这是一个非常简单的使用 async/await 和 NetworkStream 的示例:
SocketServer.cs:
class SocketServer
{
private readonly Socket _listen;
public SocketServer(int port)
{
IPEndPoint listenEndPoint = new IPEndPoint(IPAddress.Loopback, port);
_listen = new Socket(SocketType.Stream, ProtocolType.Tcp);
_listen.Bind(listenEndPoint);
_listen.Listen(1);
_listen.BeginAccept(_Accept, null);
}
public void Stop()
{
_listen.Close();
}
private async void _Accept(IAsyncResult result)
{
try
{
using (Socket client = _listen.EndAccept(result))
using (NetworkStream stream = new NetworkStream(client))
using (StreamReader reader = new StreamReader(stream))
using (StreamWriter writer = new StreamWriter(stream))
{
Console.WriteLine("SERVER: accepted new client");
string text;
while ((text = await reader.ReadLineAsync()) != null)
{
Console.WriteLine("SERVER: received \"" + text + "\"");
writer.WriteLine(text);
writer.Flush();
}
}
Console.WriteLine("SERVER: end-of-stream");
// Don't accept a new client until the previous one is done
_listen.BeginAccept(_Accept, null);
}
catch (ObjectDisposedException)
{
Console.WriteLine("SERVER: server was closed");
}
catch (SocketException e)
{
Console.WriteLine("SERVER: Exception: " + e);
}
}
}
程序.cs:
class Program
{
private const int _kport = 54321;
static void Main(string[] args)
{
SocketServer server = new SocketServer(_kport);
Socket remote = new Socket(SocketType.Stream, ProtocolType.Tcp);
IPEndPoint remoteEndPoint = new IPEndPoint(IPAddress.Loopback, _kport);
remote.Connect(remoteEndPoint);
using (NetworkStream stream = new NetworkStream(remote))
using (StreamReader reader = new StreamReader(stream))
using (StreamWriter writer = new StreamWriter(stream))
{
Task receiveTask = _Receive(reader);
string text;
Console.WriteLine("CLIENT: connected. Enter text to send...");
while ((text = Console.ReadLine()) != "")
{
writer.WriteLine(text);
writer.Flush();
}
remote.Shutdown(SocketShutdown.Send);
receiveTask.Wait();
}
server.Stop();
}
private static async Task _Receive(StreamReader reader)
{
string receiveText;
while ((receiveText = await reader.ReadLineAsync()) != null)
{
Console.WriteLine("CLIENT: received \"" + receiveText + "\"");
}
Console.WriteLine("CLIENT: end-of-stream");
}
}
这是一个非常简单的示例,将服务器和客户端托管在同一个进程中,并且一次只接受一个连接。这实际上只是为了说明目的。真实世界的场景无疑会包含其他功能以满足他们的需求。
在这里,我将NetworkStreams 包装在StreamReaders 和StreamWriters 中。请注意,您必须致电Flush() 以确保实际发送数据。为了更好地控制 I/O,当然可以直接使用NetworkStream。只需使用Stream.ReadAsync() 方法而不是StreamReader.ReadLineAsync()。另请注意,在我的示例中,写入是同步的。如果您愿意,您也可以使用与阅读所示相同的基本技术将其设为异步。
编辑:
OP 表示他们无法使用async/await。这是使用NetworkStream 和旧式Begin/EndXXX() API 的客户端版本(当然,服务器也会进行类似的更改):
using System;
using System.IO;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
namespace TestOldSchoolNetworkStream
{
class Program
{
private const int _kport = 54321;
static void Main(string[] args)
{
SocketServer server = new SocketServer(_kport);
Socket remote = new Socket(SocketType.Stream, ProtocolType.Tcp);
IPEndPoint remoteEndPoint = new IPEndPoint(IPAddress.Loopback, _kport);
remote.Connect(remoteEndPoint);
using (NetworkStream stream = new NetworkStream(remote))
{
// For convenience, These variables are local and captured by the
// anonymous method callback. A less-primitive implementation would
// encapsulate the client state in a separate class, where these objects
// would be kept. The instance of this object would be then passed to the
// completion callback, or the receive method itself would contain the
// completion callback itself.
ManualResetEvent receiveMonitor = new ManualResetEvent(false);
byte[] rgbReceive = new byte[8192];
char[] rgch = new char[Encoding.UTF8.GetMaxCharCount(rgbReceive.Length)];
Decoder decoder = Encoding.UTF8.GetDecoder();
StringBuilder receiveBuffer = new StringBuilder();
stream.BeginRead(rgbReceive, 0, rgbReceive.Length, result =>
{
_Receive(stream, rgbReceive, rgch, decoder, receiveBuffer, receiveMonitor, result);
}, null);
string text;
Console.WriteLine("CLIENT: connected. Enter text to send...");
while ((text = Console.ReadLine()) != "")
{
byte[] rgbSend = Encoding.UTF8.GetBytes(text + Environment.NewLine);
remote.BeginSend(rgbSend, 0, rgbSend.Length, SocketFlags.None, _Send, Tuple.Create(remote, rgbSend.Length));
}
remote.Shutdown(SocketShutdown.Send);
receiveMonitor.WaitOne();
}
server.Stop();
}
private static void _Receive(NetworkStream stream, byte[] rgb, char[] rgch, Decoder decoder, StringBuilder receiveBuffer, EventWaitHandle monitor, IAsyncResult result)
{
try
{
int byteCount = stream.EndRead(result);
string fullLine = null;
if (byteCount > 0)
{
int charCount = decoder.GetChars(rgb, 0, byteCount, rgch, 0);
receiveBuffer.Append(rgch, 0, charCount);
int newLineIndex = IndexOf(receiveBuffer, Environment.NewLine);
if (newLineIndex >= 0)
{
fullLine = receiveBuffer.ToString(0, newLineIndex);
receiveBuffer.Remove(0, newLineIndex + Environment.NewLine.Length);
}
stream.BeginRead(rgb, 0, rgb.Length, result1 =>
{
_Receive(stream, rgb, rgch, decoder, receiveBuffer, monitor, result1);
}, null);
}
else
{
Console.WriteLine("CLIENT: end-of-stream");
fullLine = receiveBuffer.ToString();
monitor.Set();
}
if (!string.IsNullOrEmpty(fullLine))
{
Console.WriteLine("CLIENT: received \"" + fullLine + "\"");
}
}
catch (IOException e)
{
Console.WriteLine("CLIENT: Exception: " + e);
}
}
private static int IndexOf(StringBuilder sb, string text)
{
for (int i = 0; i < sb.Length - text.Length + 1; i++)
{
bool match = true;
for (int j = 0; j < text.Length; j++)
{
if (sb[i + j] != text[j])
{
match = false;
break;
}
}
if (match)
{
return i;
}
}
return -1;
}
private static void _Send(IAsyncResult result)
{
try
{
Tuple<Socket, int> state = (Tuple<Socket, int>)result.AsyncState;
int actualLength = state.Item1.EndSend(result);
if (state.Item2 != actualLength)
{
// Should never happen...the async operation should not complete until
// the full buffer has been successfully sent,
Console.WriteLine("CLIENT: send completed with only partial success");
}
}
catch (IOException e)
{
Console.WriteLine("CLIENT: Exception: " + e);
}
}
}
}
请注意,即使省略了一堆异常处理逻辑,这段代码也相当长,至少部分原因是TextReader 没有内置的异步 API,因此处理这里的输入数据要详细得多。当然,这是针对简单的基于行的文本交换协议。其他协议在数据解包方面可能或多或少复杂,但NetworkStream 的底层读写元素是相同的。