TCPListener 和 UDPClient (转)
应用程序可以通过 TCPClient、TCPListener 和 UDPClient 类使用传输控制协议 (TCP) 和用户数据文报协议 (UDP) 服务。这些协议类建立在 System.Net.Sockets.Socket 类的基础之上,负责数据传送的细节。(也就是说TCPClient、TCPListener 和 UDPClient 类是用来简化Socket)
TcpClient 和 TcpListener 使用 NetworkStream 类表示网络。使用 GetStream 方法返回网络流,然后调用该流的 Read 和 Write 方法。NetworkStream 不拥有协议类的基础套接字,因此关闭它并不影响套接字。
UdpClient 类使用字节数组保存 UDP 数据文报。使用 Send 方法向网络发送数据,使用 Receive 方法接收传入的数据文报。
1.TcpClient TcpClient 类提供了一些简单的方法,用于在同步阻止模式下通过网络来连接、发送和接收流数据。为使 TcpClient 连接并交换数据,使用 TCP ProtocolType 创建的 TcpListener 或 Socket 必须侦听是否有传入的连接请求。可以使用下面两种方法之一连接到该侦听器: (1)创建一个 TcpClient,并调用三个可用的 Connect 方法之一。 (2)使用远程主机的主机名和端口号创建 TcpClient。此构造函数将自动尝试一个连接。 给继承者的说明要发送和接收数据,请使用 GetStream 方法来获取一个 NetworkStream。调用 NetworkStream 的 Write 和 Read 方法与远程主机之间发送和接收数据。使用 Close 方法释放与 TcpClient 关联的所有资源。
同步通信:
预定义结构体,同步通信没有多线程异步委托回调,所以无需预定义结构体
客户端Client:
class Program
{
static void Main()
{
try{
int port = ;
string host = "127.0.0.1";
IPAddress ip = IPAddress.Parse(host);
IPEndPoint ipe = new IPEndPoint(ip, port);//把ip和端口转化为IPEndPoint实例
Socket c = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);//创建一个Socket
Console.WriteLine("Conneting...");
c.Connect(ipe);//连接到服务器
string sendStr = "hello!This is a socket test";
byte[] bs = Encoding.ASCII.GetBytes(sendStr);
Console.WriteLine("Send Message");
c.Send(bs, bs.Length, );//发送测试信息
string recvStr = "";
byte[] recvBytes = new byte[];
int bytes;
bytes = c.Receive(recvBytes, recvBytes.Length, );//从服务器端接受返回信息
recvStr += Encoding.ASCII.GetString(recvBytes, , bytes);
Console.WriteLine("Client Get Message:{0}", recvStr);//显示服务器返回信息
c.Close();
}
catch (ArgumentNullException e){
Console.WriteLine("ArgumentNullException: {0}", e);
}
catch (SocketException e){
Console.WriteLine("SocketException: {0}", e);
}
Console.WriteLine("Press Enter to Exit");
Console.ReadLine();
}
} 服务器端: class Program
{
static void Main()
{
try{
int port = ;
string host = "127.0.0.1";
IPAddress ip = IPAddress.Parse(host);
IPEndPoint ipe = new IPEndPoint(ip, port);
Socket s = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);//创建一个Socket类
s.Bind(ipe);//绑定2000端口
s.Listen();//开始监听
Console.WriteLine("Wait for connect");
Socket temp = s.Accept();//为新建连接创建新的Socket。
Console.WriteLine("Get a connect");
string recvStr = "";
byte[] recvBytes = new byte[];
int bytes;
bytes = temp.Receive(recvBytes, recvBytes.Length, );//从客户端接受信息
recvStr += Encoding.ASCII.GetString(recvBytes, , bytes);
Console.WriteLine("Server Get Message:{0}", recvStr);//把客户端传来的信息显示出来
string sendStr = "Ok!Client Send Message Sucessful!";
byte[] bs = Encoding.ASCII.GetBytes(sendStr);
temp.Send(bs, bs.Length, );//返回客户端成功信息
temp.Close();
s.Close();
}
catch (ArgumentNullException e){
Console.WriteLine("ArgumentNullException: {0}", e);}
catch (SocketException e){
Console.WriteLine("SocketException: {0}", e);}
Console.WriteLine("Press Enter to Exit");
Console.ReadLine();
}
} 异步通信:
客户端Client:
预定义结构体,用于异步委托之间的传递。用户根据自己需要定制即可
public class StateObject
{
// Client socket.
public Socket workSocket = null;
// Size of receive buffer.
public const int BufferSize = ;
// Receive buffer.
public byte[] buffer = new byte[BufferSize];
// Received data string.
public StringBuilder sb = new StringBuilder();
}
正文:
public class AsynchronousClient
{
// The port number for the remote device.
private const int port = ;
// ManualResetEvent instances signal completion.
private static ManualResetEvent connectDone = new ManualResetEvent(false);
private static ManualResetEvent sendDone = new ManualResetEvent(false);
private static ManualResetEvent receiveDone = new ManualResetEvent(false);
// The response from the remote device.
private static String response = String.Empty; private static void StartClient(){
// Connect to a remote device.
try{
// Establish the remote endpoint for the socket.
// The name of the remote device is "host.contoso.com".
IPHostEntry ipHostInfo = Dns.Resolve("host.contoso.com");
IPAddress ipAddress = ipHostInfo.AddressList[];
IPEndPoint remoteEP = new IPEndPoint(ipAddress, port); // Create a TCP/IP socket.
Socket client = new Socket(AddressFamily.InterNetwork,
SocketType.Stream, ProtocolType.Tcp); // Connect to the remote endpoint.
client.BeginConnect(remoteEP,
new AsyncCallback(ConnectCallback), client);
connectDone.WaitOne(); // Send test data to the remote device.
Send(client, "This is a test<EOF>");
sendDone.WaitOne(); // Receive the response from the remote device.
Receive(client);
receiveDone.WaitOne(); // Write the response to the console.
Console.WriteLine("Response received : {0}", response); // Release the socket.
client.Shutdown(SocketShutdown.Both);
client.Close();
}
catch (Exception e){
Console.WriteLine(e.ToString());}
} private static void ConnectCallback(IAsyncResult ar)
{
try{
// Retrieve the socket from the state object.
Socket client = (Socket)ar.AsyncState; // Complete the connection.
client.EndConnect(ar); Console.WriteLine("Socket connected to {0}",
client.RemoteEndPoint.ToString()); // Signal that the connection has been made.
connectDone.Set();
}
catch (Exception e){
Console.WriteLine(e.ToString());}
} private static void Receive(Socket client)
{
try{
// Create the state object.
StateObject state = new StateObject();
state.workSocket = client; // Begin receiving the data from the remote device.
client.BeginReceive(state.buffer, , StateObject.BufferSize, ,
new AsyncCallback(ReceiveCallback), state);
}
catch (Exception e){
Console.WriteLine(e.ToString());}
} private static void ReceiveCallback(IAsyncResult ar)
{
try{
// Retrieve the state object and the client socket
// from the asynchronous state object.
StateObject state = (StateObject)ar.AsyncState;
Socket client = state.workSocket; // Read data from the remote device.
int bytesRead = client.EndReceive(ar); if (bytesRead > ){
// There might be more data, so store the data received so far.
state.sb.Append(Encoding.ASCII.GetString(state.buffer, , bytesRead)); // Get the rest of the data.
client.BeginReceive(state.buffer, , StateObject.BufferSize, ,
new AsyncCallback(ReceiveCallback), state);
}
else{
// All the data has arrived; put it in response.
if (state.sb.Length > )
{
response = state.sb.ToString();
}
// Signal that all bytes have been received.
receiveDone.Set();
}
}
catch (Exception e){
Console.WriteLine(e.ToString());}
} private static void Send(Socket client, String data)
{
// Convert the string data to byte data using ASCII encoding.
byte[] byteData = Encoding.ASCII.GetBytes(data); // Begin sending the data to the remote device.
client.BeginSend(byteData, , byteData.Length, ,
new AsyncCallback(SendCallback), client);
} private static void SendCallback(IAsyncResult ar)
{
try{
// Retrieve the socket from the state object.
Socket client = (Socket)ar.AsyncState; // Complete sending the data to the remote device.
int bytesSent = client.EndSend(ar);
Console.WriteLine("Sent {0} bytes to server.", bytesSent); // Signal that all bytes have been sent.
sendDone.Set();
}
catch (Exception e){
Console.WriteLine(e.ToString());}
} public static int Main(String[] args)
{
StartClient();
return ;
}
} 服务器端Server:
预定义结构体,用于异步委托之间的传递。同客户端的一致。不再赘述
正文: // State object for reading client data asynchronously
public class AsynchronousSocketListener
{
// Thread signal.
public static ManualResetEvent allDone = new ManualResetEvent(false);
public AsynchronousSocketListener(){}
public static void StartListening()
{
// Data buffer for incoming data.
byte[] bytes = new Byte[];
// Establish the local endpoint for the socket.
// The DNS name of the computer
// running the listener is "host.contoso.com". //IPHostEntry ipHostInfo = Dns.Resolve(Dns.GetHostName());
IPHostEntry ipHostInfo = Dns.Resolve("127.0.0.1");
IPAddress ipAddress = ipHostInfo.AddressList[];
IPEndPoint localEndPoint = new IPEndPoint(ipAddress, );
// Create a TCP/IP socket.
Socket listener = new Socket(AddressFamily.InterNetwork,SocketType.Stream, ProtocolType.Tcp);
// Bind the socket to the local endpoint and listen for incoming connections.
try{
listener.Bind(localEndPoint);
listener.Listen();
while (true){
// Set the event to nonsignaled state.
allDone.Reset();
// Start an asynchronous socket to listen for connections.
Console.WriteLine("Waiting for a connection...");
listener.BeginAccept(new AsyncCallback(AcceptCallback),listener);
// Wait until a connection is made before continuing.
allDone.WaitOne();
}
}
catch (Exception e){
Console.WriteLine(e.ToString());}
Console.WriteLine("\nPress ENTER to continue...");
Console.Read();
}
public static void AcceptCallback(IAsyncResult ar)
{
// Signal the main thread to continue.
allDone.Set();
// Get the socket that handles the client request.
Socket listener = (Socket)ar.AsyncState;
Socket handler = listener.EndAccept(ar);
// Create the state object.
StateObject state = new StateObject();
state.workSocket = handler;
handler.BeginReceive(state.buffer, , StateObject.BufferSize, ,new AsyncCallback(ReadCallback), state);
}
public static void ReadCallback(IAsyncResult ar)
{
String content = String.Empty;
// Retrieve the state object and the handler socket
// from the asynchronous state object.
StateObject state = (StateObject)ar.AsyncState;
Socket handler = state.workSocket;
// Read data from the client socket.
int bytesRead = handler.EndReceive(ar);
if (bytesRead > )
{
// There might be more data, so store the data received so far.
state.sb.Append(Encoding.ASCII.GetString(state.buffer, , bytesRead));
// Check for end-of-file tag. If it is not there, read
// more data.
content = state.sb.ToString();
if (content.IndexOf("<EOF>") > -){
// All the data has been read from the
// client. Display it on the console.
Console.WriteLine("Read {0} bytes from socket. \n Data : {1}",
content.Length, content);
// Echo the data back to the client.
Send(handler, "Server return :" + content);
}
else{
// Not all data received. Get more.
handler.BeginReceive(state.buffer, , StateObject.BufferSize, ,
new AsyncCallback(ReadCallback), state);
}
}
}
private static void Send(Socket handler, String data){
// Convert the string data to byte data using ASCII encoding.
byte[] byteData = Encoding.ASCII.GetBytes(data);
// Begin sending the data to the remote device.
handler.BeginSend(byteData, , byteData.Length, ,
new AsyncCallback(SendCallback), handler);
}
private static void SendCallback(IAsyncResult ar)
{
try{
// Retrieve the socket from the state object.
Socket handler = (Socket)ar.AsyncState;
// Complete sending the data to the remote device.
int bytesSent = handler.EndSend(ar);
Console.WriteLine("Sent {0} bytes to client.", bytesSent);
handler.Shutdown(SocketShutdown.Both);
handler.Close();
}
catch (Exception e){
Console.WriteLine(e.ToString());
}
}
public static int Main(String[] args)
{
StartListening();
return ;
}
}
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