C# 使连接的套接字在之后立即接受新消息。是否开始接收?

C# 使连接的套接字在之后立即接受新消息。是否开始接收?,c#,vb.net,multithreading,visual-studio-2010,sockets,C#,Vb.net,Multithreading,Visual Studio 2010,Sockets,基本上我做了一个插座连接。以下是我的WaitData方法: public void WaitForData() { State state = new State(); state.Client = socket; //issue first receive state.Client.BeginReceive(state.Buffer, 0, state.Buffer.Length, SocketFlags.None

基本上我做了一个插座连接。以下是我的WaitData方法:

    public void WaitForData()
    {
        State state = new State();
        state.Client = socket;
        //issue first receive
        state.Client.BeginReceive(state.Buffer, 0, state.Buffer.Length, SocketFlags.None, new AsyncCallback(ServerReadCallback), state);
    }
每当套接字等待数据时(我希望它一直等待数据),就会调用这个函数。 因此,每当开始接收新消息时(.BeginReceive被调用),我希望我的主线程再次调用WaitForData,以便它继续接受消息。 如何做到这一点

(顺便说一句,我不能在ServerReadCallback中调用WaitForData,因为它会阻止消息的实际接收)


对不起,如果我的描述是混乱的;我觉得很难描述。

你想做这样的事情:

private ManualResetEvent _connectionAccepted;

public void WaitForData()
{
    while (true)
    {
        _connectionAccepted.Reset();

        socket.BeginAccept(new AsyncCallback(AcceptCallback), state);

        _connectionAccepted.WaitOne();
    }
}

private void Acceptcallback(IAsyncResult ar)
{
     _connectionAccepted.Set();

     Socket socket = (Socket)ar.AsyncState;
     Socket handler = socket.EndAccept(ar);

     State state = new State();
     state.Client = handler;

     handler.BeginReceive(state.Buffer, 0, state.Buffer.Length, SocketFlags.None, new AsyncCallback(ServerReadCallback), handler);
}
所以,基本上,你是无限循环的。当你得到一个连接,你开始接受它;当您在代码中处理接受连接时,您会向主循环发出信号,表示它可以继续运行。然后,您可以使用EndAccept,这将为您提供第二个套接字,该套接字用于与客户机通信,从而允许初始套接字继续接受新连接


只需要对WaitForData()进行一次调用——这就是循环所在的位置——因此您可能希望将其提升到命名或其他级别。但这是一般的想法。

在您的ServerReadCallBack例程中,一旦发现已处理消息,请发出另一个BeginReceive ie:

    State state = new State();
    state.Client = socket;
    //issue first receive
    state.Client.BeginReceive(state.Buffer, 0, state.Buffer.Length, SocketFlags.None, new AsyncCallback(ServerReadCallback), state);
但是要记住,如果消息长度可变,那么在缓冲区中读取的数据可能是消息的一部分;整个信息;或者一条消息的全部加上另一条消息的部分/全部。因此,您的ServerReadCallback需要能够处理这一问题—大致如下:

    private void OnDataReceived(IAsyncResult asyn)
    {
        ReceiveState rState = (ReceiveState)asyn.AsyncState;
        Socket client = rState.Client;
        SocketError socketError = SocketError.TypeNotFound;

        if (!client.Connected)
        {
            // Not Connected anymore ?
            return;
        }

        _LastComms = DateTime.Now;
        _LastIn = _LastComms;

        int dataOffset = 0; 
        int restOfData = 0;
        int dataRead = 0;
        Boolean StreamClosed = false;
        long rStateDataLength = 0;
        long LastrStateDataLength = 0;

        try
        {

            dataRead = client.EndReceive(asyn, out socketError);
        }
        catch (Exception excpt)
        {
           // Your code goes here..
        }

        if (socketError != SocketError.Success)
        {
            // Has Connection been lost ?
            OnConnectionDropped(client);
            return;
        }

        if (dataRead <= 0)
        {
            // Has connection been lost ?
            OnConnectionDropped(client);
            return;
        }

        while (dataRead > 0)
        {
            //check to determine what income data contain: size prefix or message
            if (!rState.DataSizeReceived)
            {
                //there is already some data in the buffer
                if (rState.Data.Length > 0)
                {
                    restOfData = PrefixSize - (int)rState.Data.Length;
                    rState.Data.Write(rState.Buffer, dataOffset, restOfData);
                    dataRead -= restOfData;
                    dataOffset += restOfData;
                }
                else if (dataRead >= PrefixSize)
                {  //store whole data size prefix
                    rState.Data.Write(rState.Buffer, dataOffset, PrefixSize);
                    dataRead -= PrefixSize;
                    dataOffset += PrefixSize;
                }
                else
                {  // store only part of the size prefix
                    rState.Data.Write(rState.Buffer, dataOffset, dataRead);
                    dataOffset += dataRead;
                    dataRead = 0;
                }

                if (rState.Data.Length == PrefixSize)
                {  //we received data size prefix 
                    rState.DataSize = BitConverter.ToInt32(rState.Data.GetBuffer(), 0);
                    rState.DataSizeReceived = true;
                    //reset internal data stream             
                    rState.Data.Position = 0;
                    rState.Data.SetLength(0);
                }
                else
                {  //we received just part of the prefix information 
                    //issue another read
                    client.BeginReceive(rState.Buffer, 0, rState.Buffer.Length,
                       SocketFlags.None, new AsyncCallback(socketReadCallBack),
                          rState);
                    return;
                }
            }



            //at this point we know the size of the pending data

            // Object disposed exception may raise here
            try
            {
                rStateDataLength = rState.Data.Length;
                LastrStateDataLength = rStateDataLength;
            }
            catch (ObjectDisposedException Ode)
            {
                StreamClosed = true;
            }
            if (!StreamClosed)
            {

                if ((rStateDataLength + dataRead) >= rState.DataSize)
                {   //we have all the data for this message

                    restOfData = rState.DataSize - (int)rState.Data.Length;

                    rState.Data.Write(rState.Buffer, dataOffset, restOfData);
                    //Console.WriteLine("Data message received. Size: {0}",
                    //   rState.DataSize);

                    // Is this a heartbeat message ?
                    // This is my own thing - you may not need this..
                    if (rState.Data.Length == 2)
                    {
                        // Yes
                        HeartBeatReceived();
                    }
                    else

                    {
                       // Handle the received messsage

                        DecodeMessageReceived(GetStringFromStream(rState.Data));
                    }

                    dataOffset += restOfData;
                    dataRead -= restOfData;

                    //message received - cleanup internal memory stream
                    rState.Data = new MemoryStream();
                    rState.Data.Position = 0;
                    rState.DataSizeReceived = false;
                    rState.DataSize = 0;

                    if (dataRead == 0)
                    {  
                        //no more data remaining to process - issue another receive
                        if (_IsConnected)
                        {
                            client.BeginReceive(rState.Buffer, 0, rState.Buffer.Length,
                               SocketFlags.None, new AsyncCallback(socketReadCallBack),
                                  rState);
                            return;
                        }
                    }
                    else
                        continue; //there's still some data to process in the buffers
                }
                else
                {  //there is still data pending, store what we've 
                    //received and issue another BeginReceive
                    if (_IsConnected)
                    {
                        rState.Data.Write(rState.Buffer, dataOffset, dataRead);

                        client.BeginReceive(rState.Buffer, 0, rState.Buffer.Length,
                           SocketFlags.None, new AsyncCallback(socketReadCallBack), rState);

                        dataRead = 0;
                    }
                }
            }
            else
            {
                // Stream closed, but have we read everything ?
                if (LastrStateDataLength + dataRead == rState.DataSize)
                {
                    // We're equal, get ready for more
                    //no more data remaining to process - issue another receive
                    if (_IsConnected)
                    {
                        client.BeginReceive(rState.Buffer, 0, rState.Buffer.Length,
                           SocketFlags.None, new AsyncCallback(socketReadCallBack),
                              rState);
                    }
                    return;
                }
                else
                {
                    // We should have more..
                    // report error ?
                }
            }

            // If we've been disconnected, provide a graceful exit
            if (!_IsConnected)
                dataRead = -1;

        }
     }

我认为你在这里提到的是能够接受来自不同客户的新联系;而不是继续从同一个客户端接收消息。我可能错了……@andrew:你是100%对的。一定是疯了。如果他的兴趣是继续从一个连接接收信息,那么您将在下面介绍它。
public class ReceiveState
{
    public byte[] Buffer = new byte[1024]; //buffer for network i/o
    public int DataSize = 0; //data size to be received by the server
    public bool DataSizeReceived = false; //whether prefix was received
    public MemoryStream Data = new MemoryStream(); //place where data is stored
    public Socket Client;   //client socket
}