C# //并非所有数据都已收到。得到更多。 handler.BeginReceive(state.buffer,0,StateObject.BufferSize,0, 新的异步回调(ReadCallback),状态); } } } 私有静态void发送(套接字处
//并非所有数据都已收到。得到更多。 handler.BeginReceive(state.buffer,0,StateObject.BufferSize,0, 新的异步回调(ReadCallback),状态); } } } 私有静态void发送(套接字处理程序、字符串数据) { //使用ASCII编码将字符串数据转换为字节数据。 byte[]byteData=Encoding.ASCII.GetBytes(数据); //开始将数据发送到远程设备。 handler.BeginSend(byteData,0,byteData.Length,0, 新的异步回调(SendCallback),处理程序); } 私有静态void SendCallback(IAsyncResult ar) { 尝试 { //从状态对象检索套接字。 套接字处理程序=(套接字)ar.AsyncState; //完成将数据发送到远程设备。 int bytesSent=handler.EndSend(ar); WriteLine(“发送{0}字节到客户端。”,bytesSent); handler.Shutdown(SocketShutdown.Both); //handler.Close(); } 捕获(例外e) { Console.WriteLine(如ToString()); } } } }C# //并非所有数据都已收到。得到更多。 handler.BeginReceive(state.buffer,0,StateObject.BufferSize,0, 新的异步回调(ReadCallback),状态); } } } 私有静态void发送(套接字处,c#,tcp,server-side,serversocket,C#,Tcp,Server Side,Serversocket,//并非所有数据都已收到。得到更多。 handler.BeginReceive(state.buffer,0,StateObject.BufferSize,0, 新的异步回调(ReadCallback),状态); } } } 私有静态void发送(套接字处理程序、字符串数据) { //使用ASCII编码将字符串数据转换为字节数据。 byte[]byteData=Encoding.ASCII.GetBytes(数据); //开始将数据发送到远程设备。 handler.BeginSend(byteD
发布整个异常及其发生的位置。我已在原始帖子中添加了该异常。感谢您假设Receive每次读取一条“消息”。TCP没有消息的概念。修复此问题,我将再次查看。考虑使所有事物同步。现在还不清楚您是否从异步IO中获益,它使事情变得非常复杂。我不确定您的意思是什么,将它改为同步,现在它工作得更好了
// Read data from the client socket.
int bytesRead = handler.EndReceive(ar);
A first chance exception of type 'System.Net.Sockets.SocketException' occurred in System.dll
A first chance exception of type 'System.Net.Sockets.SocketException' occurred in System.dll
System.Net.Sockets.SocketException (0x80004005): An established connection was aborted by the software in your host machine
at System.Net.Sockets.Socket.EndReceive(IAsyncResult asyncResult)
at PlayServer.Network.AsynchronousSocketListener.ReadCallback(IAsyncResult ar) in c:\Users\Unknown\Documents\Visual Studio 2013\Projects\WpfApplication1\WpfApplication1\Network\TCPServer.cs:line 130
namespace PlayServer.Network
{
// 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 static CountdownEvent freeToSend;
// Instances for interactions
private static PlayerUI mainW;
private static MainPlayer player = MainPlayer.Instance;
private static MessageManager messageHandler = MessageManager.Instance;
public AsynchronousSocketListener()
{
freeToSend = new CountdownEvent(1);
messageHandler.registerUI(mainW);
StartListening();
}
public static void registerUI(PlayerUI main)
{
mainW = main;
}
public static void StartListening()
{
// Data buffer for incoming data.
byte[] bytes = new Byte[1024];
// 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());
IPAddress ipAddress = ipHostInfo.AddressList[0];
IPEndPoint localEndPoint = new IPEndPoint(ipAddress, 5555);
// 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);
// Read string from client
string recievedMessage = Encoding.ASCII.GetString(
state.buffer, 0, bytesRead).ToString();
// Figure what kind of message(Operation) client requested
string answerFromServer = messageHandler.figureMessageType(recievedMessage);
// Wait for JSON serialization/de-serialziation to finish and then send a reply to client
freeToSend.Wait();
Send(handler, answerFromServer);
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());
}
}
}
}