我有这些方法:
private void connectToServer() {
client = new TcpClient(SERVER_IP, PORT_NO);
nwStream = client.GetStream();
writer = new StreamWriter(client.GetStream());
writer.AutoFlush = true;
connected = true;
getDataFromServer();
rtb_inputField.Select();
if (getDataTimer == null) {
getDataTimer = new System.Timers.Timer();
getDataTimer.Elapsed += new ElapsedEventHandler(OnTimedEvent);
getDataTimer.Interval = 1000;
getDataTimer.Enabled = true;
}
}
private void disconnectFromServer() {
if (connected) {
writer.WriteLine("quit");
getDataTimer.Enabled = false;
getDataTimer.Dispose();
getDataTimer = null;
Thread.Sleep(1000); //Wait 1 second
nwStream.Close();
client.Close();
rtb_outputWindow.AppendText("\n\nClient: Disconnected.");
}
connected = false;
}
private void getDataFromServer() {
if (connected) {
new Thread(() => {
Thread.CurrentThread.IsBackground = true;
byte[] bytesToRead = new byte[client.ReceiveBufferSize];
int readData = nwStream.Read(bytesToRead, 0, client.ReceiveBufferSize);
updateOutputWindow(Encoding.Default.GetString(bytesToRead, 0, readData));
}).Start();
}
}
private void updateOutputWindow(string text) {
string newText = string.Empty;
if (InvokeRequired) {
Invoke(new MethodInvoker(delegate () {
updateOutputWindow(text);
}));
}
else {
newText = startRTFString;
newText += rtb_outputWindow.Rtf;
newText += replaceAnsiColorCodes(text);
rtb_outputWindow.Rtf = newText;
}
}
private void OnTimedEvent(object source, ElapsedEventArgs e) {
if (connected) {
getDataFromServer();
}
}
这一切都有效,但有些不对劲。当我断开连接时,在最终说"客户端:断开连接之前,获取了许多新行。"我与服务器保持连接的时间越长,断开连接所需的时间就越长。
我相信计时器与此问题有关。计时器的工作是连续地从服务器请求数据,并在收到任何数据时输出。有没有更好的方法呢?也许"等待服务器发送数据" - 如果几秒钟内没有发送任何内容,我就不必为了请求而锤击服务器。
垃圾收集器是否由getDataFromServer方法中的新线程负责?或者我需要以某种方式处理它? (因此,我不会最终创建一大堆后台线程。)
答案 0 :(得分:0)
您不需要计时器来侦听传入的数据。这应该自动为您处理。每次调用侦听线程任务时,它应该获取任何传入数据,然后完成任务,以便其他线程可以执行。
这里我有一个来自我的项目的听力任务样本。传入的数据是序列化的字符串。
void ListeningObjectTask()// Recieves any data sent by the other user.
{
while (client != null && client.Connected)// If there is another user and they are connected.
{
try// This suppresses exceptions thrown by connection problems, such as the user losing network signal.
{
recieve = str.ReadLine();// Gets the data sent by the other user.
if (recieve != "")// If the user has sent data.
{
lock (recievedStrings)// Locks the buffer to add the data sent by the other user to it.
{
recievedStrings.Enqueue(recieve);
}
recieve = "";// Clears the incoming data, as it has been stored.
}
}
catch (Exception Ex)
{
// Ends all the other multiplayer objects as the connection has ended and they are no longer needed.
Disconnect();
// Tells the user why they have lost connection, so that they can try to fix the problem.
MessageBox.Show("Network connection ended\n" + Ex);
}
}
}
以下是所用对象的声明:
private TcpClient client;// Allows connections for tcp network services.
private StreamReader str; // Provides an interface to read from a stream.
private string recieve;// The incoming string recieved from the other user.
readonly Queue<string> recievedStrings = new Queue<string>();// A buffer to hold incoming data from the other user.