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];
// 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 = System.Net.IPAddress.Parse("127.0.0.1");
// IPEndPoint localEndPoint = new IPEndPoint(ipAddress, 8017);
//
// IPHostEntry ipHostInfo = Dns.Resolve(Dns.GetHostName());
// IPAddress ipAddress = ipHostInfo.AddressList[0];
IPAddress ipAddress = System.Net.IPAddress.Parse("127.0.0.1");
IPEndPoint localEndPoint = new IPEndPoint(ipAddress, 8017);
// 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("Connecting to StrangeLanes.com...");
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)
{
Console.WriteLine("Msg rechived");
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)
{
if (content.IndexOf("Login") > -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.
string Str = content.Substring(6, content.Length - 11);
Console.WriteLine(Str);
string[] Nn = Str.Split(':');
string User = Nn[0];
string Pass = Nn[1];
int Pp = FindInArray(User_Names, User);
if (Pp>=0)
{
if (User_Passwords[Pp]==Pass)
{
Send(handler, "Login-ACPT:Current_Version>" + Current_Version);
}
else
{
Send(handler, "Msg:Login Failed Wrong Password");
}
}
else
{
Send(handler, "Msg:Unknown user :/");
}
}
else
if (content.IndexOf("Req_Version") > -1)
{
Send(handler, "Current_Version>" + Current_Version);
}
//message done redy for next one
state.sb.Clear();
handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReadCallback), state);
}
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;
}
}
}
}
这是我的代码基于:https://msdn.microsoft.com/en-us/library/fx6588te(v=vs.110).aspx
我删除了SendCallBack上的断开连接:
//handler.Shutdown(SocketShutdown.Both);
//handler.Close();
阻止它只能从我的客户端获取一条消息并将其添加到从客户端获取消息的时间:
state.sb.Clear();
handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReadCallback), state);
然而这一行:
int bytesRead = handler.EndReceive(ar);
当客户端关闭时导致崩溃(中断连接)任何人都知道如何做到这一点而没有错误?