我正在尝试为每个连接到服务器的人创建一个数组。
然而,当服务器收到信息时,连接有效,我无法知道是谁发送了这些信息。
我如何知道谁是发送信息的“客户”列表的索引?
查看代码:
基本定义
public string Ip { get; set; }
public Socket Ansyc { get; set; }
public int Index { get; set; }
public int Id { get; set; }
public UserConnection(Socket t, int i) { Ansyc = t; Id = i; }
的Winsock
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace ACESERVER
{
// 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();
}
class WinsockAnsyc
{
//clients
public static List<UserConnection> Clients = new List<UserConnection>(100);
// Thread signal.
public static ManualResetEvent allDone = new ManualResetEvent(false);
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 = IPAddress.Any;
IPEndPoint localEndPoint = new IPEndPoint(ipAddress, 5000);
// 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("Aguardando conexão...");
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();
// Socket \o/.
Socket listener = (Socket) ar.AsyncState;
Socket handler = listener.EndAccept(ar);
//Adicionamos ele na lista
Clients.Add(new UserConnection(handler, Clients.Count()));
//Vamos analisar qual index está disponível para o jogador
for (int i = 0; i < 100; i++)
{
if (UserConnection.CheckIndex(i))
{
WinsockAnsyc.Clients[(Clients.Count() - 1)].Index = i;
break;
}
}
//Zerar o Player_HighIndex pra evitar problemas
Globals.Player_HighIndex = 0;
//Vamos atualizar o Player_HighIndex sem frescura
for (int i = 0; i < Clients.Count(); i++)
{
if (WinsockAnsyc.Clients[i].Index > Globals.Player_HighIndex)
{
Globals.Player_HighIndex = WinsockAnsyc.Clients[i].Index;
}
}
//Vamos atualizar o Player_HighIndex para todos os jogadores
SendData.Send_UpdatePlayerHighIndex();
//WinsockAnsyc.Clients[Clients.Count() - 1].ListIndex = Clients.Count() - 1;
Listen.Log(String.Format("Cliente conectado: {0}", Clients.Count() - 1));
// Create the state object.
StateObject state = new StateObject();
state.workSocket = Clients[Clients.Count - 1].Ansyc;
Clients[Clients.Count - 1].Ansyc.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;
handler.
// Clients[Clients.Count - 1].Ansyc.EndReceive(ar)
// Read data from the client socket.
int bytesRead = handler.EndReceive(ar);
if (bytesRead > 0) {
// There might be more data, so store the data received so far.
state.sb.Append(Encoding.UTF8.GetString(
state.buffer,0,bytesRead));
// Check for end-of-file tag. If it is not there, read
// more data.
content = state.sb.ToString();
Server.Network.ReceiveData.SelectPacket(client.Index, content);
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());
}
}
}
}
任何人都有提示或解决方案吗?
答案 0 :(得分:0)
您的StateObject
类应包含识别客户端所需的所有必要上下文。您通常甚至不需要查阅客户端列表来处理单个客户端的单独I / O操作,因为StateObject
应该足够了。
如果没有a more complete code example,我就不能具体了。