• Socket server & Client


    /Files/HeroBeast/socket.rar
    server:
    using System;
    using System.Net;
    using System.Net.Sockets;
    using System.Text;
    using System.Threading;
    
    // 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 {
        
        // Incoming data from client.
        public static string data = null;
    
        // 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 = ipHostInfo.AddressList[0];
            IPEndPoint localEndPoint = new IPEndPoint(ipAddress, 11000);
    
            // 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());
            }
        }
    }

    Client:

    using System;
    using System.Net;
    using System.Net.Sockets;
    using System.Threading;
    using System.Text;
    
    // State object for receiving data from remote device.
    public class StateObject {
        // Client socket.
        public Socket workSocket = null;
        // Size of receive buffer.
        public const int BufferSize = 256;
        // Receive buffer.
        public byte[] buffer = new byte[BufferSize];
        // Received data string.
        public StringBuilder sb = new StringBuilder();
    }
    
    public class AsynchronousClient {
        // The port number for the remote device.
        private const int port = 11000;
    
        // ManualResetEvent instances signal completion.
        private static ManualResetEvent connectDone = 
            new ManualResetEvent(false);
        private static ManualResetEvent sendDone = 
            new ManualResetEvent(false);
        private static ManualResetEvent receiveDone = 
            new ManualResetEvent(false);
    
        // The response from the remote device.
        private static String response = String.Empty;
    
        private static void StartClient() {
            // Connect to a remote device.
            try {
                // Establish the remote endpoint for the socket.
                // The name of the 
                // remote device is "host.contoso.com".
                IPHostEntry ipHostInfo = Dns.Resolve("host.contoso.com");
                IPAddress ipAddress = ipHostInfo.AddressList[0];
                IPEndPoint remoteEP = new IPEndPoint(ipAddress, port);
    
                // Create a TCP/IP socket.
                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();
    
                // Write the response to the console.
                Console.WriteLine("Response received : {0}", response);
    
                // Release the socket.
                client.Shutdown(SocketShutdown.Both);
                client.Close();
                
            } catch (Exception e) {
                Console.WriteLine(e.ToString());
            }
        }
    
        private static void ConnectCallback(IAsyncResult ar) {
            try {
                // Retrieve the socket from the state object.
                Socket client = (Socket) ar.AsyncState;
    
                // Complete the connection.
                client.EndConnect(ar);
    
                Console.WriteLine("Socket connected to {0}",
                    client.RemoteEndPoint.ToString());
    
                // Signal that the connection has been made.
                connectDone.Set();
            } catch (Exception e) {
                Console.WriteLine(e.ToString());
            }
        }
    
        private static void Receive(Socket client) {
            try {
                // Create the state object.
                StateObject state = new StateObject();
                state.workSocket = client;
    
                // Begin receiving the data from the remote device.
                client.BeginReceive( state.buffer, 0, StateObject.BufferSize, 0,
                    new AsyncCallback(ReceiveCallback), state);
            } catch (Exception e) {
                Console.WriteLine(e.ToString());
            }
        }
    
        private static void ReceiveCallback( IAsyncResult ar ) {
            try {
                // Retrieve the state object and the client socket 
                // from the asynchronous state object.
                StateObject state = (StateObject) ar.AsyncState;
                Socket client = state.workSocket;
    
                // Read data from the remote device.
                int bytesRead = client.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));
    
                    // Get the rest of the data.
                    client.BeginReceive(state.buffer,0,StateObject.BufferSize,0,
                        new AsyncCallback(ReceiveCallback), state);
                } else {
                    // All the data has arrived; put it in response.
                    if (state.sb.Length > 1) {
                        response = state.sb.ToString();
                    }
                    // Signal that all bytes have been received.
                    receiveDone.Set();
                }
            } catch (Exception e) {
                Console.WriteLine(e.ToString());
            }
        }
    
        private static void Send(Socket client, 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.
            client.BeginSend(byteData, 0, byteData.Length, 0,
                new AsyncCallback(SendCallback), client);
        }
    
        private static void SendCallback(IAsyncResult ar) {
            try {
                // Retrieve the socket from the state object.
                Socket client = (Socket) ar.AsyncState;
    
                // Complete sending the data to the remote device.
                int bytesSent = client.EndSend(ar);
                Console.WriteLine("Sent {0} bytes to server.", bytesSent);
    
                // Signal that all bytes have been sent.
                sendDone.Set();
            } catch (Exception e) {
                Console.WriteLine(e.ToString());
            }
        }
        
        public static int Main(String[] args) {
            StartClient();
            return 0;
        }
    }

    socket3


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  • 原文地址:https://www.cnblogs.com/HeroBeast/p/1619085.html
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