C#中的异步套接字服务器,客户端通过套接字服务器进行客户端通信
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【中文标题】C#中的异步套接字服务器,客户端通过套接字服务器进行客户端通信【英文标题】:Asynchronous Socket Server in C#, client to client communication through socket server 【发布时间】:2018-06-30 03:18:28 【问题描述】:我正在尝试使用 c# 开发服务器/客户端异步套接字。我已按照MSDN Link 上的指南进行操作。就我而言,套接字服务器在特定端点上侦听,许多客户端可以一次连接到服务器,客户端可以与服务器通信,服务器可以与客户端通信。假设客户端 1 和客户端 2 与服务器连接,客户端 1 可以向服务器发送消息,服务器可以向客户端 1 发送消息,客户端 2 的情况也是如此。现在我希望客户端应该能够通过服务器相互通信。例如;客户端 2 想与客户端 1 通信,因为客户端 2 将向服务器发送消息(此消息将包含一些预设字符;),然后服务器将从客户端 2 接收文本并获取客户端 1 的处理程序并发送这条消息给客户端 1,客户端 1 将响应服务器,现在我想将客户端 1 对该消息的响应发送给客户端 2,但我不知道该怎么做,因为客户端 1 通过它自己的处理程序与服务器通信,我在这里感到震惊,我们将不胜感激! 我的代码如下:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using System.Net;
using System.Net.Sockets;
namespace SocketServer
// 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 int clientNumber;
public class AsyncSocketServer
public static ManualResetEvent allDone = new ManualResetEvent(false);
public static Dictionary<int, StateObject> Clients = new Dictionary<int, StateObject>();
public static int connectedClient = 0;
public AsyncSocketServer()
public static void startListening()
Byte[] bytes = new Byte[1024];
int Port = 1122;
IPAddress IP = IPAddress.Parse("127.0.0.1");
IPEndPoint EP = new IPEndPoint(IP, Port);
Socket listner = new Socket(IP.AddressFamily, SocketType.Stream, ProtocolType.Tcp);
try
listner.Bind(EP);
listner.Listen(100);
while (true)
allDone.Reset();
Console.WriteLine("Waiting for the Connection......");
listner.BeginAccept(new AsyncCallback(AcceptCallBack), listner);
allDone.WaitOne();
catch(Exception e)
Console.WriteLine("Exception Occured ! in start listening method "+e.ToString());
Console.WriteLine("\nPress ENTER to continue...");
Console.Read();
public static void AcceptCallBack(IAsyncResult ar)
connectedClient++;
Console.WriteLine("client number " + connectedClient);
allDone.Set();
Socket listner = (Socket) ar.AsyncState;
Socket handler = listner.EndAccept(ar);
StateObject state = new StateObject();
state.clientNumber = connectedClient;
Clients.Add(connectedClient, state);
Console.WriteLine("total clients 0",Clients.Count());
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.
try
StateObject state = (StateObject) ar.AsyncState;
state.sb.Clear();
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.Substring(0, 3) == "cmd")
foreach (StateObject Client in Clients.Values)
if (Client.clientNumber == 1)
Console.WriteLine("value is "+Client.clientNumber);
if (isClientConnected(Client.workSocket))
Send(Client.workSocket, "did you receive my message");
//now client number 1 will response through its own handler, but i want to get response of
//client number 1 and return this response to client number 2
else
string responsemsg = "client number " + Client.clientNumber + " is disconnected !";
Console.WriteLine(responsemsg);
Send(handler,responsemsg);
Console.WriteLine("Read 0 bytes from client 1 socket. \n Data : 2",
content.Length, state.clientNumber,content);
// Echo the data back to the client.
if (isClientConnected(handler))
Send(handler, content);
handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0, new AsyncCallback(ReadCallBack), state);
catch (SocketException e)
//once if any client disconnected then control will come into this block
Console.WriteLine("Socket Exception Occured in Read Call Back : " + e.Message.ToString());
catch (Exception e)
//once if any client disconnected then control will come into this block
Console.WriteLine("Exception Occured in Read Call Back : " + e.Message.ToString());
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 bool isClientConnected(Socket handler)
return handler.Connected;
public static int Main(string[] args)
startListening();
return 0;
【问题讨论】:
对于未来的读者:.Net Core 团队建议不要在这个问题中使用“旧”链接,而是使用 Async 后缀方法。 github.com/dotnet/core/issues/4828#issuecomment-643619106 【参考方案1】:对于任何基于套接字的复杂应用程序,我建议使用像DotNetty 这样的套接字库来抽象传输层并让您专注于应用程序逻辑。查看他们的SecureChat example,它可能与您想要实现的目标非常相似。
我整理了一个 DotNetty 服务器的快速示例,它允许您通过让客户端向服务器注册,然后让服务器在客户端之间路由消息来在客户端之间发送命令。
using System;
using System.Collections.Concurrent;
using System.Threading;
using System.Threading.Tasks;
using DotNetty.Transport.Channels;
using Newtonsoft.Json;
using System.IO;
namespace MultiClientSocketExample
public enum Command
Register = 1, // Register a new client
SendToClient = 2, // Send a message from one client to antoher
DoClientAction = 3 // Replace this with your client-to-client command
// Envelope for all messages handled by the server
public class Message
public string ClientId get; set;
public Command Command get; set;
public string Data get; set;
// Command for seding a message from one client to antoher.
// This would be serialized as JSON and stored in the 'Data' member of the Message object.
public class SendToClientCommand
public string DestinationClientId get; set; // The client to receive the message
public Command ClientCommand get; set; // The command for the destination client to execute
public string Data get; set; // The payload for the destination client
// An object for storing unhandled messages in a queue to be processed asynchronously
// This allows us to process messages and respond to the appropriate client,
// without having to do everything in the ChannelRead0 method and block the main thread
public class UnhandledMessage
private readonly Message message;
private readonly IChannelHandlerContext context;
public UnhandledMessage(Message message, IChannelHandlerContext context)
this.message = message;
this.context = context;
public Message Message => message;
public IChannelHandlerContext Context => context;
public Command Command => message.Command;
public string ClientId => message.ClientId;
public string Data => message.Data;
// A representation of the connected Clients on the server.
// Note: This is not the 'Client' class that would be used to communicate with the server.
public class Client
private readonly string clientId;
private readonly IChannelHandlerContext context;
public Client(string clientId, IChannelHandlerContext context)
this.clientId = clientId;
this.context = context;
public string ClientId => clientId;
public IChannelHandlerContext Context => context;
// The socket server, using DotNetty's SimpleChannelInboundHandler
// The ChannelRead0 method is called for each Message received
public class Server : SimpleChannelInboundHandler<Message>, IDisposable
private readonly ConcurrentDictionary<string, Client> clients;
private readonly ConcurrentQueue<UnhandledMessage> unhandledMessages;
private readonly CancellationTokenSource cancellation;
private readonly AutoResetEvent newMessage;
public Server(CancellationToken cancellation)
this.clients = new ConcurrentDictionary<string, Client>();
this.newMessage = new AutoResetEvent(false);
this.cancellation = CancellationTokenSource.CreateLinkedTokenSource(cancellation);
// The start method should be called when the server is bound to a port.
// Messages will be received, but will not be processed unless/until the Start method is called
public Task Start()
// Start a dedicated thread to process messages so that the ChannelRead operation does not block
return Task.Run(() =>
var serializer = JsonSerializer.CreateDefault(); // This will be used to deserialize the Data member of the messages
while (!cancellation.IsCancellationRequested)
UnhandledMessage message;
var messageEnqueued = newMessage.WaitOne(100); // Sleep until a new message arrives
while (unhandledMessages.TryDequeue(out message)) // Process each message in the queue, then sleep until new messages arrive
if (message != null)
// Note: This part could be sent to the thread pool if you want to process messages in parallel
switch (message.Command)
case Command.Register:
// Register a new client, or update an existing client with a new Context
var client = new Client(message.ClientId, message.Context);
clients.AddOrUpdate(message.ClientId, client, (_,__) => client);
break;
case Command.SendToClient:
Client destinationClient;
using (var reader = new JsonTextReader(new StringReader(message.Data)))
var sendToClientCommand = serializer.Deserialize<SendToClientCommand>(reader);
if (clients.TryGetValue(sendToClientCommand.DestinationClientId, out destinationClient))
var clientMessage = new Message ClientId = message.ClientId, Command = sendToClientCommand.ClientCommand, Data = sendToClientCommand.Data ;
destinationClient.Context.Channel.WriteAndFlushAsync(clientMessage);
break;
, cancellation.Token);
// Receive each message from the clients and enqueue them to be procesed by the dedicated thread
protected override void ChannelRead0(IChannelHandlerContext context, Message message)
unhandledMessages.Enqueue(new UnhandledMessage(message, context));
newMessage.Set(); // Trigger an event so that the thread processing messages wakes up when a new message arrives
// Flush the channel once the Read operation has completed
public override void ChannelReadComplete(IChannelHandlerContext context)
context.Flush();
base.ChannelReadComplete(context);
// Automatically stop the message-processing thread when this object is disposed
public void Dispose()
cancellation.Cancel();
【讨论】:
TcpListener
有什么问题?至少它支持async/await
。而不是为本质上是 I/O 绑定的东西启动 CPU-bound 线程
DotNetty 是一个异步的、事件驱动的 Socket IO 库。 SecureChat example server 是一个好的开始,但它只是将传入的消息广播到所有客户端,所以我想我会演示一个将消息路由到特定客户端的示例。我介绍了生产者-消费者模式,有一个专门的线程来处理消息,以防服务器逻辑不仅仅是消息路由。
Here's a thread 讨论 DotNetty 与 TcpListener 和其他替代方案。 DotNetty 是 Netty 的一个端口,由 Microsoft Azure 团队维护。它用于 Azure IoT 网关协议,并作为Akka.net 等分布式框架的网络层。
感谢您的链接。我看了一下您提到的 SecureChat 示例,它看起来更像是一个高级 EAI 库(通常与传输无关)而不是 TCP 套接字库。这没有错,但这不是苹果与苹果的比较。无论如何,您的示例可能有效,但它类似于产生线程和在句柄上休眠的老式重叠 I/O 技术。这不是使用Task
s 的推荐方法,而且还浪费了一个线程,否则在 IOCP 在后台进行时会更好地做其他事情。祝你好运+1
我从 github.com/Azure/DotNetty 下载了 DotNetty,但是在打开解决方案后,它给出了命名空间问题的错误,我认为这个 DotNetty 解决方案将在 Visual Studio 2017 中打开,嗯,我正在下载 Visual Studio 2017 社区版并运行该项目,并将尝试根据我的需要获得结果。【参考方案2】:
我也尝试过这样做,同样基于 MSDN 的相同代码 一个可能的解决方案是使用套接字列表:
List<Socket> clients = new List<Socket>();
然后,当客户端连接时,将客户端添加到列表中:
public 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);
clients.Add(handler);
...
你必须知道每个连接的客户端的id(句柄),然后你可以向特定的客户端发送一些消息:
public void SendToOne(string id,string message)
foreach (Socket s in clients)
if (s.Handle.ToString() == id)
Send(s, message);
【讨论】:
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