我在c#中使用套接字,以便将数据从服务器发送到客户端计算机。实际上,我创建了一个捕获器,可以捕获来自3种不同机器的kinect流。我想生成服务器和客户端通信,以便将信号从服务器发送到其余设备,以便开始和停止记录过程。我想用鼠标左键发送一条消息以开始记录,而用鼠标右键单击以停止记录。我的代码如下:
public Form1()
{
InitializeComponent();
this.MouseClick += mouseClick1;
Thread thread = new Thread(() => StartServer(message));
thread.Start(); // server is begining
}
private void mouseClick1(object sender, MouseEventArgs e)
{
if (e.Button == MouseButtons.Left)
{
message = "start";
try
{
obj = new Capturer(dirPath + name + "_" + surname, 20);
}
catch (Exception e1)
{
Console.WriteLine("The process failed: {0}", e1.ToString());
}
if (clientSockets.Count > 0)
{
Thread.Sleep(10);
foreach (Socket socket1 in clientSockets)
socket1.Send(Encoding.ASCII.GetBytes(message)); //send everything to all clients as bytes
}
else
{
serverSocket.BeginAccept(new AsyncCallback(acceptCallback), null); //to receive another client
}
}
else if (e.Button == MouseButtons.Right)
{
message = "stop";
obj.flag2 = true;
if (clientSockets.Count > 0)
{
Thread.Sleep(10);
foreach (Socket socket1 in clientSockets)
socket1.Send(Encoding.ASCII.GetBytes(message)); //send everything to all clients as bytes
}
else
{
serverSocket.BeginAccept(new AsyncCallback(acceptCallback), null); //to receive another client
}
}
}
public void StartServer(String message) {
serverSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
serverSocket.Bind(new IPEndPoint(IPAddress.Any, PORT_NO));
serverSocket.Listen(4); //the maximum pending client, define as you wish
serverSocket.BeginAccept(new AsyncCallback(acceptCallback), null);
string result = "";
do
{
result ="asdf";
} while (result.ToLower().Trim() != "exit");
}
private const int BUFFER_SIZE = 4096;
private static byte[] buffer = new byte[BUFFER_SIZE]; //buffer size is limited to BUFFER_SIZE per message
private static List<Socket> clientSockets = new List<Socket>(); //may be needed by you
private static void acceptCallback(IAsyncResult result)
{ //if the buffer is old, then there might already be something there...
Socket socket = null;
try
{
socket = serverSocket.EndAccept(result); // The objectDisposedException will come here... thus, it is to be expected!
//Do something as you see it needs on client acceptance
clientSockets.Add(socket);
socket.BeginReceive(buffer, 0, buffer.Length, SocketFlags.None, new AsyncCallback(receiveCallback), socket);
string msg = "start";
//socket.Send(Encoding.ASCII.GetBytes(msg));
if (clientSockets.Count > 0)
{
Thread.Sleep(10);
foreach (Socket socket1 in clientSockets)
socket1.Send(Encoding.ASCII.GetBytes(msg)); //send everything to all clients as bytes
}
else
{
serverSocket.BeginAccept(new AsyncCallback(acceptCallback), null); //to receive another client
}
}
catch (Exception e)
{ // this exception will happen when "this" is be disposed...
//Do something here
Console.WriteLine(e.ToString());
}
}
const int MAX_RECEIVE_ATTEMPT = 10;
static int receiveAttempt = 0; //this is not fool proof, obviously, since actually you must have multiple of this for multiple clients, but for the sake of simplicity I put this
private static void receiveCallback(IAsyncResult result)
{
Socket socket = null;
try
{
socket = (Socket)result.AsyncState; //this is to get the sender
if (socket.Connected)
{ //simple checking
int received = socket.EndReceive(result);
if (received > 0)
{
byte[] data = new byte[received]; //the data is in the byte[] format, not string!
Buffer.BlockCopy(buffer, 0, data, 0, data.Length); //There are several way to do this according to http://stackoverflow.com/questions/5099604/any-faster-way-of-copying-arrays-in-c in general, System.Buffer.memcpyimpl is the fastest
//DO SOMETHING ON THE DATA int byte[]!! Yihaa!!
Console.WriteLine(Encoding.UTF8.GetString(data)); //Here I just print it, but you need to do something else
//Message retrieval part
//Suppose you only want to declare that you receive data from a client to that client
string msg = "I receive your message on: " + DateTime.Now;
socket.Send(Encoding.ASCII.GetBytes(msg)); //Note that you actually send data in byte[]
Console.WriteLine("I sent this message to the client: " + msg);
receiveAttempt = 0; //reset receive attempt
//socket.BeginReceive(buffer, 0, buffer.Length, SocketFlags.None, new AsyncCallback(receiveCallback), socket); //repeat beginReceive
}
else if (receiveAttempt < MAX_RECEIVE_ATTEMPT)
{ //fail but not exceeding max attempt, repeats
++receiveAttempt; //increase receive attempt;
socket.BeginReceive(buffer, 0, buffer.Length, SocketFlags.None, new AsyncCallback(receiveCallback), socket); //repeat beginReceive
}
else
{ //completely fails!
Console.WriteLine("receiveCallback fails!"); //don't repeat beginReceive
receiveAttempt = 0; //reset this for the next connection
}
}
}
catch (Exception e)
{ // this exception will happen when "this" is be disposed...
Console.WriteLine("receiveCallback fails with exception! " + e.ToString());
}
}
我如何将标志解析到服务器中,以便在客户端中发送该值?是否可以在此处更改服务器功能的静态类型?现在,代码开始在服务器端启动,服务器仅向客户端发送字符串“ start”。如何发送布尔标志的字符串消息?我的问题在于回调函数的静态类型。是否可以在AsyncCallBack中添加消息作为参数:
serverSocket.BeginAccept(new AsyncCallback(acceptCallback), null);
最佳答案
首先,关于MouseClick
事件。由于您具有活动的排他资格(即一次单击和另一次单击),因此可以将它们组合成一个event
public Form1()
{
InitializeComponent();
this.MouseClick += mouseClick1; //one event is enough
Thread thread = new Thread(() => StartServer(message));
thread.Start(); // server is begining
}
private void mouseClick1(object sender, MouseEventArgs e)
{
if (e.Button == MouseButtons.Left)
{
try
{
obj = new Capturer(dirPath + name + "_" + surname, 20); //captures the kinect streams
}
catch (Exception e1)
{
Console.WriteLine("The process failed: {0}", e1.ToString());
}
}
else if (e.Button == MouseButtons.Right)
{
obj.flag2 = true; // flag that handle the recording, true value stops the recording, possible I want that value to be send to the client in order the same thing happen.
}
}
一切都会好的。
接下来,回答您的问题:
问:如何将标志解析到服务器中,以便发送该值
在客户中?
答:在您的
mouseClick1
事件中,只需使用在sync
中执行的accept callback
发送,然后用其他方式更改msg
(例如byte[] val = new byte[] { 1 };
)foreach (Socket socket1 in clientSockets) //Do this in your `if (e.Button == Mouse.Left and Mouse.Right) blocks
socket1.Send(Encoding.ASCII.GetBytes(msg));
问:是否可以在此处更改服务器功能的
static
类型?答:可以!它是
windows form
,您无需使用static
输入所有!与上一个问题中的
Console App
不同。我会甚至建议您尽可能不做任何事情
static
问:现在是代码开始在服务器上发送仅字符串了
“开始”到
clients
。如何发送string
的bool
消息旗?
答:由于您使用套接字,因此您无法真正发送
bool
标志,因此说话。您将发送
byte[]
。但是您可以随时签入客户实施。如果
byte[]
具有特定值,则只需将其更改为
bool
。例如,考虑只发送1
或0
从您的服务器。然后,在您的客户
endReceiveCallback
中,您可以只需检查即将出现的
data
,看看它是否为1
,然后为true
,如果是
0
,则为false
问:我的问题在于回调函数的
static
类型。是吗可以将消息添加为参数,例如
AsyncCallBack
答:这是
winform
,您可以摆脱所有static
var!是的,只需将其作为替换
null
Begin
中的callback
即可。然后,您也传递对象。
//Change null with something else
serverSocket.BeginAccept(new AsyncCallback(acceptCallback), myobj);
然后在
acceptCallback
中,使用IAsyncResult.AsyncState