我想这样做
for (int i = 0; i < 100; i++ )
{
Byte[] receiveBytes = receivingUdpClient.Receive(ref RemoteIpEndPoint);
}
但我不得不使用UdpClient.Receive
,而是使用UdpClient.BeginReceive
。问题是,我该怎么做?使用BeginReceive
的示例不多,MSDN示例根本没有帮助。我应该使用BeginReceive
,还是只在一个单独的线程下创建它?
我一直得到ObjectDisposedException
例外。我只收到第一个发送的数据。下一个数据将抛出异常。
public class UdpReceiver
{
private UdpClient _client;
public System.Net.Sockets.UdpClient Client
{
get { return _client; }
set { _client = value; }
}
private IPEndPoint _endPoint;
public System.Net.IPEndPoint EndPoint
{
get { return _endPoint; }
set { _endPoint = value; }
}
private int _packetCount;
public int PacketCount
{
get { return _packetCount; }
set { _packetCount = value; }
}
private string _buffers;
public string Buffers
{
get { return _buffers; }
set { _buffers = value; }
}
private Int32 _counter;
public System.Int32 Counter
{
get { return _counter; }
set { _counter = value; }
}
private Int32 _maxTransmission;
public System.Int32 MaxTransmission
{
get { return _maxTransmission; }
set { _maxTransmission = value; }
}
public UdpReceiver(UdpClient udpClient, IPEndPoint ipEndPoint, string buffers, Int32 counter, Int32 maxTransmission)
{
_client = udpClient;
_endPoint = ipEndPoint;
_buffers = buffers;
_counter = counter;
_maxTransmission = maxTransmission;
}
public void StartReceive()
{
_packetCount = 0;
_client.BeginReceive(new AsyncCallback(Callback), null);
}
private void Callback(IAsyncResult result)
{
try
{
byte[] buffer = _client.EndReceive(result, ref _endPoint);
// Process buffer
MainWindow.Log(Encoding.ASCII.GetString(buffer));
_packetCount += 1;
if (_packetCount < _maxTransmission)
{
_client.BeginReceive(new AsyncCallback(Callback), null);
}
}
catch (ObjectDisposedException ex)
{
MainWindow.Log(ex.ToString());
}
catch (SocketException ex)
{
MainWindow.Log(ex.ToString());
}
catch (System.Exception ex)
{
MainWindow.Log(ex.ToString());
}
}
}
是什么给出了?
顺便说一句,一般的想法是:
答案 0 :(得分:6)
似乎UdpClient.BeginReceive()
和UdpClient.EndReceive()
未得到很好的实施/理解。当然,与TcpListener的实现方式相比,使用起来要困难得多。
您可以采取一些措施来更好地使用UdpClient.Receive()
工作。首先,在底层套接字客户端上设置超时将使控制能够通过(到异常),允许控制流继续或循环播放。其次,通过在新线程上创建UDP侦听器(我没有显示创建),可以避免UdpClient.Receive()
函数的半阻塞效果,如果你这样做,你可以在以后有效地中止该线程它正确。
以下代码分为三部分。第一个和最后一个部分应分别位于入口和出口点的主循环中。第二部分应该在您创建的新线程中。
一个简单的例子:
// Define this globally, on your main thread
UdpClient listener = null;
// ...
// ...
// Create a new thread and run this code:
IPEndPoint endPoint = new IPEndPoint(IPAddress.Any, 9999);
byte[] data = new byte[0];
string message = "";
listener.Client.SendTimeout = 5000;
listener.Client.ReceiveTimeout = 5000;
listener = new UdpClient(endPoint);
while(true)
{
try
{
data = listener.Receive(ref endPoint);
message = Encoding.ASCII.GetString(data);
}
catch(System.Net.Socket.SocketException ex)
{
if (ex.ErrorCode != 10060)
{
// Handle the error. 10060 is a timeout error, which is expected.
}
}
// Do something else here.
// ...
//
// If your process is eating CPU, you may want to sleep briefly
// System.Threading.Thread.Sleep(10);
}
// ...
// ...
// Back on your main thread, when it's exiting, run this code
// in order to completely kill off the UDP thread you created above:
listener.Close();
thread.Close();
thread.Abort();
thread.Join(5000);
thread = null;
除此之外,您还可以检查UdpClient.Available > 0
以确定在执行UdpClient.Receive()
之前是否有任何UDP请求排队 - 这完全消除了阻止方面。我建议您谨慎尝试,因为此行为不会出现在Microsoft文档中,但似乎确实有效。
注意:
您在研究此问题时可能找到的MSDN exmaple code需要额外的user defined class - UdpState。这不是.NET库类。在研究这个问题时,这似乎让很多人感到困惑。
timeouts并不一定要设置为让您的应用完全退出,但它们会允许您在该循环中执行其他操作,而不是永久阻止。
listener.Close()命令很重要,因为它强制UdpClient抛出异常并退出循环,允许处理Thread.Abort()。如果没有这个,你可能无法正常终止侦听器线程,直到它超时或收到UDP数据包导致代码继续经过UdpClient.Receive()块。
只是为了补充这个无价的答案,这里是一个经过实践检验的代码片段。 (这里在Unity3D上下文中,当然对于任何c#。)
// minmal flawless UDP listener per PretorianNZ
using System.Collections;
using System;
using System.Net.Sockets;
using System.Net;
using System.Threading;
void Start()
{
listenThread = new Thread (new ThreadStart (SimplestReceiver));
listenThread.Start();
}
private Thread listenThread;
private UdpClient listenClient;
private void SimplestReceiver()
{
Debug.Log(",,,,,,,,,,,, Overall listener thread started.");
IPEndPoint listenEndPoint = new IPEndPoint(IPAddress.Any, 1260);
listenClient = new UdpClient(listenEndPoint);
Debug.Log(",,,,,,,,,,,, listen client started.");
while(true)
{
Debug.Log(",,,,, listen client listening");
try
{
Byte[] data = listenClient.Receive(ref listenEndPoint);
string message = Encoding.ASCII.GetString(data);
Debug.Log("Listener heard: " +message);
}
catch( SocketException ex)
{
if (ex.ErrorCode != 10060)
Debug.Log("a more serious error " +ex.ErrorCode);
else
Debug.Log("expected timeout error");
}
Thread.Sleep(10); // tune for your situation, can usually be omitted
}
}
void OnDestroy() { CleanUp(); }
void OnDisable() { CleanUp(); }
// be certain to catch ALL possibilities of exit in your environment,
// or else the thread will typically live on beyond the app quitting.
void CleanUp()
{
Debug.Log ("Cleanup for listener...");
// note, consider carefully that it may not be running
listenClient.Close();
Debug.Log(",,,,, listen client correctly stopped");
listenThread.Abort();
listenThread.Join(5000);
listenThread = null;
Debug.Log(",,,,, listener thread correctly stopped");
}
答案 1 :(得分:3)
首先看一下MSDN。他们提供了很好的例子 http://msdn.microsoft.com/en-us/library/system.net.sockets.udpclient.beginreceive.aspx
答案 2 :(得分:2)
我认为你不应该在循环中使用它,但是每当调用BeginReceive回调时,你再次调用BeginReceive,如果你想将数字限制为100,你可以保留一个公共变量。
答案 3 :(得分:2)
我会在后台线程上进行网络通信,这样它就不会阻止你的应用程序中的任何其他内容。
BeginReceive的问题在于你必须在某个时刻调用EndReceive(否则你只需要等待句柄) - 并且调用EndReceive将阻塞直到接收完成。这就是为什么将通信放在另一个线程上更容易的原因。
答案 4 :(得分:0)
你必须在另一个线程(或task)上进行网络操作,文件操作和依赖于其他事情而不是你自己的程序的事情,因为它们可能会冻结你的程序。原因是您的代码按顺序执行。
你已经在一个不好的循环中使用它。每当调用BeginRecieve
回调时,您都应该再次调用它。请查看以下code:
public static bool messageReceived = false;
public static void ReceiveCallback(IAsyncResult ar)
{
UdpClient u = (UdpClient)((UdpState)(ar.AsyncState)).u;
IPEndPoint e = (IPEndPoint)((UdpState)(ar.AsyncState)).e;
Byte[] receiveBytes = u.EndReceive(ar, ref e);
string receiveString = Encoding.ASCII.GetString(receiveBytes);
Console.WriteLine("Received: {0}", receiveString);
messageReceived = true;
}
public static void ReceiveMessages()
{
// Receive a message and write it to the console.
IPEndPoint e = new IPEndPoint(IPAddress.Any, listenPort);
UdpClient u = new UdpClient(e);
UdpState s = new UdpState();
s.e = e;
s.u = u;
Console.WriteLine("listening for messages");
u.BeginReceive(new AsyncCallback(ReceiveCallback), s);
// Do some work while we wait for a message. For this example,
// we'll just sleep
while (!messageReceived)
{
Thread.Sleep(100);
}
}