客户端无法从服务器(C#)读取多条消息

时间:2015-09-22 06:19:09

标签: c# sockets tcp server client

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

1 个答案:

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:)

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