Unity3d +vs2012 多线程.多并发网络解决方案(C#)
来源:互联网 发布:苹果越狱音乐软件 编辑:程序博客网 时间:2024/05/23 01:18
此方案和结构在多线程多并发大吞吐下有绝对的效率优势
以下是服务端 vs2012 C#
复制代码
客户端部分 Unity3d 4.1.0 C#
复制代码原文地址:http://game.ceeger.com/forum/read.php?tid=9921&fid=24
以下是服务端 vs2012 C#
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using
System;
using
System.IO;
using
System.ComponentModel;
using
System.Collections;
using
System.Collections.Generic;
using
System.Diagnostics;
using
System.Net;
using
System.Net.Sockets;
using
System.Threading;
using
Tools;
using
GameDates;
namespace
TestServer
{
/// <summary>
/// MyTcpIpClient 提供在Net TCP_IP 协议上基于消息的服务端
/// </summary>
public
class
MyTcpIpServer : System.ComponentModel.Component
{
private
int
bufferSize=2048;
private
string
tcpIpServerIP=
"127.0.0.1"
;
private
int
tcpIpServerPort=11000;
private
Socket listener=
null
;
private
ManualResetEvent allDone =
new
ManualResetEvent(
false
);
private
ManualResetEvent sendDone =
new
ManualResetEvent(
false
);
private
Thread thread=
null
;
public
static
List<StateObject> StateList =
new
List<StateObject>();
private
void
StartListening()
{
try
{
listener =
new
Socket(AddressFamily.InterNetwork,
SocketType.Stream, ProtocolType.Tcp);
IPAddress ipAddress;
if
(tcpIpServerIP.Trim()==
""
)
{
ipAddress=IPAddress.Any;
}
else
{
ipAddress=IPAddress.Parse(tcpIpServerIP);
}
IPEndPoint localEndPoint =
new
IPEndPoint(ipAddress, tcpIpServerPort);
listener.Bind(localEndPoint);
listener.Listen(10);
while
(
true
)
{
allDone.Reset();
listener.BeginAccept(
new
AsyncCallback(AcceptCallback),listener);
allDone.WaitOne();
}
}
catch
(Exception e)
{
OnErrorServerEvent(
new
ErrorServerEventArgs(e,listener));
}
}
private
void
ReadCallback(IAsyncResult ar)
{
Socket handler=
null
;
try
{
lock
(ar)
{
StateObject state = (StateObject) ar.AsyncState;
handler = state.workSocket;
int
bytesRead = handler.EndReceive(ar);
if
(bytesRead > 0)
{
int
ReadPiont=0;
while
(ReadPiont<bytesRead)
{
if
(state.Cortrol==0 && ReadPiont<bytesRead)
{
long
bi1=state.buffer[ReadPiont];
bi1=(bi1<<24)&0xff000000;
state.packSize=bi1;
ReadPiont++;
state.Cortrol=1;
}
if
(state.Cortrol==1 && ReadPiont<bytesRead)
{
long
bi1=state.buffer[ReadPiont];
bi1=(bi1<<16)&0x00ff0000;
state.packSize=state.packSize+bi1;
ReadPiont++;
state.Cortrol=2;
}
if
(state.Cortrol==2 && ReadPiont<bytesRead)
{
long
bi1=state.buffer[ReadPiont];
bi1=(bi1<<8)&0x0000ff00;
state.packSize=state.packSize+bi1;
ReadPiont++;
state.Cortrol=3;
}
if
(state.Cortrol==3 && ReadPiont<bytesRead)
{
long
bi1=state.buffer[ReadPiont];
bi1=bi1&0xff;
state.packSize=state.packSize+bi1-4;
ReadPiont++;
state.Cortrol=4;
}
if
(state.Cortrol==4 && ReadPiont<bytesRead)
{
long
bi1=state.buffer[ReadPiont];
bi1=(bi1<<24)&0xff000000;
state.residualSize=bi1;
ReadPiont++;
state.Cortrol=5;
state.packSize-=1;
}
if
(state.Cortrol==5 && ReadPiont<bytesRead)
{
long
bi1=state.buffer[ReadPiont];
bi1=(bi1<<16)&0x00ff0000;
state.residualSize=state.residualSize+bi1;
ReadPiont++;
state.Cortrol=6;
state.packSize-=1;
}
if
(state.Cortrol==6 && ReadPiont<bytesRead)
{
long
bi1=state.buffer[ReadPiont];
bi1=(bi1<<8)&0x0000ff00;
state.residualSize=state.residualSize+bi1;
ReadPiont++;
state.Cortrol=7;
state.packSize-=1;
}
if
(state.Cortrol==7 && ReadPiont<bytesRead)
{
long
bi1=state.buffer[ReadPiont];
bi1=bi1&0xff;
state.residualSize=state.residualSize+bi1;
state.Datastream.SetLength(0);
state.Datastream.Position=0;
ReadPiont++;
state.Cortrol=8;
state.packSize-=1;
}
if
(state.Cortrol==8 && ReadPiont<bytesRead)
{
int
bi1=bytesRead-ReadPiont;
int
bi2=(
int
)(state.residualSize-state.Datastream.Length);
if
(bi1>=bi2)
{
state.Datastream.Write(state.buffer,ReadPiont,bi2);
ReadPiont+=bi2;
OnInceptServerEvent(
new
InceptServerEventArgs(state.Datastream,state.workSocket,
this
));
state.Cortrol=9;
state.packSize-=bi2;
}
else
{
state.Datastream.Write(state.buffer,ReadPiont,bi1);
ReadPiont+=bi1;
state.packSize-=bi1;
}
}
if
(state.Cortrol==9 && ReadPiont<bytesRead)
{
int
bi1=bytesRead-ReadPiont;
if
(bi1<state.packSize)
{
state.packSize=state.packSize-bi1;
ReadPiont+=bi1;
}
else
{
state.Cortrol=0;
ReadPiont+=(
int
)state.packSize;
}
}
}
if
(handler.Connected==
true
)
{
//异步读取数据流
handler.BeginReceive(state.buffer,0,bufferSize,0,
new
AsyncCallback(ReadCallback), state);
Console.WriteLine(
"接收字节长度【{0}】"
, state.buffer.Length);
//获取有效数据长度
long
size = state.residualSize;
//解析数据....
}
}
else
{
handler.Shutdown(SocketShutdown.Both);
handler.Close();
//throw(new Exception("读入的数据小于1bit"));
}
}
}
catch
(Exception e)
{
OnErrorServerEvent(
new
ErrorServerEventArgs(e,handler));
}
}
private
void
SendCallback(IAsyncResult ar)
{
Socket client = (Socket) ar.AsyncState;
try
{
int
bytesSent = client.EndSend(ar);
}
catch
(Exception e)
{
OnErrorServerEvent(
new
ErrorServerEventArgs(e,client));
}
finally
{
sendDone.Set();
}
}
private
void
AcceptCallback(IAsyncResult ar)
{
Socket handler=
null
;
try
{
Socket listener = (Socket) ar.AsyncState;
handler= listener.EndAccept(ar);
StateObject state =
new
StateObject(bufferSize,handler);
state.workSocket = handler;
IPEndPoint msg = (IPEndPoint)state.workSocket.RemoteEndPoint;
state.ip = msg.Address.ToString();
state.prot = msg.Port;
StateList.Add(state);
Console.WriteLine(
"连接数[{0}],{1}"
, StateList.Count, state.workSocket.RemoteEndPoint);
handler.BeginReceive(state.buffer,0,bufferSize,0,
new
AsyncCallback(ReadCallback), state);
}
catch
(Exception e)
{
OnErrorServerEvent(
new
ErrorServerEventArgs(e,handler));
}
finally
{
allDone.Set();
}
}
/// <summary>
/// 析构
/// </summary>
/// <param name="disposing">不知道</param>
protected
override
void
Dispose(
bool
disposing)
{
Abort();
}
/// <summary>
/// 引发接收事件
/// </summary>
/// <param name="e">数据</param>
protected
virtual
void
OnInceptServerEvent(InceptServerEventArgs e)
{
if
(InceptServer !=
null
)
{
InceptServer(
this
, e);
}
}
/// <summary>
/// 引发错误事件
/// </summary>
/// <param name="e">数据</param>
protected
virtual
void
OnErrorServerEvent(ErrorServerEventArgs e)
{
if
(ErrorServer !=
null
)
{
ErrorServer(
this
, e);
}
}
/// <summary>
/// 开始监听访问
/// </summary>
public
void
Listening()
{
//StartListening();
thread=
new
Thread(
new
ThreadStart(StartListening));
thread.Name=
"MyTcpIpServer.Listening"
;
thread.Start();
}
/// <summary>
/// 异常中止服务
/// </summary>
public
void
Abort()
{
if
(thread!=
null
)
{
thread.Abort();
listener.Close();
}
}
/// <summary>
///构造
/// </summary>
/// <param name="container">父控件</param>
public
MyTcpIpServer(System.ComponentModel.IContainer container)
{
container.Add(
this
);
//InitializeComponent();
//
// TODO: 在 InitializeComponent 调用后添加任何构造函数代码
//
}
/// <summary>
/// 构造
/// </summary>
public
MyTcpIpServer()
{
StartListening();
}
/// <summary>
/// 要连接的服务器IP地址
/// </summary>
public
string
TcpIpServerIP
{
get
{
return
tcpIpServerIP;
}
set
{
tcpIpServerIP=value;
}
}
/// <summary>
/// 要连接的服务器所使用的端口
/// </summary>
public
int
TcpIpServerPort
{
get
{
return
tcpIpServerPort;
}
set
{
tcpIpServerPort=value;
}
}
/// <summary>
/// 缓冲器大小
/// </summary>
public
int
BufferSize
{
get
{
return
bufferSize;
}
set
{
bufferSize=value;
}
}
/// <summary>
/// 连接的活动状态
/// </summary>
public
bool
Activ
{
get
{
return
listener.Connected;
}
//set
//{
// activ=value;
//}
}
/// <summary>
/// 发送一个流数据
/// </summary>
public
void
Send(Socket ClientSocket,Stream Astream)
{
try
{
if
(ClientSocket.Connected==
false
)
{
throw
(
new
Exception(
"没有连接客户端不可以发送信息!"
));
}
Astream.Position=0;
byte
[] byteData=
new
byte
[bufferSize];
int
bi1=(
int
)((Astream.Length+8)/bufferSize);
int
bi2=(
int
)Astream.Length;
if
(((Astream.Length+8)%bufferSize)>0)
{
bi1=bi1+1;
}
bi1=bi1*bufferSize;
byteData[0]=System.Convert.ToByte(bi1>>24);
byteData[1]=System.Convert.ToByte((bi1&0x00ff0000)>>16);
byteData[2]=System.Convert.ToByte((bi1&0x0000ff00)>>8);
byteData[3]=System.Convert.ToByte((bi1&0x000000ff));
byteData[4]=System.Convert.ToByte(bi2>>24);
byteData[5]=System.Convert.ToByte((bi2&0x00ff0000)>>16);
byteData[6]=System.Convert.ToByte((bi2&0x0000ff00)>>8);
byteData[7]=System.Convert.ToByte((bi2&0x000000ff));
int
n = Astream.Read(byteData, 8, byteData.Length-8);
while
(n>0)
{
ClientSocket.BeginSend(byteData, 0, byteData.Length, 0,
new
AsyncCallback(SendCallback), ClientSocket);
sendDone.WaitOne();
byteData=
new
byte
[bufferSize];
n = Astream.Read(byteData,0,byteData.Length);
}
}
catch
(Exception e)
{
OnErrorServerEvent(
new
ErrorServerEventArgs(e,ClientSocket));
}
}
/// <summary>
/// 接收到数据事件
/// </summary>
public
event
InceptServerEvent InceptServer;
/// <summary>
/// 发生错误事件
/// </summary>
public
event
ErrorServerEvent ErrorServer;
}
/// <summary>
/// 状态对象
/// </summary>
public
class
StateObject
{
/// <summary>
/// 构造
/// </summary>
/// <param name="bufferSize">缓存</param>
/// <param name="WorkSocket">工作的插座</param>
public
StateObject(
int
bufferSize,Socket WorkSocket)
{
buffer =
new
byte
[bufferSize];
workSocket=WorkSocket;
}
/// <summary>
/// 缓存
/// </summary>
public
byte
[] buffer =
null
;
/// <summary>
/// 工作插座
/// </summary>
public
Socket workSocket =
null
;
/// <summary>
/// 数据流
/// </summary>
public
Stream Datastream=
new
MemoryStream();
/// <summary>
/// 剩余大小
/// </summary>
public
long
residualSize=0;
/// <summary>
/// 数据包大小
/// </summary>
public
long
packSize=0;
/// <summary>
/// 计数器
/// </summary>
public
int
Cortrol=0;
/// <summary>
/// 客户端端口
/// </summary>
public
int
prot;
/// <summary>
/// 客户端ip地址
/// </summary>
public
string
ip;
}
/// <summary>
/// 接收事件
/// </summary>
public
class
InceptServerEventArgs : EventArgs
{
private
readonly
Stream datastream;
private
readonly
Socket serverSocket;
private
readonly
MyTcpIpServer tcpIpServer;
/// <summary>
/// 构造
/// </summary>
/// <param name="Astream">数据</param>
/// <param name="ServerSocket">工作插座</param>
/// <param name="TcpIpServer">提供服务的TCP/IP对象</param>
public
InceptServerEventArgs(Stream Astream,Socket ServerSocket,MyTcpIpServer TcpIpServer)
{
datastream=Astream;
serverSocket=ServerSocket;
tcpIpServer=TcpIpServer;
}
/// <summary>
/// 数据
/// </summary>
public
Stream Astream
{
get
{
return
datastream;}
}
/// <summary>
/// 工作插座
/// </summary>
public
Socket ServerSocket
{
get
{
return
serverSocket;}
}
/// <summary>
/// 提供TCP/IP服务的服务器对象.
/// </summary>
public
MyTcpIpServer TcpIpServer
{
get
{
return
tcpIpServer;}
}
}
/// <summary>
/// 接收数据委托
/// </summary>
public
delegate
void
InceptServerEvent(
object
sender, InceptServerEventArgs e);
/// <summary>
/// 错误事件委托
/// </summary>
public
class
ErrorServerEventArgs : EventArgs
{
private
readonly
Exception error;
private
readonly
Socket serverSocket;
/// <summary>
/// 构造
/// </summary>
/// <param name="Error">数据</param>
/// <param name="ServerSocket">问题插座</param>
public
ErrorServerEventArgs(Exception Error,Socket ServerSocket)
{
error=Error;
serverSocket=ServerSocket;
}
/// <summary>
/// 数据
/// </summary>
public
Exception Error
{
get
{
return
error;}
}
/// <summary>
/// 问题插座
/// </summary>
public
Socket ServerSocket
{
get
{
return
serverSocket;}
}
}
/// <summary>
///错误事件委托
/// </summary>
public
delegate
void
ErrorServerEvent(
object
sender, ErrorServerEventArgs e);
}
客户端部分 Unity3d 4.1.0 C#
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///MainClass.cs
using
UnityEngine;
using
clinet;
public
class
Index : MonoBehaviour
{
void
Awake()
{
new
MyTcpIpClient();
}
}
///GameClient.cs
using
System;
using
System.IO;
using
System.ComponentModel;
using
System.Collections;
using
System.Diagnostics;
using
System.Net;
using
System.Net.Sockets;
using
System.Threading;
using
Tools;
using
GameDates;
namespace
clinet
{
/// <summary>
/// MyTcpIpClient 提供在Net TCP_IP 协议上基于消息的客户端
/// </summary>
public
class
MyTcpIpClient : System.ComponentModel.Component
{
private
int
bufferSize = 2048;
private
string
tcpIpServerIP =
"192.168.1.204"
;
private
int
tcpIpServerPort = 9000;
private
Socket ClientSocket =
null
;
private
ManualResetEvent connectDone =
new
ManualResetEvent(
false
);
private
ManualResetEvent sendDone =
new
ManualResetEvent(
false
);
private
void
ConnectCallback(IAsyncResult ar)
{
try
{
Socket client = (Socket)ar.AsyncState;
client.EndConnect(ar);
}
catch
(Exception e)
{
OnErrorEvent(
new
ErrorEventArgs(e));
}
finally
{
connectDone.Set();
}
}
private
void
SendCallback(IAsyncResult ar)
{
try
{
Socket client = (Socket)ar.AsyncState;
int
bytesSent = client.EndSend(ar);
}
catch
(Exception e)
{
OnErrorEvent(
new
ErrorEventArgs(e));
}
finally
{
sendDone.Set();
}
}
/// <summary>
/// 数据接收处理
/// </summary>
/// <param name="ar"></param>
private
void
ReceiveCallback(IAsyncResult ar)
{
Socket handler =
null
;
try
{
lock
(ar)
{
StateObject state = (StateObject)ar.AsyncState;
handler = state.workSocket;
int
bytesRead = handler.EndReceive(ar);
if
(bytesRead > 0)
{
int
ReadPiont = 0;
while
(ReadPiont < bytesRead)
{
if
(state.Cortrol == 0 && ReadPiont < bytesRead)
{
long
bi1 = state.buffer[ReadPiont];
bi1 = (bi1 << 24) & 0xff000000;
state.packSize = bi1;
ReadPiont++;
state.Cortrol = 1;
}
if
(state.Cortrol == 1 && ReadPiont < bytesRead)
{
long
bi1 = state.buffer[ReadPiont];
bi1 = (bi1 << 16) & 0x00ff0000;
state.packSize = state.packSize + bi1;
ReadPiont++;
state.Cortrol = 2;
}
if
(state.Cortrol == 2 && ReadPiont < bytesRead)
{
long
bi1 = state.buffer[ReadPiont];
bi1 = (bi1 << 8) & 0x0000ff00;
state.packSize = state.packSize + bi1;
ReadPiont++;
state.Cortrol = 3;
}
if
(state.Cortrol == 3 && ReadPiont < bytesRead)
{
long
bi1 = state.buffer[ReadPiont];
bi1 = bi1 & 0xff;
state.packSize = state.packSize + bi1 - 4;
ReadPiont++;
state.Cortrol = 4;
}
if
(state.Cortrol == 4 && ReadPiont < bytesRead)
{
long
bi1 = state.buffer[ReadPiont];
bi1 = (bi1 << 24) & 0xff000000;
state.residualSize = bi1;
ReadPiont++;
state.Cortrol = 5;
state.packSize -= 1;
}
if
(state.Cortrol == 5 && ReadPiont < bytesRead)
{
long
bi1 = state.buffer[ReadPiont];
bi1 = (bi1 << 16) & 0x00ff0000;
state.residualSize = state.residualSize + bi1;
ReadPiont++;
state.Cortrol = 6;
state.packSize -= 1;
}
if
(state.Cortrol == 6 && ReadPiont < bytesRead)
{
long
bi1 = state.buffer[ReadPiont];
bi1 = (bi1 << 8) & 0x0000ff00;
state.residualSize = state.residualSize + bi1;
ReadPiont++;
state.Cortrol = 7;
state.packSize -= 1;
}
if
(state.Cortrol == 7 && ReadPiont < bytesRead)
{
long
bi1 = state.buffer[ReadPiont];
bi1 = bi1 & 0xff;
state.residualSize = state.residualSize + bi1;
state.Datastream.SetLength(0);
state.Datastream.Position = 0;
ReadPiont++;
state.Cortrol = 8;
state.packSize -= 1;
}
if
(state.Cortrol == 8 && ReadPiont < bytesRead)
{
int
bi1 = bytesRead - ReadPiont;
int
bi2 = (
int
)(state.residualSize - state.Datastream.Length);
if
(bi1 >= bi2)
{
state.Datastream.Write(state.buffer, ReadPiont, bi2);
ReadPiont += bi2;
OnInceptEvent(
new
InceptEventArgs(state.Datastream, handler));
state.Cortrol = 9;
state.packSize -= bi2;
}
else
{
state.Datastream.Write(state.buffer, ReadPiont, bi1);
ReadPiont += bi1;
state.packSize -= bi1;
}
}
if
(state.Cortrol == 9 && ReadPiont < bytesRead)
{
int
bi1 = bytesRead - ReadPiont;
if
(bi1 < state.packSize)
{
state.packSize = state.packSize - bi1;
ReadPiont += bi1;
}
else
{
state.Cortrol = 0;
ReadPiont += (
int
)state.packSize;
}
}
}
}
else
{
throw
(
new
Exception(
"读入的数据小于1bit"
));
}
if
(handler.Connected ==
true
)
{
handler.BeginReceive(state.buffer, 0, bufferSize, 0,
new
AsyncCallback(ReceiveCallback), state);
Console.WriteLine(
"接收字节长度【{0}】"
, state.buffer.Length);
long
size = state.residualSize;
}
}
}
catch
(Exception e)
{
OnErrorEvent(
new
ErrorEventArgs(e));
}
}
/// <summary>
/// 连接服务器
/// </summary>
public
void
Conn()
{
try
{
ClientSocket =
new
Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
IPAddress ipAddress = IPAddress.Parse(tcpIpServerIP);
IPEndPoint remoteEP =
new
IPEndPoint(ipAddress, tcpIpServerPort);
connectDone.Reset();
ClientSocket.BeginConnect(remoteEP,
new
AsyncCallback(ConnectCallback), ClientSocket);
}
catch
(Exception e)
{
OnErrorEvent(
new
ErrorEventArgs(e));
}
}
/// <summary>
/// 断开连接
/// </summary>
public
void
Close()
{
try
{
if
(ClientSocket.Connected ==
true
)
{
ClientSocket.Shutdown(SocketShutdown.Both);
ClientSocket.Close();
}
}
catch
(Exception e)
{
OnErrorEvent(
new
ErrorEventArgs(e));
}
}
/// <summary>
/// 发送一个流数据
/// </summary>
/// <param name="Astream">数据流</param>
public
void
Send(Stream Astream)
{
try
{
if
(ClientSocket.Connected ==
false
)
{
throw
(
new
Exception(
"没有连接服务器不可以发送信息!"
));
}
Astream.Position = 0;
byte
[] byteData =
new
byte
[bufferSize];
int
bi1 = (
int
)((Astream.Length + 8) / bufferSize);
int
bi2 = (
int
)Astream.Length;
if
(((Astream.Length + 8) % bufferSize) > 0)
{
bi1 = bi1 + 1;
}
bi1 = bi1 * bufferSize;
byteData[0] = System.Convert.ToByte(bi1 >> 24);
byteData[1] = System.Convert.ToByte((bi1 & 0x00ff0000) >> 16);
byteData[2] = System.Convert.ToByte((bi1 & 0x0000ff00) >> 8);
byteData[3] = System.Convert.ToByte((bi1 & 0x000000ff));
byteData[4] = System.Convert.ToByte(bi2 >> 24);
byteData[5] = System.Convert.ToByte((bi2 & 0x00ff0000) >> 16);
byteData[6] = System.Convert.ToByte((bi2 & 0x0000ff00) >> 8);
byteData[7] = System.Convert.ToByte((bi2 & 0x000000ff));
int
n = Astream.Read(byteData, 8, byteData.Length - 8);
while
(n > 0)
{
ClientSocket.BeginSend(byteData, 0, byteData.Length, 0,
new
AsyncCallback(SendCallback), ClientSocket);
Console.WriteLine(
"发送字节长度【{0}】"
, byteData.Length);
sendDone.WaitOne();
byteData =
new
byte
[bufferSize];
n = Astream.Read(byteData, 0, byteData.Length);
}
}
catch
(Exception e)
{
OnErrorEvent(
new
ErrorEventArgs(e));
}
}
/// <summary>
/// 构造
/// </summary>
/// <param name="container">父控件</param>
public
MyTcpIpClient(System.ComponentModel.IContainer container)
{
container.Add(
this
);
//InitializeComponent();
//
// TODO: 在 InitializeComponent 调用后添加任何构造函数代码
//
}
/// <summary>
/// 构造
/// </summary>
public
MyTcpIpClient()
{
Conn();
//连接完成后开始循环接收服务端返回数据
while
(
true
)
{
connectDone.WaitOne();
StateObject Cstate =
new
StateObject(bufferSize, ClientSocket);
ClientSocket.BeginReceive(Cstate.buffer, 0, bufferSize, 0,
new
AsyncCallback(ReceiveCallback), Cstate);
Thread.Sleep(100);
}
}
//#region Component Designer generated code
///// <summary>
///// 设计器支持所需的方法 - 不要使用代码编辑器修改
///// 此方法的内容。
///// </summary>
//private void InitializeComponent()
//{
// Conn();
//}
//#endregion
/// <summary>
/// 要连接的服务器IP地址
/// </summary>
public
string
TcpIpServerIP
{
get
{
return
tcpIpServerIP;
}
set
{
tcpIpServerIP = value;
}
}
/// <summary>
/// 要连接的服务器所使用的端口
/// </summary>
public
int
TcpIpServerPort
{
get
{
return
tcpIpServerPort;
}
set
{
tcpIpServerPort = value;
}
}
/// <summary>
/// 缓冲器大小
/// </summary>
public
int
BufferSize
{
get
{
return
bufferSize;
}
set
{
bufferSize = value;
}
}
/// <summary>
/// 连接的活动状态
/// </summary>
public
bool
Activ
{
get
{
if
(ClientSocket ==
null
)
{
return
false
;
}
return
ClientSocket.Connected;
}
}
/// <summary>
/// 接收到数据引发的事件
/// </summary>
public
event
InceptEvent Incept;
/// <summary>
/// 引发接收数据事件
/// </summary>
/// <param name="e">接收数据</param>
protected
virtual
void
OnInceptEvent(InceptEventArgs e)
{
if
(Incept !=
null
)
{
Incept(
this
, e);
}
}
/// <summary>
/// 发生错误引发的事件
/// </summary>
public
event
ErrorEvent Error;
/// <summary>
/// 引发错误事件
/// </summary>
/// <param name="e">错误数据</param>
protected
virtual
void
OnErrorEvent(ErrorEventArgs e)
{
if
(Error !=
null
)
{
Error(
this
, e);
}
}
}
/// <summary>
/// 状态对象
/// </summary>
public
class
StateObject
{
/// <summary>
/// 构造
/// </summary>
/// <param name="bufferSize">缓存</param>
/// <param name="WorkSocket">工作的插座</param>
public
StateObject(
int
bufferSize, Socket WorkSocket)
{
buffer =
new
byte
[bufferSize];
workSocket = WorkSocket;
}
/// <summary>
/// 缓存
/// </summary>
public
byte
[] buffer =
null
;
/// <summary>
/// 工作插座
/// </summary>
public
Socket workSocket =
null
;
/// <summary>
/// 数据流
/// </summary>
public
Stream Datastream =
new
MemoryStream();
/// <summary>
/// 剩余大小
/// </summary>
public
long
residualSize = 0;
/// <summary>
/// 数据包大小
/// </summary>
public
long
packSize = 0;
/// <summary>
/// 计数器
/// </summary>
public
int
Cortrol = 0;
}
/// <summary>
/// 接收数据事件
/// </summary>
public
class
InceptEventArgs : EventArgs
{
private
readonly
Stream datastream;
private
readonly
Socket clientSocket;
/// <summary>
/// 构造
/// </summary>
/// <param name="Astream">接收到的数据</param>
/// <param name="ClientSocket">接收的插座</param>
public
InceptEventArgs(Stream Astream, Socket ClientSocket)
{
datastream = Astream;
clientSocket = ClientSocket;
}
/// <summary>
/// 接受的数据流
/// </summary>
public
Stream Astream
{
get
{
return
datastream; }
}
/// <summary>
/// 接收的插座
/// </summary>
public
Socket ClientSocket
{
get
{
return
clientSocket; }
}
}
/// <summary>
/// 定义接收委托
/// </summary>
public
delegate
void
InceptEvent(
object
sender, InceptEventArgs e);
/// <summary>
/// 错处事件
/// </summary>
public
class
ErrorEventArgs : EventArgs
{
private
readonly
Exception error;
/// <summary>
/// 构造
/// </summary>
/// <param name="Error">错误信息对象</param>
public
ErrorEventArgs(Exception Error)
{
error = Error;
}
/// <summary>
/// 错误信息对象
/// </summary>
public
Exception Error
{
get
{
return
error; }
}
}
/// <summary>
/// 错误委托
/// </summary>
public
delegate
void
ErrorEvent(
object
sender, ErrorEventArgs e);
}
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