我的asyncserver上的SocketException

时间:2014-06-15 13:26:19

标签: c# tcp server-side serversocket

好的,首先让我说,这是我第一次尝试编写客户端/服务器软件。 我的客户端是用Java编写的Android手持设备,而Server是用C#编写的。

我的服务器实现是从MSDN网站获取的AsyncSocketServer示例,我根据自己的需要进行了修改。

我取得的成就:

客户端可以连接到服务器。 客户端可以向服务器发送第一个请求 服务器发回请求的答案。

无效:

当客户端尝试发送另一个请求时,一切都会变坏。

下一行抛出“socketException未处理”,因为我是这个服务器端的新手,我不知道我在做什么来搞砸它。

      // Read data from the client socket. 
        int bytesRead = handler.EndReceive(ar);

例外:

A first chance exception of type 'System.Net.Sockets.SocketException' occurred in System.dll
A first chance exception of type 'System.Net.Sockets.SocketException' occurred in System.dll
System.Net.Sockets.SocketException (0x80004005): An established connection was aborted by the software in your host machine
   at System.Net.Sockets.Socket.EndReceive(IAsyncResult asyncResult)
   at PlayServer.Network.AsynchronousSocketListener.ReadCallback(IAsyncResult ar) in c:\Users\Unknown\Documents\Visual Studio 2013\Projects\WpfApplication1\WpfApplication1\Network\TCPServer.cs:line 130

我的服务器代码:

namespace PlayServer.Network
{
    // State object for reading client data asynchronously
    public class StateObject
    {
        // Client  socket.
        public Socket workSocket = 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 class AsynchronousSocketListener
    {
        // Thread signal.
        public static ManualResetEvent allDone = new ManualResetEvent(false);
        public static CountdownEvent freeToSend;

        // Instances for interactions
        private static PlayerUI mainW;
        private static MainPlayer player = MainPlayer.Instance;
        private static MessageManager messageHandler = MessageManager.Instance;



        public AsynchronousSocketListener()
        {
           freeToSend = new CountdownEvent(1);
           messageHandler.registerUI(mainW);
           StartListening();
        }

        public static void registerUI(PlayerUI main)
        {
            mainW = main;
        }

        public static void StartListening()
        {
            // Data buffer for incoming data.
            byte[] bytes = new Byte[1024];

            // Establish the local endpoint for the socket.
            // The DNS name of the computer
            // running the listener is "host.contoso.com".
            IPHostEntry ipHostInfo = Dns.Resolve(Dns.GetHostName());
            IPAddress ipAddress = ipHostInfo.AddressList[0];
            IPEndPoint localEndPoint = new IPEndPoint(ipAddress, 5555);

            // Create a TCP/IP socket.
            Socket listener = new Socket(AddressFamily.InterNetwork,
                SocketType.Stream, ProtocolType.Tcp);

            // Bind the socket to the local endpoint and listen for incoming connections.
            try
            {
                listener.Bind(localEndPoint);
                listener.Listen(100);

                while (true)
                {
                    // Set the event to nonsignaled state.
                    allDone.Reset();

                    // Start an asynchronous socket to listen for connections.
                    Console.WriteLine("Waiting for a connection...");
                    listener.BeginAccept(
                        new AsyncCallback(AcceptCallback),
                        listener);

                    // Wait until a connection is made before continuing.
                    allDone.WaitOne();
                }

            }
            catch (Exception e)
            {
                Console.WriteLine(e.ToString());
            }

            Console.WriteLine("\nPress ENTER to continue...");
            Console.Read();

        }

        public static void AcceptCallback(IAsyncResult ar)
        {
            // Signal the main thread to continue.
            allDone.Set();

            // Get the socket that handles the client request.
            Socket listener = (Socket)ar.AsyncState;
            Socket handler = listener.EndAccept(ar);

            // Create the state object.
            StateObject state = new StateObject();
            state.workSocket = handler;
            handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
                new AsyncCallback(ReadCallback), state);
        }

        public static void ReadCallback(IAsyncResult ar)
        {
            String content = String.Empty;

            // Retrieve the state object and the handler socket
            // from the asynchronous state object.
            StateObject state = (StateObject)ar.AsyncState;
            Socket handler = state.workSocket;

            // Read data from the client socket. 
            int bytesRead = handler.EndReceive(ar);

            // Read string from client 
            string recievedMessage = Encoding.ASCII.GetString(
             state.buffer, 0, bytesRead).ToString();

            // Figure what kind of message(Operation) client requested
            string answerFromServer = messageHandler.figureMessageType(recievedMessage);

            // Wait for JSON serialization/de-serialziation to finish and then send a reply to client
            freeToSend.Wait();
            Send(handler, answerFromServer);



            if (bytesRead > 0)
            {
                // There  might be more data, so store the data received so far.
                state.sb.Append(Encoding.ASCII.GetString(
                    state.buffer, 0, bytesRead));

                // Check for end-of-file tag. If it is not there, read 
                // more data.
                content = state.sb.ToString();
                if (content.IndexOf("<EOF>") > -1)
                {
                    // All the data has been read from the 
                    // client. Display it on the console.
                    Console.WriteLine("Read {0} bytes from socket. \n Data : {1}",
                        content.Length, content);
                    // Echo the data back to the client.
                    Send(handler, content);
                }
                else
                {
                    // Not all data received. Get more.
                    handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
                    new AsyncCallback(ReadCallback), state);
                }
            }

        }


        private static void Send(Socket handler, String data)
        {
            // Convert the string data to byte data using ASCII encoding.
            byte[] byteData = Encoding.ASCII.GetBytes(data);

            // Begin sending the data to the remote device.
            handler.BeginSend(byteData, 0, byteData.Length, 0,
                new AsyncCallback(SendCallback), handler);
        }

        private static void SendCallback(IAsyncResult ar)
        {
            try
            {
                // Retrieve the socket from the state object.
                Socket handler = (Socket)ar.AsyncState;

                // Complete sending the data to the remote device.
                int bytesSent = handler.EndSend(ar);
                Console.WriteLine("Sent {0} bytes to client.", bytesSent);

                handler.Shutdown(SocketShutdown.Both);
                //handler.Close();

            }
            catch (Exception e)
            {
                Console.WriteLine(e.ToString());
            }
        }
    }
}

0 个答案:

没有答案