[源碼下載]
作者:webabcd
介紹
Silverlight 2.0 Socket通信。開發一個多人聊天室
服務端:實例化Socket, 綁定, 監聽, 連接, 接收數據, 發送數據
客戶端:實例化Socket, 指定服務端地址, 連接, 接收數據, 發送數據
在線DEMO
http://www.cnblogs.com/webabcd/archive/2008/10/09/1307486.html
示例
1、Policy服務(向客戶端發送策略文件的服務)
clientaccesspolicy.xml
<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>
Main.cs
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using System.Net.Sockets;
using System.IO;
using System.Net;
namespace PolicyServer
{
public partial class Main : Form
{
// 客戶端 socket 發送到服務端的對策略文件的請求信息
private readonly string _policyRequestString = "<policy-file-request/>";
private Socket _listener; // 服務端監聽的 socket
private byte[] _policyBuffer; // 服務端策略文件的 buffer
private byte[] _requestBuffer; // 客戶端 socket 發送的請求信息的 buffer
private int _received; // 接收到的信息字節數
private bool _flag = false; // 標誌位。服務端是否要處理傳入的連接
System.Threading.SynchronizationContext _syncContext;
public Main()
{
InitializeComponent();
_flag = true;
lblStatus.Text = "PolicyServer狀態:啓動";
lblStatus.ForeColor = Color.Green;
// 啓動 PolicyServer
StartupPolicyServer();
// UI 線程
_syncContext = System.Threading.SynchronizationContext.Current;
}
private void btnStartup_Click(object sender, EventArgs e)
{
_flag = true;
lblStatus.Text = "PolicyServer狀態:啓動";
lblStatus.ForeColor = Color.Green;
}
private void btnPause_Click(object sender, EventArgs e)
{
_flag = false;
lblStatus.Text = "PolicyServer狀態:暫停";
lblStatus.ForeColor = Color.Red;
}
/// <summary>
/// 啓動 PolicyServer
/// </summary>
private void StartupPolicyServer()
{
string policyFile = Path.Combine(Application.StartupPath, "clientaccesspolicy.xml");
using (FileStream fs = new FileStream(policyFile, FileMode.Open, FileAccess.Read))
{
// 將策略文件的內容寫入 buffer
_policyBuffer = new byte[fs.Length];
fs.Read(_policyBuffer, 0, _policyBuffer.Length);
}
// 初始化 socket , 然後與端口綁定, 然後對端口進行監聽
_listener = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
_listener.Bind(new IPEndPoint(IPAddress.Any, 943)); // socket 請求策略文件使用 943 端口
_listener.Listen(100);
// 開始接受客戶端傳入的連接
_listener.BeginAccept(new AsyncCallback(OnClientConnect), null);
}
private void OnClientConnect(IAsyncResult result)
{
if (!_flag)
{
// PolicyServer 停用的話,則不再處理傳入的連接
_listener.BeginAccept(new AsyncCallback(OnClientConnect), null);
return;
}
Socket client; // 客戶端發過來的 socket
try
{
// 完成接受客戶端傳入的連接的這個異步操作,並返回客戶端連入的 socket
client = _listener.EndAccept(result);
}
catch (SocketException)
{
return;
}
_requestBuffer = new byte[_policyRequestString.Length];
_received = 0;
try
{
// 開始接收客戶端傳入的數據
client.BeginReceive(_requestBuffer, 0, _policyRequestString.Length, SocketFlags.None, new AsyncCallback(OnReceive), client);
}
catch (SocketException)
{
// socket 出錯則關閉客戶端 socket
client.Close();
}
// 繼續開始接受客戶端傳入的連接
_listener.BeginAccept(new AsyncCallback(OnClientConnect), null);
}
private void OnReceive(IAsyncResult result)
{
Socket client = result.AsyncState as Socket;
try
{
// 完成接收數據的這個異步操作,並計算累計接收的數據的字節數
_received += client.EndReceive(result);
if (_received < _policyRequestString.Length)
{
// 沒有接收到完整的數據,則繼續開始接收
client.BeginReceive(_requestBuffer, _received, _policyRequestString.Length - _received, SocketFlags.None, new AsyncCallback(OnReceive), client);
return;
}
// 把接收到的數據轉換爲字符串
string request = System.Text.Encoding.UTF8.GetString(_requestBuffer, 0, _received);
if (StringComparer.InvariantCultureIgnoreCase.Compare(request, _policyRequestString) != 0)
{
// 如果接收到的數據不是“<policy-file-request/>”,則關閉客戶端 socket
client.Close();
return;
}
// 開始向客戶端發送策略文件的內容
client.BeginSend(_policyBuffer, 0, _policyBuffer.Length, SocketFlags.None, new AsyncCallback(OnSend), client);
}
catch (SocketException)
{
// socket 出錯則關閉客戶端 socket
client.Close();
}
}
private void OnSend(IAsyncResult result)
{
Socket client = result.AsyncState as Socket;
try
{
// 完成將信息發送到客戶端的這個異步操作
client.EndSend(result);
// 獲取客戶端的ip地址及端口號,並顯示
_syncContext.Post(ResultCallback, client.LocalEndPoint.ToString());
}
finally
{
// 關閉客戶端 socket
client.Close();
}
}
void ResultCallback(object result)
{
// 輸出客戶端的ip地址及端口號
txtMsg.Text += result.ToString() + "\r\n";
}
}
}
2、Socket服務端(聊天室的服務端)
ClientSocketPacket.cs
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace SocketServer
{
/// <summary>
/// 對客戶端 Socket 及其他相關信息做一個封裝
/// </summary>
public class ClientSocketPacket
{
/// <summary>
/// 客戶端 Socket
/// </summary>
public System.Net.Sockets.Socket Socket { get; set; }
private byte[] _buffer;
/// <summary>
/// 爲該客戶端 Socket 開闢的緩衝區
/// </summary>
public byte[] Buffer
{
get
{
if (_buffer == null)
_buffer = new byte[32];
return _buffer;
}
}
private List<byte> _receivedByte;
/// <summary>
/// 客戶端 Socket 發過來的信息的字節集合
/// </summary>
public List<byte> ReceivedByte
{
get
{
if (_receivedByte == null)
_receivedByte = new List<byte>();
return _receivedByte;
}
}
}
}
Main.cs
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using System.Net.Sockets;
using System.Net;
using System.Threading;
using System.IO;
namespace SocketServer
{
public partial class Main : Form
{
SynchronizationContext _syncContext;
System.Timers.Timer _timer;
// 信息結束符,用於判斷是否完整地讀取了用戶發送的信息(要與客戶端的信息結束符相對應)
private string _endMarker = "^";
// 服務端監聽的 socket
private Socket _listener;
// 實例化 ManualResetEvent, 設置其初始狀態爲非終止狀態(可入狀態)
private ManualResetEvent _connectDone = new ManualResetEvent(false);
// 客戶端 Socket 列表
private List<ClientSocketPacket> _clientList = new List<ClientSocketPacket>();
public Main()
{
InitializeComponent();
// UI 線程
_syncContext = SynchronizationContext.Current;
// 啓動後臺線程去運行 Socket 服務
Thread thread = new Thread(new ThreadStart(StartupSocketServer));
thread.IsBackground = true;
thread.Start();
}
private void StartupSocketServer()
{
// 每 10 秒運行一次計時器所指定的方法
_timer = new System.Timers.Timer();
_timer.Interval = 10000d;
_timer.Elapsed += new System.Timers.ElapsedEventHandler(_timer_Elapsed);
_timer.Start();
// 初始化 socket , 然後與端口綁定, 然後對端口進行監聽
_listener = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
_listener.Bind(new IPEndPoint(IPAddress.Any, 4518)); // Silverlight 2.0 使用 Socket 只能連接 4502-4534 端口
_listener.Listen(100);
while (true)
{
// 重置 ManualResetEvent,由此線程來控制 ManualResetEvent,其它到這裏來的線程請等待
// 爲求簡單易懂,本例實際上只有主線程會在這裏循環運行
_connectDone.Reset();
// 開始接受客戶端傳入的連接
_listener.BeginAccept(new AsyncCallback(OnClientConnect), null);
// 阻止當前線程,直到當前 ManualResetEvent 調用 Set 發出繼續信號
_connectDone.WaitOne();
}
}
private void _timer_Elapsed(object sender, System.Timers.ElapsedEventArgs e)
{
// 每 10 秒給所有連入的客戶端發送一次消息
SendData(string.Format("webabcd 對所有人說:大家好! 【信息來自服務端 {0}】", DateTime.Now.ToString("hh:mm:ss")));
}
private void OnClientConnect(IAsyncResult async)
{
// 當前 ManualResetEvent 調用 Set 以發出繼續信號,從而允許繼續執行一個或多個等待線程
_connectDone.Set();
ClientSocketPacket client = new ClientSocketPacket();
// 完成接受客戶端傳入的連接的這個異步操作,並返回客戶端連入的 socket
client.Socket = _listener.EndAccept(async);
// 將客戶端連入的 Socket 放進客戶端 Socket 列表
_clientList.Add(client);
SendData("一個新的客戶端已經成功連入服務器。。。 【信息來自服務端】");
try
{
// 開始接收客戶端傳入的數據
client.Socket.BeginReceive(client.Buffer, 0, client.Buffer.Length, SocketFlags.None, new AsyncCallback(OnDataReceived), client);
}
catch (SocketException ex)
{
// 處理異常
HandleException(client, ex);
}
}
private void OnDataReceived(IAsyncResult async)
{
ClientSocketPacket client = async.AsyncState as ClientSocketPacket;
int count = 0;
try
{
// 完成接收數據的這個異步操作,並返回接收的字節數
if (client.Socket.Connected)
count = client.Socket.EndReceive(async);
}
catch (SocketException ex)
{
HandleException(client, ex);
}
// 把接收到的數據添加進收到的字節集合內
// 本例採用UTF8編碼,中文佔用3字節,英文佔用1字節,緩衝區爲32字節
// 所以如果直接把當前緩衝區轉成字符串的話可能會出現亂碼,所以要等接收完用戶發送的全部信息後再轉成字符串
foreach (byte b in client.Buffer.Take(count))
{
if (b == 0) continue; // 如果是空字節則不做處理
client.ReceivedByte.Add(b);
}
// 把當前接收到的數據轉換爲字符串。用於判斷是否包含自定義的結束符
string receivedString = UTF8Encoding.UTF8.GetString(client.Buffer, 0, count);
// 如果該 Socket 在網絡緩衝區中沒有排隊的數據 並且 接收到的數據中有自定義的結束符時
if (client.Socket.Connected && client.Socket.Available == 0 && receivedString.Contains(_endMarker))
{
// 把收到的字節集合轉換成字符串(去掉自定義結束符)
// 然後清除掉字節集合中的內容,以準備接收用戶發送的下一條信息
string content = UTF8Encoding.UTF8.GetString(client.ReceivedByte.ToArray());
content = content.Replace(_endMarker, "");
client.ReceivedByte.Clear();
// 發送數據到所有連入的客戶端,並在服務端做記錄
SendData(content);
_syncContext.Post(ResultCallback, content);
}
try
{
// 繼續開始接收客戶端傳入的數據
if (client.Socket.Connected)
client.Socket.BeginReceive(client.Buffer, 0, client.Buffer.Length, 0, new AsyncCallback(OnDataReceived), client);
}
catch (SocketException ex)
{
HandleException(client, ex);
}
}
/// <summary>
/// 發送數據到所有連入的客戶端
/// </summary>
/// <param name="data">需要發送的數據</param>
private void SendData(string data)
{
byte[] byteData = UTF8Encoding.UTF8.GetBytes(data);
foreach (ClientSocketPacket client in _clientList)
{
if (client.Socket.Connected)
{
try
{
// 如果某客戶端 Socket 是連接狀態,則向其發送數據
client.Socket.BeginSend(byteData, 0, byteData.Length, SocketFlags.None, new AsyncCallback(OnDataSent), client);
}
catch (SocketException ex)
{
HandleException(client, ex);
}
}
else
{
// 某 Socket 斷開了連接的話則將其關閉,並將其清除出客戶端 Socket 列表
// 也就是說每次向所有客戶端發送消息的時候,都會從客戶端 Socket 集合中清除掉已經關閉了連接的 Socket
client.Socket.Close();
_clientList.Remove(client);
}
}
}
private void OnDataSent(IAsyncResult async)
{
ClientSocketPacket client = async.AsyncState as ClientSocketPacket;
try
{
// 完成將信息發送到客戶端的這個異步操作
if (client.Socket.Connected)
client.Socket.EndSend(async);
}
catch (SocketException ex)
{
HandleException(client, ex);
}
}
/// <summary>
/// 處理 SocketException 異常
/// </summary>
/// <param name="client">導致異常的 ClientSocketPacket</param>
/// <param name="ex">SocketException</param>
private void HandleException(ClientSocketPacket client, SocketException ex)
{
// 在服務端記錄異常信息,關閉導致異常的 Socket,並將其清除出客戶端 Socket 列表
_syncContext.Post(ResultCallback, client.Socket.RemoteEndPoint.ToString() + " - " + ex.Message);
client.Socket.Close();
_clientList.Remove(client);
}
private void ResultCallback(object result)
{
// 輸出相關信息
txtMsg.Text += result.ToString() + "\r\n";
}
}
}
3、Socket客戶端(聊天室的客戶端)
SocketClient.xaml
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml">
<StackPanel HorizontalAlignment="Left" Width="600" Margin="5" Background="Gray">
<ScrollViewer x:Name="scrollChat" Height="400" VerticalScrollBarVisibility="Auto" Background="White" Margin="10">
<TextBlock x:Name="txtChat" TextWrapping="Wrap" />
</ScrollViewer>
<StackPanel Orientation="Horizontal" Margin="5">
<TextBox x:Name="txtName" Margin="5" Width="100" />
<TextBox x:Name="txtInput" Margin="5" Width="400" KeyDown="txtInput_KeyDown" />
<Button x:Name="btnSend" Margin="5" Width="60" Content="Send" Click="btnSend_Click"/>
</StackPanel>
</StackPanel>
</UserControl>
SocketClient.xaml.cs
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Animation;
using System.Windows.Shapes;
using System.Net.Sockets;
using System.Text;
namespace Silverlight20.Communication
{
public partial class SocketClient : UserControl
{
// 信息結束符,用於判斷是否完整地讀取了用戶發送的信息(要與服務端的信息結束符相對應)
private string _endMarker = "^";
// 客戶端 Socket
private Socket _socket;
// Socket 異步操作對象
private SocketAsyncEventArgs _sendEventArgs;
public SocketClient()
{
InitializeComponent();
this.Loaded += new RoutedEventHandler(Page_Loaded);
}
void Page_Loaded(object sender, RoutedEventArgs e)
{
// 初始化姓名和需要發送的默認文字
txtName.Text = "匿名用戶" + new Random().Next(0, 9999).ToString().PadLeft(4, '0');
txtInput.Text = "hi";
// 實例化 Socket
_socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
// 實例化 SocketAsyncEventArgs ,用於對 Socket 做異步操作,很方便
SocketAsyncEventArgs args = new SocketAsyncEventArgs();
// 服務器的 EndPoint
args.RemoteEndPoint = new DnsEndPoint("wanglei-pc", 4518);
// 異步操作完成後執行的事件
args.Completed += new EventHandler<SocketAsyncEventArgs>(OnSocketConnectCompleted);
// 異步連接服務端
_socket.ConnectAsync(args);
}
private void OnSocketConnectCompleted(object sender, SocketAsyncEventArgs e)
{
// 設置數據緩衝區
byte[] response = new byte[1024];
e.SetBuffer(response, 0, response.Length);
// 修改 SocketAsyncEventArgs 對象的異步操作完成後需要執行的事件
e.Completed -= new EventHandler<SocketAsyncEventArgs>(OnSocketConnectCompleted);
e.Completed += new EventHandler<SocketAsyncEventArgs>(OnSocketReceiveCompleted);
// 異步地從服務端 Socket 接收數據
_socket.ReceiveAsync(e);
// 構造一個 SocketAsyncEventArgs 對象,用於用戶向服務端發送消息
_sendEventArgs = new SocketAsyncEventArgs();
_sendEventArgs.RemoteEndPoint = e.RemoteEndPoint;
string data = "";
if (!_socket.Connected)
data = "無法連接到服務器。。。請刷新後再試。。。";
else
data = "成功地連接上了服務器。。。";
WriteText(data);
}
private void OnSocketReceiveCompleted(object sender, SocketAsyncEventArgs e)
{
try
{
// 將接收到的數據轉換爲字符串
string data = UTF8Encoding.UTF8.GetString(e.Buffer, e.Offset, e.BytesTransferred);
WriteText(data);
}
catch (Exception ex)
{
WriteText(ex.ToString());
}
// 繼續異步地從服務端 Socket 接收數據
_socket.ReceiveAsync(e);
}
private void WriteText(string data)
{
// 在聊天文本框中輸出指定的信息,並將滾動條滾到底部
this.Dispatcher.BeginInvoke(
delegate
{
txtChat.Text += data + "\r\n";
scrollChat.ScrollToVerticalOffset(txtChat.ActualHeight);
}
);
}
private void SendData()
{
if (_socket.Connected)
{
// 設置需要發送的數據的緩衝區
_sendEventArgs.BufferList =
new List<ArraySegment<byte>>()
{
new ArraySegment<byte>(UTF8Encoding.UTF8.GetBytes(txtName.Text + ":" + txtInput.Text + _endMarker))
};
// 異步地向服務端 Socket 發送消息
_socket.SendAsync(_sendEventArgs);
}
else
{
txtChat.Text += "無法連接到服務器。。。請刷新後再試。。。\r\n";
_socket.Close();
}
txtInput.Focus();
txtInput.Text = "";
}
private void btnSend_Click(object sender, RoutedEventArgs e)
{
SendData();
}
private void txtInput_KeyDown(object sender, KeyEventArgs e)
{
// 按了回車鍵就向服務端發送數據
if (e.Key == Key.Enter)
SendData();
}
}
}
OK
[源碼下載]