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上接稳扎稳打Silverlight(24) - 2.0通信之Socket, 开发一个多人聊天室

Main.cs

using System; 

using System.Collections.Generic; 

using System.ComponentModel; 

using System.Data; 

using System.Drawing; 

using System.Linq; 

using System.Text; 

using System.Windows.Forms; 

using System.Net.Sockets; 

using System.Net; 

using System.Threading; 

using System.IO; 

namespace SocketServer 

        public partial class Main : Form 

        { 

                SynchronizationContext _syncContext; 

                System.Timers.Timer _timer; 

                // 信息结束符,用于判断是否完整地读取了用户发送的信息(要与客户端的信息结束符相对应) 

                private string _endMarker = "^"; 

                // 服务端监听的 socket 

                private Socket _listener; 

                // 实例化 ManualResetEvent, 设置其初始状态为非终止状态(可入状态) 

                private ManualResetEvent _connectDone = new ManualResetEvent(false); 

                // 客户端 Socket 列表 

                private List<ClientSocketPacket> _clientList = new List<ClientSocketPacket>(); 

                public Main() 

                { 

                        InitializeComponent(); 

                        // UI 线程 

                        _syncContext = SynchronizationContext.Current; 

                        // 启动后台线程去运行 Socket 服务 

                        Thread thread = new Thread(new ThreadStart(StartupSocketServer)); 

                        thread.IsBackground = true; 

                        thread.Start(); 

                } 

                private void StartupSocketServer() 

                        // 每 10 秒运行一次计时器所指定的方法 

                        _timer = new System.Timers.Timer(); 

                        _timer.Interval = 10000d; 

                        _timer.Elapsed += new System.Timers.ElapsedEventHandler(_timer_Elapsed); 

                        _timer.Start(); 

                        // 初始化 socket , 然后与端口绑定, 然后对端口进行监听 

                        _listener = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); 

                        _listener.Bind(new IPEndPoint(IPAddress.Any, 4518)); // Silverlight 2.0 使用 Socket 只能连接 4502-4534 端口 

                        _listener.Listen(100); 

                        while (true) 

                        { 

                                // 重置 ManualResetEvent,由此线程来控制 ManualResetEvent,其它到这里来的线程请等待 

                                // 为求简单易懂,本例实际上只有主线程会在这里循环运行 

                                _connectDone.Reset(); 

                                // 开始接受客户端传入的连接 

                                _listener.BeginAccept(new AsyncCallback(OnClientConnect), null); 

                                // 阻止当前线程,直到当前 ManualResetEvent 调用 Set 发出继续信号 

                                _connectDone.WaitOne(); 

                        } 

                private void _timer_Elapsed(object sender, System.Timers.ElapsedEventArgs e) 

                        // 每 10 秒给所有连入的客户端发送一次消息 

                        SendData(string.Format("webabcd 对所有人说:大家好! 【信息来自服务端 {0}】", DateTime.Now.ToString("hh:mm:ss"))); 

                private void OnClientConnect(IAsyncResult async) 

                        // 当前 ManualResetEvent 调用 Set 以发出继续信号,从而允许继续执行一个或多个等待线程 

                        _connectDone.Set(); 

                        ClientSocketPacket client = new ClientSocketPacket(); 

                        // 完成接受客户端传入的连接的这个异步操作,并返回客户端连入的 socket 

                        client.Socket = _listener.EndAccept(async); 

                        // 将客户端连入的 Socket 放进客户端 Socket 列表 

                        _clientList.Add(client); 

                        SendData("一个新的客户端已经成功连入服务器。。。 【信息来自服务端】"); 

                        try 

                                // 开始接收客户端传入的数据 

                                client.Socket.BeginReceive(client.Buffer, 0, client.Buffer.Length, SocketFlags.None, new AsyncCallback(OnDataReceived), client); 

                        catch (SocketException ex) 

                                // 处理异常 

                                HandleException(client, ex); 

                private void OnDataReceived(IAsyncResult async) 

                        ClientSocketPacket client = async.AsyncState as ClientSocketPacket; 

                        int count = 0; 

                                // 完成接收数据的这个异步操作,并返回接收的字节数 

                                if (client.Socket.Connected) 

                                        count = client.Socket.EndReceive(async); 

                        // 把接收到的数据添加进收到的字节集合内 

                        // 本例采用UTF8编码,中文占用3字节,英文占用1字节,缓冲区为32字节 

                        // 所以如果直接把当前缓冲区转成字符串的话可能会出现乱码,所以要等接收完用户发送的全部信息后再转成字符串 

                        foreach (byte b in client.Buffer.Take(count)) 

                                if (b == 0) continue; // 如果是空字节则不做处理 

                                client.ReceivedByte.Add(b); 

                        // 把当前接收到的数据转换为字符串。用于判断是否包含自定义的结束符 

                        string receivedString = UTF8Encoding.UTF8.GetString(client.Buffer, 0, count); 

                        // 如果该 Socket 在网络缓冲区中没有排队的数据 并且 接收到的数据中有自定义的结束符时 

                        if (client.Socket.Connected && client.Socket.Available == 0 && receivedString.Contains(_endMarker)) 

                                // 把收到的字节集合转换成字符串(去掉自定义结束符) 

                                // 然后清除掉字节集合中的内容,以准备接收用户发送的下一条信息 

                                string content = UTF8Encoding.UTF8.GetString(client.ReceivedByte.ToArray()); 

                                content = content.Replace(_endMarker, ""); 

                                client.ReceivedByte.Clear(); 

                                // 发送数据到所有连入的客户端,并在服务端做记录 

                                SendData(content); 

                                _syncContext.Post(ResultCallback, content); 

                                // 继续开始接收客户端传入的数据 

                                        client.Socket.BeginReceive(client.Buffer, 0, client.Buffer.Length, 0, new AsyncCallback(OnDataReceived), client); 

                /// <summary> 

                /// 发送数据到所有连入的客户端 

                /// </summary> 

                /// <param name="data">需要发送的数据</param> 

                private void SendData(string data) 

                        byte[] byteData = UTF8Encoding.UTF8.GetBytes(data); 

                        foreach (ClientSocketPacket client in _clientList) 

                                { 

                                        try 

                                        { 

                                                // 如果某客户端 Socket 是连接状态,则向其发送数据 

                                                client.Socket.BeginSend(byteData, 0, byteData.Length, SocketFlags.None, new AsyncCallback(OnDataSent), client); 

                                        } 

                                        catch (SocketException ex) 

                                                HandleException(client, ex); 

                                } 

                                else    

                                        // 某 Socket 断开了连接的话则将其关闭,并将其清除出客户端 Socket 列表 

                                        // 也就是说每次向所有客户端发送消息的时候,都会从客户端 Socket 集合中清除掉已经关闭了连接的 Socket 

                                        client.Socket.Close(); 

                                        _clientList.Remove(client); 

                private void OnDataSent(IAsyncResult async) 

                                // 完成将信息发送到客户端的这个异步操作 

                                        client.Socket.EndSend(async); 

                /// 处理 SocketException 异常 

                /// <param name="client">导致异常的 ClientSocketPacket</param> 

                /// <param name="ex">SocketException</param> 

                private void HandleException(ClientSocketPacket client, SocketException ex) 

                        // 在服务端记录异常信息,关闭导致异常的 Socket,并将其清除出客户端 Socket 列表 

                        _syncContext.Post(ResultCallback, client.Socket.RemoteEndPoint.ToString() + " - " + ex.Message); 

                        client.Socket.Close(); 

                        _clientList.Remove(client); 

                private void ResultCallback(object result) 

                        // 输出相关信息 

                        txtMsg.Text += result.ToString() + "\r\n"; 

        } 

}

3、Socket客户端(聊天室的客户端)

SocketClient.xaml

<UserControl x:Class="Silverlight20.Communication.SocketClient" 

        xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"    

        xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"> 

        <StackPanel HorizontalAlignment="Left" Width="600" Margin="5" Background="Gray"> 

                <ScrollViewer x:Name="scrollChat" Height="400" VerticalScrollBarVisibility="Auto" Background="White" Margin="10"> 

                        <TextBlock x:Name="txtChat" TextWrapping="Wrap" /> 

                </ScrollViewer> 

                <StackPanel Orientation="Horizontal" Margin="5"> 

                        <TextBox x:Name="txtName" Margin="5" Width="100" /> 

                        <TextBox x:Name="txtInput" Margin="5" Width="400" KeyDown="txtInput_KeyDown" /> 

                        <Button x:Name="btnSend" Margin="5" Width="60" Content="Send" Click="btnSend_Click"/> 

                </StackPanel> 

        </StackPanel> 

</UserControl>

SocketClient.xaml.cs

using System.Windows; 

using System.Windows.Controls; 

using System.Windows.Documents; 

using System.Windows.Input; 

using System.Windows.Media; 

using System.Windows.Media.Animation; 

using System.Windows.Shapes; 

namespace Silverlight20.Communication 

        public partial class SocketClient : UserControl 

                // 信息结束符,用于判断是否完整地读取了用户发送的信息(要与服务端的信息结束符相对应) 

                // 客户端 Socket 

                private Socket _socket; 

                // Socket 异步操作对象 

                private SocketAsyncEventArgs _sendEventArgs; 

                public SocketClient() 

                        this.Loaded += new RoutedEventHandler(Page_Loaded); 

                void Page_Loaded(object sender, RoutedEventArgs e) 

                        // 初始化姓名和需要发送的默认文字 

                        txtName.Text = "匿名用户" + new Random().Next(0, 9999).ToString().PadLeft(4, '0'); 

                        txtInput.Text = "hi"; 

                        // 实例化 Socket 

                        _socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); 

                        // 实例化 SocketAsyncEventArgs ,用于对 Socket 做异步操作,很方便 

                        SocketAsyncEventArgs args = new SocketAsyncEventArgs(); 

                        // 服务器的 EndPoint 

                        args.RemoteEndPoint = new DnsEndPoint("wanglei-pc", 4518); 

                        // 异步操作完成后执行的事件 

                        args.Completed += new EventHandler<SocketAsyncEventArgs>(OnSocketConnectCompleted); 

                        // 异步连接服务端 

                        _socket.ConnectAsync(args); 

                private void OnSocketConnectCompleted(object sender, SocketAsyncEventArgs e) 

                        // 设置数据缓冲区 

                        byte[] response = new byte[1024]; 

                        e.SetBuffer(response, 0, response.Length); 

                        // 修改 SocketAsyncEventArgs 对象的异步操作完成后需要执行的事件 

                        e.Completed -= new EventHandler<SocketAsyncEventArgs>(OnSocketConnectCompleted); 

                        e.Completed += new EventHandler<SocketAsyncEventArgs>(OnSocketReceiveCompleted); 

                        // 异步地从服务端 Socket 接收数据 

                        _socket.ReceiveAsync(e); 

                        // 构造一个 SocketAsyncEventArgs 对象,用于用户向服务端发送消息 

                        _sendEventArgs = new SocketAsyncEventArgs(); 

                        _sendEventArgs.RemoteEndPoint = e.RemoteEndPoint; 

                        string data = ""; 

                        if (!_socket.Connected) 

                                data = "无法连接到服务器。。。请刷新后再试。。。"; 

                        else 

                                data = "成功地连接上了服务器。。。"; 

                        WriteText(data); 

                private void OnSocketReceiveCompleted(object sender, SocketAsyncEventArgs e) 

                                // 将接收到的数据转换为字符串 

                                string data = UTF8Encoding.UTF8.GetString(e.Buffer, e.Offset, e.BytesTransferred); 

                                WriteText(data); 

                        catch (Exception ex) 

                                WriteText(ex.ToString()); 

                        // 继续异步地从服务端 Socket 接收数据 

                private void WriteText(string data) 

                        // 在聊天文本框中输出指定的信息,并将滚动条滚到底部 

                        this.Dispatcher.BeginInvoke( 

                                delegate 

                                        txtChat.Text += data + "\r\n"; 

                                        scrollChat.ScrollToVerticalOffset(txtChat.ActualHeight); 

                        ); 

                private void SendData() 

                        if (_socket.Connected) 

                                // 设置需要发送的数据的缓冲区 

                                _sendEventArgs.BufferList = 

                                        new List<ArraySegment<byte>>()    

                                        {    

                                                new ArraySegment<byte>(UTF8Encoding.UTF8.GetBytes(txtName.Text + ":" + txtInput.Text + _endMarker))    

                                        }; 

                                // 异步地向服务端 Socket 发送消息 

                                _socket.SendAsync(_sendEventArgs); 

                                txtChat.Text += "无法连接到服务器。。。请刷新后再试。。。\r\n"; 

                                _socket.Close(); 

                        txtInput.Focus(); 

                        txtInput.Text = ""; 

                private void btnSend_Click(object sender, RoutedEventArgs e) 

                        SendData(); 

                private void txtInput_KeyDown(object sender, KeyEventArgs e) 

                        // 按了回车键就向服务端发送数据 

                        if (e.Key == Key.Enter) 

                                SendData(); 

OK

<a href="http://down.51cto.com/data/100302" target="_blank">[源码下载]</a>

     本文转自webabcd 51CTO博客,原文链接:http://blog.51cto.com/webabcd/343812,如需转载请自行联系原作者