我正在尝试制作一个简单的客户端 - 服务器程序来帮助学习网络编程。我的目标是建立一个在线国际象棋游戏,但现在我只是想做基础。我已经将来自在线资源(MSDN)的一些代码拼凑在一起,我认为它一切正常。这是场景:
客户端向服务器发送测试消息 服务器回声响应
客户端读取响应并显示测试消息 客户端向服务器发送新消息 服务器回声响应
客户端显示测试消息
正确的输出应如下:
客户端向服务器发送测试消息 服务器回声响应
客户端读取响应并显示测试消息 客户端向服务器发送新消息 服务器回声响应
客户显示新消息
感谢任何和所有的帮助!
以下是客户的相关部分:
private void OnlineButton_Click(object sender, EventArgs e)
{
// Connect to a remote device.
try
{
// Create a TCP/IP socket.
client = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
// Connect to the remote endpoint.
client.BeginConnect(remoteEP, new AsyncCallback(ConnectCallback), client);
connectDone.WaitOne();
// Send test data to the remote device.
Send(client, "This is a test<EOF>");
sendDone.WaitOne();
// Receive the response from the remote device.
Receive(client);
receiveDone.WaitOne();
msg("Response received: " + response);
}
catch (Exception ex)
{
msg(ex.ToString());
}
msg("Client started, connected to: " + client.RemoteEndPoint.ToString());
sessionHandler(2);
}
public void msg(string mesg)
{
ServerMessages.Text = ServerMessages.Text + Environment.NewLine + " >> " + mesg;
}
public void sessionHandler(Int32 mode)
{
switch (mode)
{
case 1:
msg("Starting AI program...");
break;
case 2:
// Create a TCP/IP socket.
client = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
// Connect to the remote endpoint.
client.BeginConnect(remoteEP, new AsyncCallback(ConnectCallback), client);
connectDone.WaitOne();
Send(client, "Play Online<EOF>");
sendDone.WaitOne();
Receive(client);
receiveDone.WaitOne();
msg("Response received: " + response);
msg("Pairing with another player...");
break;
case 3:
msg("Replaying selected game...");
break;
default:
msg("Error handling request...");
break;
}
}
这是服务器:
// 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 AsynchronousSocketListener()
{
}
public static void StartListening()
{
// Data buffer for incoming data.
byte[] bytes = new Byte[1024];
IPEndPoint localEndPoint = new IPEndPoint(IPAddress.Any, 8888);
// 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);
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());
}
}
public static int Main(String[] args)
{
StartListening();
return 0;
}
}
编辑:
澄清问题:
客户端似乎只读取服务器给出的第一个响应。例如:
客户发送&#34;您好&#34;
服务器回声&#34;你好&#34;
客户显示&#34;您好&#34;
客户发送&#34; World&#34;
服务器回声&#34;世界&#34;
客户显示&#34;您好&#34; (这应该是世界)
答案 0 :(得分:0)
我弄明白了这个问题。每次收到后我都需要一个Thread.sleep(3)。修正了它:)