from:http://www.cnblogs.com/zhoutk/archive/2012/12/26/2833495.html
最近有项目要做一个高性能网络服务器,决定下功夫搞定完成端口(IOCP),最终花了一个星期终于把它弄清楚了,并用C++写了一个版本,效率很不错。
但,从项目的总体需求来考虑,最终决定上.net平台,因此又花了一天一夜弄出了一个C#版,在这与大家分享。
一些心得体会:
1、在C#中,不用去面对完成端口的操作系统内核对象,Microsoft已经为我们提供了SocketAsyncEventArgs类,它封装了IOCP的使用。请参考:http://msdn.microsoft.com/zh-cn/library/system.net.sockets.socketasynceventargs.aspx?cs-save-lang=1&cs-lang=cpp#code-snippet-1。
2、我的SocketAsyncEventArgsPool类使用List对象来存储对客户端来通信的SocketAsyncEventArgs对象,它相当于直接使用内核对象时的IoContext。我这样设计比用堆栈来实现的好处理是,我可以在SocketAsyncEventArgsPool池中找到任何一个与服务器连接的客户,主动向它发信息。而用堆栈来实现的话,要主动给客户发信息,则还要设计一个结构来存储已连接上服务器的客户。
3、对每一个客户端不管还发送还是接收,我使用同一个SocketAsyncEventArgs对象,对每一个客户端来说,通信是同步进行的,也就是说服务器高度保证同一个客户连接上要么在投递发送请求,并等待;或者是在投递接收请求,等待中。本例只做echo服务器,还未考虑由服务器主动向客户发送信息。
4、SocketAsyncEventArgs的UserToken被直接设定为被接受的客户端Socket。
5、没有使用BufferManager 类,因为我在初始化时给每一个SocketAsyncEventArgsPool中的对象分配一个缓冲区,发送时使用Arrary.Copy来进行字符拷贝,不去改变缓冲区的位置,只改变使用的长度,因此在下次投递接收请求时恢复缓冲区长度就可以了!如果要主动给客户发信息的话,可以new一个SocketAsyncEventArgs对象,或者在初始化中建立几个来专门用于主动发送信息,因为这种需求一般是进行信息群发,建立一个对象可以用于很多次信息发送,总体来看,这种花销不大,还减去了字符拷贝和消耗。
6、测试结果:(在我的笔记本上时行的,我的本本是T420 I7 8G内存)
100客户 100,000(十万次)不间断的发送接收数据(发送和接收之间没有Sleep,就一个一循环,不断的发送与接收)
耗时3004.6325 秒完成
总共 10,000,000 一千万次访问
平均每分完成 199,691.6 次发送与接收
平均每秒完成 3,328.2 次发送与接收
整个运行过程中,内存消耗在开始两三分种后就保持稳定不再增涨。
看了一下对每个客户端的延迟最多不超过2毫秒,CPU占用在8%左右。
7、下载地址:http://download.csdn.net/detail/ztk12/4928644
8、源码
IoContextPool.cs using System; using System.Collections.Generic; using System.Text; using System.Net.Sockets; namespace IocpServer { /// <summary> /// 与每个客户Socket相关联,进行Send和Receive投递时所需要的参数 /// </summary> internal sealed class IoContextPool { List<SocketAsyncEventArgs> pool; //为每一个Socket客户端分配一个SocketAsyncEventArgs,用一个List管理,在程序启动时建立。 Int32 capacity; //pool对象池的容量 Int32 boundary; //已分配和未分配对象的边界,大的是已经分配的,小的是未分配的 internal IoContextPool(Int32 capacity) { this.pool = new List<SocketAsyncEventArgs>(capacity); this.boundary = 0; this.capacity = capacity; } /// <summary> /// 往pool对象池中增加新建立的对象,因为这个程序在启动时会建立好所有对象, /// 故这个方法只在初始化时会被调用,因此,没有加锁。 /// </summary> /// <param name="arg"></param> /// <returns></returns> internal bool Add(SocketAsyncEventArgs arg) { if (arg != null && pool.Count < capacity) { pool.Add(arg); boundary++; return true; } else return false; } /// <summary> /// 取出集合中指定对象,内部使用 /// </summary> /// <param name="index"></param> /// <returns></returns> //internal SocketAsyncEventArgs Get(int index) //{ // if (index >= 0 && index < capacity) // return pool[index]; // else // return null; //} /// <summary> /// 从对象池中取出一个对象,交给一个socket来进行投递请求操作 /// </summary> /// <returns></returns> internal SocketAsyncEventArgs Pop() { lock (this.pool) { if (boundary > 0) { --boundary; return pool[boundary]; } else return null; } } /// <summary> /// 一个socket客户断开,与其相关的IoContext被释放,重新投入Pool中,备用。 /// </summary> /// <param name="arg"></param> /// <returns></returns> internal bool Push(SocketAsyncEventArgs arg) { if (arg != null) { lock (this.pool) { int index = this.pool.IndexOf(arg, boundary); //找出被断开的客户,此处一定能查到,因此index不可能为-1,必定要大于0。 if (index == boundary) //正好是边界元素 boundary++; else { this.pool[index] = this.pool[boundary]; //将断开客户移到边界上,边界右移 this.pool[boundary++] = arg; } } return true; } else return false; } } }
IoServer.cs using System; using System.Collections.Generic; using System.Text; using System.Net.Sockets; using System.Threading; using System.Net; namespace IocpServer { /// <summary> /// 基于SocketAsyncEventArgs 实现 IOCP 服务器 /// </summary> internal sealed class IoServer { /// <summary> /// 监听Socket,用于接受客户端的连接请求 /// </summary> private Socket listenSocket; /// <summary> /// 用于服务器执行的互斥同步对象 /// </summary> private static Mutex mutex = new Mutex(); /// <summary> /// 用于每个I/O Socket操作的缓冲区大小 /// </summary> private Int32 bufferSize; /// <summary> /// 服务器上连接的客户端总数 /// </summary> private Int32 numConnectedSockets; /// <summary> /// 服务器能接受的最大连接数量 /// </summary> private Int32 numConnections; /// <summary> /// 完成端口上进行投递所用的IoContext对象池 /// </summary> private IoContextPool ioContextPool; public MainForm mainForm; /// <summary> /// 构造函数,建立一个未初始化的服务器实例 /// </summary> /// <param name="numConnections">服务器的最大连接数据</param> /// <param name="bufferSize"></param> internal IoServer(Int32 numConnections, Int32 bufferSize) { this.numConnectedSockets = 0; this.numConnections = numConnections; this.bufferSize = bufferSize; this.ioContextPool = new IoContextPool(numConnections); // 为IoContextPool预分配SocketAsyncEventArgs对象 for (Int32 i = 0; i < this.numConnections; i++) { SocketAsyncEventArgs ioContext = new SocketAsyncEventArgs(); ioContext.Completed += new EventHandler<SocketAsyncEventArgs>(OnIOCompleted); ioContext.SetBuffer(new Byte[this.bufferSize], 0, this.bufferSize); // 将预分配的对象加入SocketAsyncEventArgs对象池中 this.ioContextPool.Add(ioContext); } } /// <summary> /// 当Socket上的发送或接收请求被完成时,调用此函数 /// </summary> /// <param name="sender">激发事件的对象</param> /// <param name="e">与发送或接收完成操作相关联的SocketAsyncEventArg对象</param> private void OnIOCompleted(object sender, SocketAsyncEventArgs e) { // Determine which type of operation just completed and call the associated handler. switch (e.LastOperation) { case SocketAsyncOperation.Receive: this.ProcessReceive(e); break; case SocketAsyncOperation.Send: this.ProcessSend(e); break; default: throw new ArgumentException("The last operation completed on the socket was not a receive or send"); } } /// <summary> ///接收完成时处理函数 /// </summary> /// <param name="e">与接收完成操作相关联的SocketAsyncEventArg对象</param> private void ProcessReceive(SocketAsyncEventArgs e) { // 检查远程主机是否关闭连接 if (e.BytesTransferred > 0) { if (e.SocketError == SocketError.Success) { Socket s = (Socket)e.UserToken; //判断所有需接收的数据是否已经完成 if (s.Available == 0) { // 设置发送数据 Array.Copy(e.Buffer, 0, e.Buffer, e.BytesTransferred, e.BytesTransferred); e.SetBuffer(e.Offset, e.BytesTransferred * 2); if (!s.SendAsync(e)) //投递发送请求,这个函数有可能同步发送出去,这时返回false,并且不会引发SocketAsyncEventArgs.Completed事件 { // 同步发送时处理发送完成事件 this.ProcessSend(e); } } else if (!s.ReceiveAsync(e)) //为接收下一段数据,投递接收请求,这个函数有可能同步完成,这时返回false,并且不会引发SocketAsyncEventArgs.Completed事件 { // 同步接收时处理接收完成事件 this.ProcessReceive(e); } } else { this.ProcessError(e); } } else { this.CloseClientSocket(e); } } /// <summary> /// 发送完成时处理函数 /// </summary> /// <param name="e">与发送完成操作相关联的SocketAsyncEventArg对象</param> private void ProcessSend(SocketAsyncEventArgs e) { if (e.SocketError == SocketError.Success) { Socket s = (Socket)e.UserToken; //接收时根据接收的字节数收缩了缓冲区的大小,因此投递接收请求时,恢复缓冲区大小 e.SetBuffer(0, bufferSize); if (!s.ReceiveAsync(e)) //投递接收请求 { // 同步接收时处理接收完成事件 this.ProcessReceive(e); } } else { this.ProcessError(e); } } /// <summary> /// 处理socket错误 /// </summary> /// <param name="e"></param> private void ProcessError(SocketAsyncEventArgs e) { Socket s = e.UserToken as Socket; IPEndPoint localEp = s.LocalEndPoint as IPEndPoint; this.CloseClientSocket(s, e); string outStr = String.Format("套接字错误 {0}, IP {1}, 操作 {2}。", (Int32)e.SocketError, localEp, e.LastOperation); mainForm.Invoke(mainForm.setlistboxcallback, outStr); //Console.WriteLine("Socket error {0} on endpoint {1} during {2}.", (Int32)e.SocketError, localEp, e.LastOperation); } /// <summary> /// 关闭socket连接 /// </summary> /// <param name="e">SocketAsyncEventArg associated with the completed send/receive operation.</param> private void CloseClientSocket(SocketAsyncEventArgs e) { Socket s = e.UserToken as Socket; this.CloseClientSocket(s, e); } private void CloseClientSocket(Socket s, SocketAsyncEventArgs e) { Interlocked.Decrement(ref this.numConnectedSockets); // SocketAsyncEventArg 对象被释放,压入可重用队列。 this.ioContextPool.Push(e); string outStr = String.Format("客户 {0} 断开, 共有 {1} 个连接。", s.RemoteEndPoint.ToString(), this.numConnectedSockets); mainForm.Invoke(mainForm.setlistboxcallback, outStr); //Console.WriteLine("A client has been disconnected from the server. There are {0} clients connected to the server", this.numConnectedSockets); try { s.Shutdown(SocketShutdown.Send); } catch (Exception) { // Throw if client has closed, so it is not necessary to catch. } finally { s.Close(); } } /// <summary> /// accept 操作完成时回调函数 /// </summary> /// <param name="sender">Object who raised the event.</param> /// <param name="e">SocketAsyncEventArg associated with the completed accept operation.</param> private void OnAcceptCompleted(object sender, SocketAsyncEventArgs e) { this.ProcessAccept(e); } /// <summary> /// 监听Socket接受处理 /// </summary> /// <param name="e">SocketAsyncEventArg associated with the completed accept operation.</param> private void ProcessAccept(SocketAsyncEventArgs e) { Socket s = e.AcceptSocket; if (s.Connected) { try { SocketAsyncEventArgs ioContext = this.ioContextPool.Pop(); if (ioContext != null) { // 从接受的客户端连接中取数据配置ioContext ioContext.UserToken = s; Interlocked.Increment(ref this.numConnectedSockets); string outStr = String.Format("客户 {0} 连入, 共有 {1} 个连接。", s.RemoteEndPoint.ToString(),this.numConnectedSockets); mainForm.Invoke(mainForm.setlistboxcallback,outStr); //Console.WriteLine("Client connection accepted. There are {0} clients connected to the server", //this.numConnectedSockets); if (!s.ReceiveAsync(ioContext)) { this.ProcessReceive(ioContext); } } else //已经达到最大客户连接数量,在这接受连接,发送“连接已经达到最大数”,然后断开连接 { s.Send(Encoding.Default.GetBytes("连接已经达到最大数!")); string outStr = String.Format("连接已满,拒绝 {0} 的连接。", s.RemoteEndPoint); mainForm.Invoke(mainForm.setlistboxcallback, outStr); s.Close(); } } catch (SocketException ex) { Socket token = e.UserToken as Socket; string outStr = String.Format("接收客户 {0} 数据出错, 异常信息: {1} 。", token.RemoteEndPoint, ex.ToString()); mainForm.Invoke(mainForm.setlistboxcallback, outStr); //Console.WriteLine("Error when processing data received from {0}: {1}", token.RemoteEndPoint, ex.ToString()); } catch (Exception ex) { mainForm.Invoke(mainForm.setlistboxcallback, "异常:" + ex.ToString()); } // 投递下一个接受请求 this.StartAccept(e); } } /// <summary> /// 从客户端开始接受一个连接操作 /// </summary> /// <param name="acceptEventArg">The context object to use when issuing /// the accept operation on the server's listening socket.</param> private void StartAccept(SocketAsyncEventArgs acceptEventArg) { if (acceptEventArg == null) { acceptEventArg = new SocketAsyncEventArgs(); acceptEventArg.Completed += new EventHandler<SocketAsyncEventArgs>(OnAcceptCompleted); } else { // 重用前进行对象清理 acceptEventArg.AcceptSocket = null; } if (!this.listenSocket.AcceptAsync(acceptEventArg)) { this.ProcessAccept(acceptEventArg); } } /// <summary> /// 启动服务,开始监听 /// </summary> /// <param name="port">Port where the server will listen for connection requests.</param> internal void Start(Int32 port) { // 获得主机相关信息 IPAddress[] addressList = Dns.GetHostEntry(Environment.MachineName).AddressList; IPEndPoint localEndPoint = new IPEndPoint(addressList[addressList.Length - 1], port); // 创建监听socket this.listenSocket = new Socket(localEndPoint.AddressFamily, SocketType.Stream, ProtocolType.Tcp); this.listenSocket.ReceiveBufferSize = this.bufferSize; this.listenSocket.SendBufferSize = this.bufferSize; if (localEndPoint.AddressFamily == AddressFamily.InterNetworkV6) { // 配置监听socket为 dual-mode (IPv4 & IPv6) // 27 is equivalent to IPV6_V6ONLY socket option in the winsock snippet below, this.listenSocket.SetSocketOption(SocketOptionLevel.IPv6, (SocketOptionName)27, false); this.listenSocket.Bind(new IPEndPoint(IPAddress.IPv6Any, localEndPoint.Port)); } else { this.listenSocket.Bind(localEndPoint); } // 开始监听 this.listenSocket.Listen(this.numConnections); // 在监听Socket上投递一个接受请求。 this.StartAccept(null); // Blocks the current thread to receive incoming messages. mutex.WaitOne(); } /// <summary> /// 停止服务 /// </summary> internal void Stop() { this.listenSocket.Close(); mutex.ReleaseMutex(); } } }