我在C#中用TCP编写了一个专有协议(客户端和服务器),它将文件从客户端发送到服务器,反之亦然。
由于它在概念上是全双工的,因此客户端和服务器的接收和发送方法都是相同的。
该协议允许client1
将文件上传到server
,一旦文件被缓冲(在服务器上),client1
可以决定client2
和/或client3
获取文件。 (server
可以仅将client2
发送给client3
,也可以同时发送给client1
,具体取决于client2
的请求。
问题是我目睹了服务器的数据传输速度慢 - >客户端,当客户端的实际带宽要高得多时,大约140 kb / s,显然也适用于服务器。
起初我认为这只是这个特定连接的最大带宽(我家和远程服务器的客户端),但是当我打开时,我看到传输速率加倍在我的电脑上{1}}和client3
让服务器同时向他们发送文件;每个客户端都保持不变,但由于它们都在同一台PC上,因此本地网络的总吞吐量翻了一番。
这是我的代码:
struct ReceiveBuffer
{
public const int BUFFER_SIZE = 1024 * 16;
public byte[] BUFFER;
public int ToReceive;
public MemoryStream BufStream;
public ReceiveBuffer(int toRec)
{
BUFFER = new byte[BUFFER_SIZE];
ToReceive = toRec;
BufStream = new MemoryStream(toRec);
}
}
struct SendBuffer
{
public const int BUFFER_SIZE = 1024 * 16;
public byte[] BUFFER;
public int sent;
public SendBuffer(byte[] data)
{
BUFFER = new byte[data.Length];
Buffer.BlockCopy(data, 0, BUFFER, 0, data.Length);
sent = 0;
}
}
public void ReceiveAsync()
{
try
{
socket.BeginReceive(lenBuffer, 0, 4, SocketFlags.None,
receiveCallback, null);
}
catch (SocketException se)
{
//handle disconnection
}
}
void receiveCallback(IAsyncResult ar)
{
try
{
int rec = socket.EndReceive(ar);
if (rec == 0)
{
if (Disconnected != null)
{
Disconnected(this);
return;
}
}
if (rec != 4)
{
//less than 4 bytes received...error
return;
}
receiveBuffer = new ReceiveBuffer(BitConverter.ToInt32(lenBuffer, 0));
socket.BeginReceive(receiveBuffer.BUFFER, 0,
receiveBuffer.BUFFER.Length,
SocketFlags.None, receivePacketCallback, null);
}
catch (SocketException se)
{
//raise disconnection event
}
}
void receivePacketCallback(IAsyncResult ar)
{
try
{
int rec = socket.EndReceive(ar);
if (rec <= 0)
{
return;
}
receiveBuffer.BufStream.Write(receiveBuffer.BUFFER, 0, rec);
receiveBuffer.ToReceive -= rec;
if (receiveBuffer.ToReceive > 0)
{
Array.Clear(receiveBuffer.BUFFER, 0, receiveBuffer.BUFFER.Length);
socket.BeginReceive(receiveBuffer.BUFFER, 0,
receiveBuffer.BUFFER.Length,
SocketFlags.None, receivePacketCallback, null);
return;
}
if (DataReceived != null)
{
//raise dataReceived event
}
receiveBuffer.Dispose();
if (socket !=null)
ReceiveAsync();
}
catch (SocketException se)
{
//handle disconnection
}
}
// Send Async
public void SendAsyncString(string str, CommandsToClient cmd)
{
BinaryWriter bw = new BinaryWriter(new MemoryStream());
bw.Write((int)cmd);
bw.Write((int)str.Length);
bw.Write(Encoding.ASCII.GetBytes(str));
bw.Close();
byte[] data = ((MemoryStream)(bw.BaseStream)).ToArray();
bw.BaseStream.Dispose();
SendAsync(data);
}
public void SendAsync(byte[] data)
{
int toSend;
byte[] dataWithHeader = Combine(BitConverter.GetBytes(data.Length), data);
sendBuffer = new SendBuffer(dataWithHeader);
if (sendBuffer.BUFFER.Length - sendBuffer.sent > SendBuffer.BUFFER_SIZE)
toSend = SendBuffer.BUFFER_SIZE;
else
toSend = sendBuffer.BUFFER.Length - sendBuffer.sent;
socket.BeginSend(sendBuffer.BUFFER, 0,toSend, SocketFlags.None,
sendCallback, null);
}
void sendCallback(IAsyncResult ar)
{
try
{
int bytesSent = socket.EndSend(ar);
if (bytesSent == 0)
{
//raise disconnection event
}
sendBuffer.sent += bytesSent;
if (sendBuffer.sent==sendBuffer.BUFFER.Length)
{
sendBuffer.Dispose();
return;
}
int toSend;
if (sendBuffer.BUFFER.Length - sendBuffer.sent > SendBuffer.BUFFER_SIZE)
toSend = SendBuffer.BUFFER_SIZE;
else
toSend = sendBuffer.BUFFER.Length - sendBuffer.sent;
socket.BeginSend(sendBuffer.BUFFER, sendBuffer.sent,toSend,
SocketFlags.None, sendCallback, null);
}
catch (SocketException se)
{
//hande disconnection
}
}
答案 0 :(得分:0)
似乎放缓我速度的是缓冲区大小。
在我的电脑上:
我可以上传@约50 KBytes / sec
我可以下载@约600 KBytes / sec
(这些值显然会发生变化,具体取决于远程主机,但它确实给出了很好的估计值)
在服务器上: 上传和下载更高的带宽(几十兆字节)
这是我现在使用的设置,它允许我高传输率:
在客户端(我的电脑)
Receive Buffer = 128 Kbytes
Send Buffer = 32 Kbytes
在服务器端:
Receive Buffer = 64 Kbytes
Send Buffer = 256 Kbytes