C#网络编程系列文章(八)之UdpClient实现同步UDP服务器

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原创性声明

本文作者:小竹zz 本文地址http://blog.csdn.net/zhujunxxxxx/article/details/44258719 转载请注明出处

文章系列目录

C#网络编程系列文章(一)之Socket实现异步TCP服务器 

C#网络编程系列文章(二)之Socket实现同步TCP服务器

C#网络编程系列文章(三)之TcpListener实现异步TCP服务器

C#网络编程系列文章(四)之TcpListener实现同步TCP服务器

C#网络编程系列文章(五)之Socket实现异步UDP服务器

C#网络编程系列文章(六)之Socket实现同步UDP服务器

C#网络编程系列文章(七)之UdpClient实现异步UDP服务器

C#网络编程系列文章(八)之UdpClient实现同步UDP服务器

本文介绍

UdpClient 类在同步阻塞模式中为发送和接收无连接的 UDP 数据包而提供了简单的方法。因为 UDP 是一种无连接的传输协议,所以你不需要在发送和接收数据之前建立任何远程主机连接。你只需要按照下列方式来建立默认的远程主机选项:
使用远程主机名称和端口号作为参数来创建 UdpClient 类的实例。
创建 UdpClient 类的实例然后调用 Connect 方法。
你可以使用任何由 UdpClient 所提供的发送方法把数据发送给远程设备。然后使用 Receive 方法来接收来自于远程主机的数据。
提示:如果你已经指定了一个默认的远程主机,就不要使用主机名称或者 IPEndPoint 来调用 Send 方法。如果你这样做,那么 UdpClient 将会抛出一个异常。

UdpClient 方法同样允许你发送和接收多点传送的数据包。而使用 JoinMulticastGroup 方法可以把 UdpClient 订阅到多点传送分组。也可以使用 DropMulticastGroup 方法把 UdpClient 从多点传送分组的订阅中取消。

本节介绍使用UdpClient实现一个同步的UDP服务器

UdpClient同步UDP服务器

using System;using System.Collections.Generic;using System.Linq;using System.Text;using System.Net.Sockets;using System.Net;using System.Threading;namespace NetFrame.Net.UDP.Listener.Synchronous{    /// <summary>    /// UdpClient 实现同步UDP服务器    /// </summary>    public class UDPServer    {        #region Fields        /// <summary>        /// 服务器程序允许的最大客户端连接数        /// </summary>        private int _maxClient;        /// <summary>        /// 当前的连接的客户端数        /// </summary>        //private int _clientCount;        /// <summary>        /// 服务器使用的异步UdpClient        /// </summary>        private UdpClient _server;        /// <summary>        /// 客户端会话列表        /// </summary>        //private List<UDPState> _clients;        private bool disposed = false;        /// <summary>        /// 数据接受缓冲区        /// </summary>        private byte[] _recvBuffer;        #endregion        #region Properties        /// <summary>        /// 服务器是否正在运行        /// </summary>        public bool IsRunning { get; private set; }        /// <summary>        /// 监听的IP地址        /// </summary>        public IPAddress Address { get; private set; }        /// <summary>        /// 监听的端口        /// </summary>        public int Port { get; private set; }        /// <summary>        /// 通信使用的编码        /// </summary>        public Encoding Encoding { get; set; }        #endregion        #region 构造函数        /// <summary>        /// 同步UdpClient UDP服务器        /// </summary>        /// <param name="listenPort">监听的端口</param>        public UDPServer(int listenPort)            : this(IPAddress.Any, listenPort,1024)        {        }        /// <summary>        /// 同步UdpClient UDP服务器        /// </summary>        /// <param name="localEP">监听的终结点</param>        public UDPServer(IPEndPoint localEP)            : this(localEP.Address, localEP.Port,1024)        {        }        /// <summary>        /// 同步UdpClient UDP服务器        /// </summary>        /// <param name="localIPAddress">监听的IP地址</param>        /// <param name="listenPort">监听的端口</param>        /// <param name="maxClient">最大客户端数量</param>        public UDPServer(IPAddress localIPAddress, int listenPort, int maxClient)        {            this.Address = localIPAddress;            this.Port = listenPort;            this.Encoding = Encoding.Default;            _maxClient = maxClient;            //_clients = new List<AsyncUDPSocketState>();            _server = new UdpClient(new IPEndPoint(this.Address, this.Port));            _recvBuffer=new byte[_server.Client.ReceiveBufferSize];        }        #endregion        #region Method        /// <summary>        /// 启动服务器        /// </summary>        /// <returns>异步TCP服务器</returns>        public void Start()        {            if (!IsRunning)            {                IsRunning = true;                _server.EnableBroadcast = true;                new Thread(ReceiveData).Start();            }        }        /// <summary>        /// 停止服务器        /// </summary>        public void Stop()        {            if (IsRunning)            {                IsRunning = false;                _server.Close();                //TODO 关闭对所有客户端的连接            }        }        /// <summary>        /// 同步接收数据的方法        /// </summary>        /// <param name="ar"></param>        private void ReceiveData()        {            IPEndPoint remote = null;            while (true)            {                byte[] buffer = null;                try                {                    buffer = _server.Receive(ref remote);                }                catch (Exception)                {                    //异常处理操作                    return;                }                if (buffer == null || buffer.Length == 0) return;                //TODO 数据包收到触发事件                RaiseDataReceived(null);            }        }        /// <summary>        /// 同步发送数据        /// </summary>        /// <param name="msg"></param>        /// <param name="remote"></param>        public void Send(string msg, IPEndPoint remote)        {            byte[] data = Encoding.Default.GetBytes(msg);            try            {                _server.Send(data, data.Length, remote);            }            catch (Exception)            {                //TODO 异常处理                RaiseOtherException(null);            }        }        #endregion        #region 事件        /// <summary>        /// 接收到数据事件        /// </summary>        public event EventHandler<UDPEventArgs> DataReceived;        private void RaiseDataReceived(UDPState state)        {            if (DataReceived != null)            {                DataReceived(this, new UDPEventArgs(state));            }        }        /// <summary>        /// 数据发送完毕事件        /// </summary>        public event EventHandler<UDPEventArgs> CompletedSend;        /// <summary>        /// 触发数据发送完毕的事件        /// </summary>        /// <param name="state"></param>        private void RaiseCompletedSend(UDPState state)        {            if (CompletedSend != null)            {                CompletedSend(this, new UDPEventArgs(state));            }        }        /// <summary>        /// 网络错误事件        /// </summary>        public event EventHandler<UDPEventArgs> NetError;        /// <summary>        /// 触发网络错误事件        /// </summary>        /// <param name="state"></param>        private void RaiseNetError(UDPState state)        {            if (NetError != null)            {                NetError(this, new UDPEventArgs(state));            }        }        /// <summary>        /// 异常事件        /// </summary>        public event EventHandler<UDPEventArgs> OtherException;        /// <summary>        /// 触发异常事件        /// </summary>        /// <param name="state"></param>        private void RaiseOtherException(UDPState state, string descrip)        {            if (OtherException != null)            {                OtherException(this, new UDPEventArgs(descrip, state));            }        }        private void RaiseOtherException(UDPState state)        {            RaiseOtherException(state, "");        }        #endregion        #region Close        /// <summary>        /// 关闭一个与客户端之间的会话        /// </summary>        /// <param name="state">需要关闭的客户端会话对象</param>        public void Close(UDPState state)        {            if (state != null)            {                //_clients.Remove(state);                //_clientCount--;                //TODO 触发关闭事件            }        }        /// <summary>        /// 关闭所有的客户端会话,与所有的客户端连接会断开        /// </summary>        public void CloseAllClient()        {            //foreach (AsyncUDPSocketState client in _clients)            //{            //    Close(client);            //}            //_clientCount = 0;            //_clients.Clear();        }        #endregion        #region 释放        /// <summary>        /// Performs application-defined tasks associated with freeing,         /// releasing, or resetting unmanaged resources.        /// </summary>        public void Dispose()        {            Dispose(true);            GC.SuppressFinalize(this);        }        /// <summary>        /// Releases unmanaged and - optionally - managed resources        /// </summary>        /// <param name="disposing"><c>true</c> to release         /// both managed and unmanaged resources; <c>false</c>         /// to release only unmanaged resources.</param>        protected virtual void Dispose(bool disposing)        {            if (!this.disposed)            {                if (disposing)                {                    try                    {                        Stop();                        if (_server != null)                        {                            _server = null;                        }                    }                    catch (SocketException)                    {                        //TODO                        RaiseOtherException(null);                    }                }                disposed = true;            }        }        #endregion    }}

用户状态封装类

using System;using System.Collections.Generic;using System.Linq;using System.Text;using System.Net.Sockets;using System.Net;namespace NetFrame.Net.UDP.Listener.Synchronous{    public class UDPState    {        // Client   socket.        public UdpClient udpClient = 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 IPEndPoint remote = new IPEndPoint(IPAddress.Any, 0);    }}
服务器事件参数类

using System;using System.Collections.Generic;using System.Linq;using System.Text;namespace NetFrame.Net.UDP.Listener.Synchronous{    /// <summary>    /// UdpClient 同步UDP服务器事件类    /// </summary>    public class UDPEventArgs : EventArgs    {        /// <summary>        /// 提示信息        /// </summary>        public string _msg;        /// <summary>        /// 客户端状态封装类        /// </summary>        public UDPState _state;        /// <summary>        /// 是否已经处理过了        /// </summary>        public bool IsHandled { get; set; }        public UDPEventArgs(string msg)        {            this._msg = msg;            IsHandled = false;        }        public UDPEventArgs(UDPState state)        {            this._state = state;            IsHandled = false;        }        public UDPEventArgs(string msg, UDPState state)        {            this._msg = msg;            this._state = state;            IsHandled = false;        }    }}



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