Silverlight下的Socket通讯

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Silverlight下的Socket通讯

分类: Silverlight|WPF 1513人阅读 评论(1)收藏举报
socketsilverlight服务器bytestringbutton

本文版权归 博客园 程兴亮 所有,如有转载,请严格按如下方式表明原文作者及出处,以示尊重!!

作者:程兴亮
出处:http://www.cnblogs.com/chengxingliang/archive/2012/05/24/2515100.html

 

  在Silverlight中进行通讯,只能使用4502-4534之间的端口进行数据传输,另外Silverlight客户端会自动向943端口的服务器端发送一个“<policy-file-request/>”的语句请求,然后服务器端943端口回发以下文件以许可Socket通讯。

<?xml version="1.0" encoding="utf-8" ?><access-policy>  <cross-domain-access>    <policy>      <allow-from>        <domain uri="*"/>      </allow-from>      <grant-to>        <socket-resource port="4502-4534" protocol="tcp"/>      </grant-to>    </policy>  </cross-domain-access></access-policy>

  A.现在我们首先来看服务器端的代码,主要分为策略响应步骤和服务响应步骤。

  策略步骤一:启动监听943端口是否有需要安全策略文件请求

  策略步骤二:如果客户端请求是<policy-file-request/>,则将安全策略文件作为bytes发送给客户端

  服务步骤一:启动服务器端,监听4525端口,是否有Socket对话请求

  服务步骤二:如果有客户端请求的连接,则发送消息告知客户端

  代码如下:

    class Program    {        static void Main(string[] args)        {            //策略步骤一:启动监听943端口是否有需要安全策略文件请求            Thread access = new Thread(new ThreadStart(accessThread));            access.Start();            //服务步骤一:启动服务器端,监听4525端口,是否有Socket对话请求            Thread server = new Thread(new ThreadStart(ServerThread));            server.Start();        }        //策略请求监听        static void accessThread()        {            //获取943端口监听的Socket服务端            Socket socket = GetSocketServer(943);            while (true)            {                Socket new_access = socket.Accept();                string clientPolicyString = "<policy-file-request/>";                byte[] requestbytes = new byte[clientPolicyString.Length];                new_access.Receive(requestbytes);                string requeststring = System.Text.Encoding.UTF8.GetString(requestbytes, 0, requestbytes.Length);                if (requeststring == clientPolicyString)                {                    //策略步骤二:如果客户端请求是<policy-file-request/>,则将安全策略文件作为bytes发送给客户端                    byte[] accessbytes = GetPolicyToClient();                    new_access.Send(accessbytes, accessbytes.Length, SocketFlags.None);                    new_access.Close();                }                Thread.Sleep(100);            }        }        static void ServerThread()        {            //获取4525端口监听的Socket服务端            Socket socket = GetSocketServer(4525);            while (true)            {                Socket _socket = socket.Accept();                //服务步骤二:如果有客户端请求的连接,则发送消息告知客户端                byte[] b2 = new byte[1024];                _socket.Receive(b2);                Console.WriteLine(Encoding.UTF8.GetString(b2).Replace("\0", ""));                string recString = "我已经收到消息了";                _socket.Send(Encoding.UTF8.GetBytes(recString));                _socket.Close();                Thread.Sleep(100);            }        }        //根据端口建立Socket服务器端        static Socket GetSocketServer(int serverPort)        {            Socket socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);            socket.Bind(new IPEndPoint(IPAddress.Any, serverPort));            socket.Listen(40);            return socket;        }        //获取安全策略文件的byte[]        static byte[] GetPolicyToClient()        {            string path = Environment.CurrentDirectory.Replace("\\bin\\Debug","");            FileStream fs = new FileStream(path+ @"\clientaccesspolicy.xml", FileMode.Open);            int length = (int)fs.Length;            byte[] bytes = new byte[length];            fs.Read(bytes, 0, length);            fs.Close();            return bytes;        }    }

  B.其次我们来看客户端操作,分为以下几个步骤:

  客户端步骤一:发起服务器连接请求。

  客户端步骤二:连接服务器成功,将需要发送的数据放入缓冲区中,然后异步向服务器发送消息请求

  客户端步骤三:消息发送成功,此时设置一个新的缓冲区实例,并且发起异步接收服务器返回的消息

  客户端步骤四:获取到服务器返回的消息,关闭Socket 

  客户端cs代码如下:

    public partial class MainPage : UserControl    {        public MainPage()        {            InitializeComponent();        }        System.Net.Sockets.Socket socket;        private void button1_Click(object sender, RoutedEventArgs e)        {            byte[] userbytes = Encoding.UTF8.GetBytes(this.tbInput.Text);            socket = new System.Net.Sockets.Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);            SocketAsyncEventArgs socketArgs = new SocketAsyncEventArgs();            socketArgs.RemoteEndPoint = new DnsEndPoint("127.0.0.1", 4525);            //将需要发送的内容转为byte[],保存到UserToken属性中            socketArgs.UserToken = userbytes;            socketArgs.Completed += new EventHandler<SocketAsyncEventArgs>(socketArgs_Completed);            //客户端步骤一:发起服务器连接请求。            socket.ConnectAsync(socketArgs);        }        //每发生一个Socket操作都讲激活此方法,操作包括(Connect/Send/Receive/None)        void socketArgs_Completed(object sender, SocketAsyncEventArgs e)        {            if (e.LastOperation == SocketAsyncOperation.Connect)            {                //客户端步骤二:连接服务器成功,将需要发送的数据放入缓冲区中,然后异步向服务器发送消息请求                byte[] userbytes = (byte[])e.UserToken;                e.SetBuffer(userbytes, 0, userbytes.Length);                socket.SendAsync(e);            }            else if (e.LastOperation == SocketAsyncOperation.Send)            {                //客户端步骤三:消息发送成功,此时设置一个新的缓冲区实例,并且发起异步接收服务器返回的消息                byte[] userbytes = new byte[1024];                e.SetBuffer(userbytes, 0, userbytes.Length);                socket.ReceiveAsync(e);            }            else if (e.LastOperation == SocketAsyncOperation.Receive)            {                //客户端步骤四:获取到服务器返回的消息,关闭Socket                string RecevieStr = Encoding.UTF8.GetString(e.Buffer, 0, e.Buffer.Length).Replace("\0", "");                //因为是异步Socket请求,所以需要使用UI线程更新lbShowMessage的显示效果                this.lbShowMessage.Dispatcher.BeginInvoke(new DoThingDele(DoThing), RecevieStr);                socket.Close();            }        }        //更新UI        public void DoThing(string arg)        {            this.lbShowMessage.Content = this.lbShowMessage.Content + "->" + arg;        }        //声明的一个DoThing方法委托        public delegate void DoThingDele(string arg);    }

  客户端Xaml前台代码如下:

    <Grid x:Name="LayoutRoot" Background="White" ShowGridLines="True">        <TextBox Height="23" HorizontalAlignment="Left" Margin="20,20,0,0"                  Name="tbInput" VerticalAlignment="Top" Width="243" />        <Button Content="发 送" Height="23" HorizontalAlignment="Left"                 Margin="279,20,0,0" Name="button1" VerticalAlignment="Top"                 Width="75" Click="button1_Click" />        <sdk:Label Height="28" HorizontalAlignment="Left" Margin="20,57,0,0"                   Name="lbShowMessage" VerticalAlignment="Top" Width="358" />    </Grid>

  最后效果如下,如需源码请点击 SLSocket.zip 下载,本文演示的是最简单通讯效果:

 




说说Silverlight里的Socket

作为.Net Framework中的“古董级”类,Socket类无论在1.0,还是最新的3.5 sp1的网络编程里,都占据着极其重要的作用。优化网络架构,一直是开发人员追求的问题。在2.0时代,我们使用异步Socket(Begin、End等方法)来增强性能,不过,这类方法往往要初始化一个IAsyncResult的对象,这给.Net的GC带来了额外的负担。因此,从2.0 sp1起,.Net Framework的Socket类里又多了一种新的异步方式(Async),Silverlight从2.0起,支持通过Async Socket的方式和服务器通信。

Async Socket

首先让我们来看看使用Async方法和以往的使用Begin、End的方法有什么不同吧:

如果是Begin、End的方法,我们采用以下方法来Accept一个客户端:

Server.BeginAccept(new AsyncCallback(DoAcceptTcpClientCallBack), Server);

以及CallBack函数:

protected void DoAcceptTcpClientCallBack(IAsyncResult result){    //获得当前Socket    Socket listener = result.AsyncState as Socket;    //远程Socket对象    Socket client = null;    try    {        //停止同步监听端口        client = listener.EndAccept(result);    }    catch    {        return;    }    if (client == null)        return;    StateObject state = new StateObject(BufferSize);    //开始异步接收远程Socket发来的数据    client.BeginReceive(state.Buffer, 0, state.Buffer.Length, SocketFlags.None,        new AsyncCallback(DoBeginReceiveCallback), state);}

如果采用Async方式,则相对简单不少,先初始化一个SocketAsyncEventArgs对象:

SocketAsyncEventArgs AcceptEventArgs = new SocketAsyncEventArgs();AcceptEventArgs.Completed += OnAcceptCompleted;Server.AcceptAsync(AcceptEventArgs);

然后处理Completed事件:

protected void OnAcceptCompleted(object sender, SocketAsyncEventArgs e){    if (e.SocketError == SocketError.Success)    {        Socket client = e.AcceptSocket;        SocketAsyncEventArgs args = new SocketAsyncEventArgs();        args.SetBuffer(new Byte[10240], 0, 10240);        args.Completed += OnClientReceive;        client.ReceiveAsync(args);        Server.AcceptAsync(AcceptEventArgs);    }}

SocketAsyncEventArgs

Async Socket的核心部分就是使用SocketAsyncEventArgs类,该类专为需要高性能的网络服务器应用程序而设计。应用程序可以完全使用增强的异步模式,也可以仅仅在目标热点区域(例如,在接收大量数据时)使用此模式。

这些增强功能的主要特点是可以避免在异步套接字 I/O 量非常大时发生重复的对象分配和同步。当前由Socket 类实现的开始/结束设计模式要求为每个异步套接字操作分配一个 IAsyncResult 对象。

SocketAsyncEventArgs类有一个Completed事件,一切和Async Socket有关的操作结素后,都将调用该事件的处理函数。例如在上面的例子中,我们使用OnAcceptCompleted方法来处理Accept后的结果。通常我们使用此类执行异步套接字操作的模式包含以下步骤:

  1. 分配一个新的 SocketAsyncEventArgs 上下文对象,或者从应用程序池中获取一个空闲的此类对象。
  2. 将该上下文对象的属性设置为要执行的操作(例如,完成回调方法、数据缓冲区、缓冲区偏移量以及要传输的最大数据量)。
  3. 调用适当的套接字方法 (xxxAsync) 以启动异步操作。
  4. 如果异步套接字方法 (xxxAsync) 返回 true,则在回调中查询上下文属性来获取完成状态。
  5. 如果异步套接字方法 (xxxAsync) 返回 false,则说明操作是同步完成的。可以查询上下文属性来获取操作结果。
  6. 将该上下文重用于另一个操作,将它放回到应用程序池中,或者将它丢弃。

可以使用同一个SocketAsyncEventArgs来处理Accept(服务器)、Connect(客户端)、Send、Receive的结果,SocketAsyncEventArgs有一个LastOperation的属性来标注该Completed是哪种操作的结果:

if (e.LastOperation == SocketAsyncOperation.Connect){    //…………}else if (e.LastOperation == SocketAsyncOperation.Receive){    //…………}else if (e.LastOperation == SocketAsyncOperation.Send){    //…………}

当然,也可以为不同的操作使用不同的SocketAsyncEventArgs对象。

可以在事件处理函数中通过观察SocketError属性来判断调用结果,当

e.SocketError == SocketError.Success

表明调用成功。

通过调用SocketAsyncEventArgs的SetBuffer方法,来设置需要发送的数据,或指定在接收数据时,的缓存数组。例如在上面例子里,我们为args设置了一个10240字节的数组,来存放接收到的数据:

args.SetBuffer(new Byte[10240], 0, 10240);

在Silverlight里使用Async Socket

在Silverlight里使用Async Socket,除了某些方法不支持外,大体上和完整版的.Net类似。不过,也有一些小小的限制:

  1. 网络应用程序可以连接到的端口范围必须在 4502-4534 范围内。这些是使用Socket从Silverlight应用程序进行连接所唯一允许使用的端口。如果连接的目标端口不在此端口范围内,则尝试连接时将会失败。
  2. Silverlight 运行时中的安全策略系统要求必须先从网络资源下载一个策略文件,之后才允许网络连接访问该资源。源站点和跨域网络访问都因此而受到影响。

对于上述第二点,我们使用以下形式的策略文件:

<?xml version="1.0" encoding ="utf-8"?><access-policy>    <cross-domain-access>        <policy>            <allow-from>                <domain uri="file:///" />            </allow-from>            <grant-to>                <socket-resource port="4502-4506" protocol="tcp" />            </grant-to>        </policy>    </cross-domain-access></access-policy>

可以在服务器上架设一个Server服务,监听943接口。Silverlight通过Socket访问服务器资源时,首先连接到服务器地址的943端口,然后下载该策略文件。

封装好的AsyncClient类

以下是我写的一个可在Silverlight中使用的Async Socket类,用于虚拟实验室里的Socket操作。和普通的Socket不同,该类在发送数据包时,在数据包头上添加4字节,作为数据包的长度;接收数据包时,同样的先读取前4字节,作为本次接收的长度。:

using System;using System.Collections.Generic;using System.Linq;using System.Text;using System.Net.Sockets;using System.IO;using System.Threading;using System.Net;using System.ComponentModel;namespace Newinfosoft.Net.Sockets{    public class AsyncClient : INotifyPropertyChanged    {        #region Events        /// <summary>        /// 当接收到数据时        /// </summary>        public event AsyncConnectionEventHandler DataRecieved;        /// <summary>        /// 当数据发送完毕时        /// </summary>        public event AsyncConnectionEventHandler DataSend;        /// <summary>        /// 当连接服务器成功时        /// </summary>        public event AsyncConnectionEventHandler Connected;        /// <summary>        /// 当属性改变时(例如是否连接属性)        /// </summary>        public event PropertyChangedEventHandler PropertyChanged;        #endregion        /// <summary>        /// 用于存放接收时临时数据的内部类        /// 假设服务器发送来的数据格式为:        /// |数据长度n|数据本生        ///    4字节    n字节        /// </summary>        protected class StateObject        {            public byte[] Buffer;            /// <summary>            /// 还有多少字节的数据没有接收            /// </summary>            public int RemainSize = 0;            public MemoryStream Stream = null;            public StateObject(int bufferSize)            {                Buffer = new byte[bufferSize];            }            ~StateObject()            {                if (Stream != null)                {                    Stream.Close();                    Stream.Dispose();                }            }        }        /// <summary>        /// 客户端Socket对象        /// </summary>        public Socket Client { get; private set; }        #region 异步SocketAsyncEventArgs        public SocketAsyncEventArgs SendEventArgs { get; private set; }        public SocketAsyncEventArgs ReceiveEventArgs { get; private set; }        public SocketAsyncEventArgs ConnectEventArgs { get; private set; }        #endregion        /// <summary>        /// 读取或设置接收时的StateObject        /// </summary>        protected StateObject State { get; set; }        /// <summary>        /// 发送锁,只有当前一个包中的数据全部发送完时,才允许发送下一个包        /// </summary>        protected object m_lockobject = new object();        protected ManualResetEvent SendResetEvent = new ManualResetEvent(false);        #region IsConnecting        protected bool m_IsConnecting = false;        /// <summary>        /// 读取或设置是否连接到远程服务器,可用于绑定操作        /// </summary>        public bool IsConnecting        {            get            {                return m_IsConnecting;            }            set            {                if (m_IsConnecting != value)                {                    m_IsConnecting = value;                    OnPropertyChanged("IsConnecting");                }            }        }        #endregion        /// <summary>        /// 通过指定的IPAddress和Port创建AsyncClient,需要调用Connect方法连接        /// </summary>        /// <param name="bufferSize">接收缓存大小</param>        public AsyncClient(int bufferSize)        {            State = new StateObject(bufferSize);            SendEventArgs = new SocketAsyncEventArgs();            ReceiveEventArgs = new SocketAsyncEventArgs();            ReceiveEventArgs.Completed += OnReceiveCompleted;            SendEventArgs.Completed += OnSendCompleted;            IsConnecting = false;        }        /// <summary>        /// 将已有的Socket包装为AsyncClient对象,        /// 如果Socket没有连接,则需要调用Connect方法        /// </summary>        /// <param name="socket">Socket对象</param>        /// <param name="bufferSize">接收缓存的大小</param>        public AsyncClient(Socket socket, int bufferSize)        {            State = new StateObject(bufferSize);                        SendEventArgs = new SocketAsyncEventArgs();            ReceiveEventArgs = new SocketAsyncEventArgs();            ReceiveEventArgs.Completed += OnReceiveCompleted;            SendEventArgs.Completed += OnSendCompleted;            this.Client = socket;            if (socket != null && socket.Connected)            {                ReceiveEventArgs.SetBuffer(State.Buffer, 0, State.Buffer.Length);                Client.ReceiveAsync(ReceiveEventArgs);                IsConnecting = true;            }            else            {                IsConnecting = false;            }        }        /// <summary>        /// 连接        /// </summary>        /// <param name="address">IP地址</param>        /// <param name="port">端口号</param>        public void Connect(String address, int port)        {            if (Client == null)            {                Client = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);            }            if (!Client.Connected)            {                ConnectEventArgs = new SocketAsyncEventArgs();                ConnectEventArgs.Completed += OnConnectComplete;                EndPoint remoteEndPoint = new IPEndPoint(IPAddress.Parse(address), port);                ConnectEventArgs.RemoteEndPoint = remoteEndPoint;                Client.ConnectAsync(ConnectEventArgs);            }        }        /// <summary>        /// 发送数据        /// </summary>        /// <param name="data">需要发送的数据</param>        public void Send(Byte[] data)        {            Send(data, 0, data.Length);        }        /// <summary>        /// 发送数据,按照以下格式发送数据:        /// |数据长度n|需要发送的数据        ///    4字节        n字节        /// </summary>        /// <param name="data">需要发送的数据</param>        /// <param name="offset">需要发送数据的偏移量</param>        /// <param name="size">需要发送数据的长度</param>        public void Send(Byte[] data, int offset, int size)        {            if (!IsConnecting)            {                throw new Exception("没有连接,无法发送数据!");            }            lock (m_lockobject)            {                if (data == null || data.Length == 0)                    return;                //计算数据的长度,并转换成字节数组,作为本次发送的头部                byte[] length = BitConverter.GetBytes(size);                Byte[] buffer = new Byte[size + length.Length];                Array.Copy(length, 0, buffer, 0, length.Length);                Array.Copy(data, offset, buffer, length.Length, size);                //设置发送Buffer                SendEventArgs.SetBuffer(buffer, 0, buffer.Length);                SendResetEvent.Reset();                Client.SendAsync(SendEventArgs);                //等待发送成功的信息,只有收到该信息,才退出lock锁,                //这样,确保只有当前面得数据发送完后,才发送下一段数据                SendResetEvent.WaitOne();            }        }        protected void OnPropertyChanged(string propertyName)        {            if (PropertyChanged != null)            {                PropertyChanged(this, new PropertyChangedEventArgs(propertyName));            }        }        protected void OnConnectComplete(object sender, SocketAsyncEventArgs e)        {            if (e.SocketError == SocketError.Success)            {                IsConnecting = true;                ReceiveEventArgs.SetBuffer(State.Buffer, 0, State.Buffer.Length);                Client.ReceiveAsync(ReceiveEventArgs);                if (Connected != null)                {                    Connected(this, new AsyncConnectionEventArgs(null, this));                }            }            else            {                IsConnecting = false;            }        }        void OnSendCompleted(object sender, SocketAsyncEventArgs e)        {            //如果传输的数据量为0,则表示链接已经断开            if (e.BytesTransferred == 0)            {                Client.Close();            }            else            {                if (DataSend != null)                {                    AsyncConnectionEventArgs se = new AsyncConnectionEventArgs(e.Buffer, this);                    DataSend(this, se);                }                //通知数据发送完毕                SendResetEvent.Set();            }        }        /// <summary>        /// 接收数据处理函数        /// 1、将收到的数据包中的前4字节转换成Int32类型,作为本次数据包的长度。        /// 2、将这个值设置成StateObject的RemainSize。        /// 3、将数据包中剩下的数据写入StateObject的MemoryStream,并减少相应的RemainSize值。        /// 4、直到RemainSize=0时,表示这一段数据已经接收完毕,从而重复1,开始下一段数据包的接收        /// </summary>        /// <param name="sender"></param>        /// <param name="e"></param>        void OnReceiveCompleted(object sender, SocketAsyncEventArgs e)        {            //如果传输的数据量为0,则表示链接已经断开            if (e.BytesTransferred == 0)            {                Client.Close();            }            else            {                int position = 0;                while (position < e.BytesTransferred)                {                    if (State.RemainSize > 0)                    {                        int bytesToRead = State.RemainSize > e.BytesTransferred - position ?                            e.BytesTransferred - position : State.RemainSize;                        State.RemainSize -= bytesToRead;                        State.Stream.Write(State.Buffer, position, bytesToRead);                        position += bytesToRead;                        if (State.RemainSize == 0)                        {                            if (DataRecieved != null)                            {                                AsyncConnectionEventArgs ce =                                    new AsyncConnectionEventArgs(State.Stream.ToArray(), this);                                DataRecieved(this, ce);                            }                            State.Stream.Dispose();                        }                    }                    else                    {                        State.RemainSize = BitConverter.ToInt32(State.Buffer, position);                        State.Stream = new MemoryStream(State.RemainSize);                        position += 4;                    }                }                //重新设置数据缓存区                e.SetBuffer(State.Buffer, 0, State.Buffer.Length);                Client.ReceiveAsync(e);            }        }    }}

使用方式如下:

AsyncClient client= new AsyncClient(10240);client.Connected += OnClientConnected;client.DataRecieved += OnClientDataRecieved;client.Connect("127.0.0.1", 4503);

小节

本文介绍了在Silverlight中,如何使用Async Socket来连接服务器,以及如何编写跨域访问的配置文件。最后,给出了一个适用于Silverlight的类AsyncClient,封装了Async Socket方法。注意,该类在每次发送数据时,需要在数据的前面发送该段数据的长度,因此,只能适用于采用类似方式编写的Server对象:

using System;using System.Collections.Generic;using System.Linq;using System.Text;using System.Net.Sockets;using System.Net;using System.Threading;using System.IO;namespace Newinfosoft.Net.Sockets{    /// <summary>    /// ConnectionServer在.Net 2.0 sp1上的实现    /// </summary>    public class AsyncServer    {        #region events        /// <summary>        /// 接收到数据        /// </summary>        public event AsyncConnectionEventHandler DataRecieved;        public event AsyncConnectionEventHandler DataSend;        /// <summary>        /// 远程Socket连接        /// </summary>        public event AsyncConnectionEventHandler RemoteSocketAccept;        /// <summary>        /// 开始监听端口        /// </summary>        public event EventHandler Started;        /// <summary>        /// 停止监听端口        /// </summary>        public event EventHandler Stoped;        #endregion        protected class StateObject        {            public Socket ClientSocket = null;            public byte[] Buffer;            public int RemainSize = 0;            public MemoryStream Stream = null;            public StateObject(int bufferSize)            {                Buffer = new byte[bufferSize];            }            ~StateObject()            {                Stream.Close();                Stream.Dispose();            }        }        /// <summary>        /// 读取TCP监听服务        /// </summary>        public Socket Server        {            get;            private set;        }        /// <summary>        /// 读取当前服务的端口号        /// </summary>        public int Port        {            get;            private set;        }        /// <summary>        /// 读取或设置是否正在监听端口        /// </summary>        public bool IsListening        {            get;            set;        }        /// <summary>        /// 读取或设置缓存大小        /// </summary>        public int BufferSize        {            get;            set;        }        public SocketAsyncEventArgs AcceptEventArgs { get; set; }        #region 构造函数        /// <summary>        /// 构造函数        /// </summary>        /// <param name="port">监听端口</param>        public AsyncServer(int port)            : this(port, 20480)        {        }        /// <summary>        /// 构造函数        /// </summary>        /// <param name="port">监听端口</param>        /// <param name="bufferSize">缓存大小</param>        public AsyncServer(int port, int bufferSize)        {            Port = port;            BufferSize = bufferSize;        }        #endregion        public void Start()        {            try            {                if (Server == null)                {                    IPEndPoint localEP = new IPEndPoint(IPAddress.Any, Port);                    Server = new Socket(localEP.AddressFamily, SocketType.Stream, ProtocolType.Tcp);                    Server.Bind(localEP);                }                Server.Listen(int.MaxValue);                IsListening = true;                if (Started != null)                {                    Started(this, new EventArgs());                }                AcceptEventArgs = new SocketAsyncEventArgs();                AcceptEventArgs.Completed += OnAcceptCompleted;                Server.AcceptAsync(AcceptEventArgs);            }            catch (SocketException ex)            {                throw ex;            }        }        public void Stop()        {            IsListening = false;            if (Server != null)            {                Server.Close();                Server = null;                if (Stoped != null)                {                    Stoped(this, new EventArgs());                }            }        }        #region Accept        protected void OnAcceptCompleted(object sender, SocketAsyncEventArgs e)        {            if (e.AcceptSocket.RemoteEndPoint != null)            {                AsyncClient client = new AsyncClient(e.AcceptSocket, BufferSize);                client.DataRecieved += (s2, e2) =>                {                    if (DataRecieved != null)                    {                        DataRecieved(this, e2);                    }                };                client.DataSend += (s2, e2) =>                {                    if (DataSend != null)                    {                        DataSend(this,e2);                    }                };                //抛出远程Socket连接事件                if (RemoteSocketAccept != null)                {                    RemoteSocketAccept(this, new AsyncConnectionEventArgs(null, client));                }                e.AcceptSocket = null;                Server.AcceptAsync(AcceptEventArgs);            }        }        #endregion    }}

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