客户可以';无法从服务器(C#)读取多条消息

客户可以';无法从服务器(C#)读取多条消息,c#,sockets,tcp,server,client,C#,Sockets,Tcp,Server,Client,我正在尝试制作一个简单的客户机-服务器程序来帮助学习网络编程。我的目标是建立一个在线象棋游戏,但现在我只是想做的基础。我已经从在线来源(MSDN)拼凑了一些代码,我认为它们都可以正常工作。以下是场景: 客户端向服务器发送测试消息 服务器回显响应 客户端读取响应并显示测试消息 客户端向服务器发送新消息 服务器回显响应 客户端显示测试消息 正确的输出应如下所示: 客户端向服务器发送测试消息 服务器回显响应 客户端读取响应并显示测试消息 客户端向服务器发送新消息 服务器回显响应 客户端显示新消息 感谢

我正在尝试制作一个简单的客户机-服务器程序来帮助学习网络编程。我的目标是建立一个在线象棋游戏,但现在我只是想做的基础。我已经从在线来源(MSDN)拼凑了一些代码,我认为它们都可以正常工作。以下是场景:

客户端向服务器发送测试消息 服务器回显响应
客户端读取响应并显示测试消息
客户端向服务器发送新消息 服务器回显响应
客户端显示测试消息

正确的输出应如下所示:

客户端向服务器发送测试消息 服务器回显响应
客户端读取响应并显示测试消息
客户端向服务器发送新消息 服务器回显响应
客户端显示新消息

感谢您的一切帮助

以下是客户的相关部分:

    private void OnlineButton_Click(object sender, EventArgs e)
    {
        // Connect to a remote device.
        try
        {
            // Create a TCP/IP 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();

            msg("Response received: " + response);

        }
        catch (Exception ex)
        {
            msg(ex.ToString());
        }
        msg("Client started, connected to: " + client.RemoteEndPoint.ToString());
        sessionHandler(2);
    }

    public void msg(string mesg)
    {
        ServerMessages.Text = ServerMessages.Text + Environment.NewLine + " >> " + mesg;
    }

    public void sessionHandler(Int32 mode)
    {
        switch (mode)
        {
            case 1:
                msg("Starting AI program...");
                break;
            case 2:
                // Create a TCP/IP 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(client, "Play Online<EOF>");
                sendDone.WaitOne();

                Receive(client);
                receiveDone.WaitOne();

                msg("Response received: " + response);

                msg("Pairing with another player...");
                break;
            case 3:
                msg("Replaying selected game...");
                break;
            default:
                msg("Error handling request...");
                break;
        }
    }
private void online按钮\u单击(对象发送者,事件参数e)
{
//连接到远程设备。
尝试
{
//创建TCP/IP套接字。
client=newsocket(AddressFamily.InterNetwork,SocketType.Stream,ProtocolType.Tcp);
//连接到远程端点。
BeginConnect(remoteEP,新的异步回调(ConnectCallback),client);
connectDone.WaitOne();
//将测试数据发送到远程设备。
发送(客户端,“这是一个测试”);
sendDone.WaitOne();
//从远程设备接收响应。
接收(客户);
receiveDone.WaitOne();
msg(“收到的响应:”+响应);
}
捕获(例外情况除外)
{
味精(例如ToString());
}
msg(“客户端已启动,连接到:”+Client.RemoteEndPoint.ToString());
会话处理程序(2);
}
公共无效消息(字符串mesg)
{
ServerMessages.Text=ServerMessages.Text+Environment.NewLine+“>>”+mesg;
}
public void sessionHandler(Int32模式)
{
开关(模式)
{
案例1:
msg(“启动AI程序…”);
打破
案例2:
//创建TCP/IP套接字。
client=newsocket(AddressFamily.InterNetwork,SocketType.Stream,ProtocolType.Tcp);
//连接到远程端点。
BeginConnect(remoteEP,新的异步回调(ConnectCallback),client);
connectDone.WaitOne();
发送(客户端,“在线播放”);
sendDone.WaitOne();
接收(客户);
receiveDone.WaitOne();
msg(“收到的响应:”+响应);
msg(“与其他玩家配对…”);
打破
案例3:
msg(“重放选定的游戏…”);
打破
违约:
msg(“错误处理请求…”);
打破
}
}
这是服务器:

// State object for reading client data asynchronously
public class StateObject
{
    // Client  socket.
    public Socket workSocket = null;
    // Size of receive buffer.
    public const int BufferSize = 1024;
    // Receive buffer.
    public byte[] buffer = new byte[BufferSize];
    // Received data string.
    public StringBuilder sb = new StringBuilder();
}

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[1024];

    IPEndPoint localEndPoint = new IPEndPoint(IPAddress.Any, 8888);

    // 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(100);

        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, 0, StateObject.BufferSize, 0, 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 > 0)
    {
        // There  might be more data, so store the data received so far.
        state.sb.Append(Encoding.ASCII.GetString(state.buffer, 0, bytesRead));

        // Check for end-of-file tag. If it is not there, read 
        // more data.
        content = state.sb.ToString();
        if (content.IndexOf("<EOF>") > -1)
        {
            // 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, content);
        }
        else
        {
            // Not all data received. Get more.
            handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0, 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, 0, byteData.Length, 0, 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 0;
}
//异步读取客户端数据的状态对象
公共类状态对象
{
//客户端套接字。
公共套接字工作组=null;
//接收缓冲区的大小。
public const int BufferSize=1024;
//接收缓冲区。
公共字节[]缓冲区=新字节[BufferSize];
//接收到的数据字符串。
公共StringBuilder sb=新StringBuilder();
}
公共类异步SocketListener
{
//线程信号。
public static ManualResetEvent allDone=新的ManualResetEvent(false);
公共异步SocketListener()
{
}
公共静态侦听()
{
//输入数据的数据缓冲区。
字节[]字节=新字节[1024];
IPEndPoint localEndPoint=新的IPEndPoint(IPAddress.Any,8888);
//创建TCP/IP套接字。
套接字侦听器=新套接字(AddressFamily.InterNetwork、SocketType.Stream、ProtocolType.Tcp);
//将套接字绑定到本地端点并侦听传入连接。
尝试
{
Bind(localEndPoint);
听,听(100);
while(true)
{
//将事件设置为非信号状态。
全部完成。重置();
//启动异步套接字以侦听连接。
Console.WriteLine(“等待连接…”);
beginacept(新的异步回调(AcceptCallback),listener);
//等待连接完成后再继续。
全部完成。WaitOne();
}
}
捕获(例外e)
{
Console.WriteLine(如ToString());
}
Console.WriteLine(“\n按ENTER继续…”);
Console.Read();
}
公共静态无效接受回调(IAsyncResult ar)
{
//向主线程发出继续的信号。
allDone.Set();
//获取处理客户端请求的套接字。
套接字侦听器=(套接字)ar.AsyncState;
套接字处理程序=listener.EndAccept(ar);
//创建状态对象。
StateObject状态=新的StateObject();
state.workSocket=处理程序;
BeginReceive(state.buffer,0,StateObject.BufferSize,0,新异步回调(ReadCallback),state);
}
公共静态void ReadCallback(IAsyncResult ar)
{
String content=String.Empty;
//检索状态对象和处理程序套接字
//从异步状态对象。
StateObject状态=(StateObject)ar.AsyncState;
套接字处理程序=state.workSocket;
//从客户端套接字读取数据。
int bytesRead=handler.EndReceive(ar);
如果(字节读取>0)
{
//可能会有更多数据,因此请存储到目前为止收到的数据。
state.sb.Append(Encoding.ASCII.GetString(state.buffer,0,bytesRead));
//检查文件结尾标记。如果不存在,请读取
//更多数据。
content=state.sb.ToString();