我们一直坚持在SocketAsyncEventArgs对象上使用缓冲区。
使用旧的套接字方法,我们将转换我们的状态对象,如下所示:
clientState cs = (clientState)asyncResult.AsyncState;
然而,3.5框架是不同的。
有从字符串到客户端的字符串,我们似乎无法弄清楚缓冲区如何工作,所以我们可以在找到char3时处理整个字符串。
目前的代码:
private void ProcessReceive(SocketAsyncEventArgs e)
{
string content = string.Empty;
// Check if the remote host closed the connection.
if (e.BytesTransferred > 0)
{
if (e.SocketError == SocketError.Success)
{
Socket s = e.UserToken as Socket;
//asyncResult.AsyncState;
Int32 bytesTransferred = e.BytesTransferred;
// Get the message received from the listener.
content += Encoding.ASCII.GetString(
e.Buffer, e.Offset, bytesTransferred);
if (content.IndexOf(Convert.ToString((char)3)) > -1)
{
e.BufferList = null;
// Increment the count of the total bytes receive by the server
Interlocked.Add(ref this.totalBytesRead, bytesTransferred);
}
else
{
content += Encoding.ASCII.GetString(
e.Buffer, e.Offset, bytesTransferred);
ProcessReceive(e);
}
}
else
{
this.CloseClientSocket(e);
}
}
}
答案 0 :(得分:5)
我首先要说的是我从未使用过.NET 3.5套接字,所以这个答案是一个有根据的猜测。
您遇到的问题是,您不会在每次阅读时将内容存储在某种状态。
所以问题是:
的首先强>
您调用ProcessReceive:string content = string.Empty;
您附加到内容:'content + = Encoding.ASCII.GetString(e.Buffer,e.Offset,ew.BytesTransferred);`
string content = string.Empty;
<强>其次强>
要接收您正在调用ProcessReceive的剩余数据,这是不正确的。您需要使用ReceiveAsync向底层Socket发出另一个读取。
我已使用this blog post.
修改了您的代码// You'll need some state object, if you don't already have one
class AsyncServerState
{
public byte[] Buffer = new byte[8192]; // 8K buffer
public StringBuilder Content = new StringBuilder0; // Place to store the content as it's received
public SocketAsyncEventArgs ReadEventArgs = new SocketAsyncEventArgs();
public Socket Client;
}
// You'll need to setup the state where ever you process your connect
// something similar to this.
void Accept_Completed(object sender, SocketAsyncEventArgs e)
{
if (e.SocketError == SocketError.Success)
{
Socket client = e.AcceptSocket;
AsyncServerState state = new AsyncServerState();
state.ReadEventArgs.AcceptSocket = client;
state.ReadEventArgs.Completed += new EventHandler( IO_Completed);
state.ReadEventArgs.UserToken = state;
state.Client = client;
state.ReadEventArgs.SetBuffer(state.Buffer, 0, state.Buffer.Length);
if (!client.ReceiveAsync(state.ReadEventArgs))
{
// Call completed synchonously
ProcessReceive(state.ReadEventArgs);
}
}
ProcessAccept(e);
}
private void ProcessReceive(SocketAsyncEventArgs e)
{
var state = e.UserToken as AsyncServerState;
// Check if the remote host closed the connection.
if (e.BytesTransferred > 0)
{
if (e.SocketError == SocketError.Success)
{
// Get the message received from the listener.
sting content = Encoding.ASCII.GetString(state.Buffer, 0, e.BytesTransferred);
// Append the received data to our state
state.Content.Append(content);
// Increment the count of the total bytes receive by the server
Interlocked.Add(ref this.totalBytesRead, bytesTransferred);
if (content.IndexOf(Convert.ToString((char)3)) > -1)
{
// Final Message stored in our state
string finalContent = state.Content.ToString();
return;
}
else
{
// You need to issue another ReceiveAsync, you can't just call ProcessReceive again
if (!state.Client.ReceiveAsync(state.ReadEventArgs))
{
// Call completed synchonously
ProcessReceive(state.ReadEventArgs);
}
}
}
else
{
this.CloseClientSocket(e);
}
}
}