问题描述
基本上,我做了一个套接字连接。这里是我的WaitData方式:
Basically I've made a socket connection. Here's my WaitData method:
public void WaitForData()
{
State state = new State();
state.Client = socket;
//issue first receive
state.Client.BeginReceive(state.Buffer, 0, state.Buffer.Length, SocketFlags.None, new AsyncCallback(ServerReadCallback), state);
}
这就是所谓每当我的插座等待数据(我希望它等待数据的所有时间)。
所以每当一个新的消息已经开始接收(.BeginReceive叫)我希望我的主线程再次调用WaitForData因此它会继续接受邮件。
这将如何做?
This is called whenever my socket is waiting for data (I want it to wait for data all the time).So whenever a new message has started to be received (.BeginReceive is called) I want my main thread to call WaitForData again so it'll keep accepting messages.How would this be done?
(顺便说一句,我不能叫WaitForData在ServerReadCallback因为它会阻止消息的实际接收)。
(btw I can't call WaitForData in the ServerReadCallback since it would block for the actual receiving of the message).
很抱歉,如果我的描述是混乱的;我发现它,而很难形容。
Sorry if my description is messy; I found it rather hard to describe.
推荐答案
在您的日常ServerReadCallBack一旦你finsished处理消息,另一个问题,即BeginReceive
In your ServerReadCallBack routine once you've finsished processing the message, issue another BeginReceive ie:
State state = new State();
state.Client = socket;
//issue first receive
state.Client.BeginReceive(state.Buffer, 0, state.Buffer.Length, SocketFlags.None, new AsyncCallback(ServerReadCallback), state);
记住然而,如果你的消息是可变长度,然后在缓冲区中读取的数据可能是部分消息;整个消息;或整个另一消息的消息加部分/全体。所以,你的ServerReadCallback需要能够处理这个 - 线沿线的东西:
Bear in mind however if your messages are variable length, then the data read in a buffer may be part of a message; the whole of a message; or the whole of a message plus part/whole of another message. So your ServerReadCallback needs to be able to deal with this - something along the lines of:
private void OnDataReceived(IAsyncResult asyn)
{
ReceiveState rState = (ReceiveState)asyn.AsyncState;
Socket client = rState.Client;
SocketError socketError = SocketError.TypeNotFound;
if (!client.Connected)
{
// Not Connected anymore ?
return;
}
_LastComms = DateTime.Now;
_LastIn = _LastComms;
int dataOffset = 0;
int restOfData = 0;
int dataRead = 0;
Boolean StreamClosed = false;
long rStateDataLength = 0;
long LastrStateDataLength = 0;
try
{
dataRead = client.EndReceive(asyn, out socketError);
}
catch (Exception excpt)
{
// Your code goes here..
}
if (socketError != SocketError.Success)
{
// Has Connection been lost ?
OnConnectionDropped(client);
return;
}
if (dataRead <= 0)
{
// Has connection been lost ?
OnConnectionDropped(client);
return;
}
while (dataRead > 0)
{
//check to determine what income data contain: size prefix or message
if (!rState.DataSizeReceived)
{
//there is already some data in the buffer
if (rState.Data.Length > 0)
{
restOfData = PrefixSize - (int)rState.Data.Length;
rState.Data.Write(rState.Buffer, dataOffset, restOfData);
dataRead -= restOfData;
dataOffset += restOfData;
}
else if (dataRead >= PrefixSize)
{ //store whole data size prefix
rState.Data.Write(rState.Buffer, dataOffset, PrefixSize);
dataRead -= PrefixSize;
dataOffset += PrefixSize;
}
else
{ // store only part of the size prefix
rState.Data.Write(rState.Buffer, dataOffset, dataRead);
dataOffset += dataRead;
dataRead = 0;
}
if (rState.Data.Length == PrefixSize)
{ //we received data size prefix
rState.DataSize = BitConverter.ToInt32(rState.Data.GetBuffer(), 0);
rState.DataSizeReceived = true;
//reset internal data stream
rState.Data.Position = 0;
rState.Data.SetLength(0);
}
else
{ //we received just part of the prefix information
//issue another read
client.BeginReceive(rState.Buffer, 0, rState.Buffer.Length,
SocketFlags.None, new AsyncCallback(socketReadCallBack),
rState);
return;
}
}
//at this point we know the size of the pending data
// Object disposed exception may raise here
try
{
rStateDataLength = rState.Data.Length;
LastrStateDataLength = rStateDataLength;
}
catch (ObjectDisposedException Ode)
{
StreamClosed = true;
}
if (!StreamClosed)
{
if ((rStateDataLength + dataRead) >= rState.DataSize)
{ //we have all the data for this message
restOfData = rState.DataSize - (int)rState.Data.Length;
rState.Data.Write(rState.Buffer, dataOffset, restOfData);
//Console.WriteLine("Data message received. Size: {0}",
// rState.DataSize);
// Is this a heartbeat message ?
// This is my own thing - you may not need this..
if (rState.Data.Length == 2)
{
// Yes
HeartBeatReceived();
}
else
{
// Handle the received messsage
DecodeMessageReceived(GetStringFromStream(rState.Data));
}
dataOffset += restOfData;
dataRead -= restOfData;
//message received - cleanup internal memory stream
rState.Data = new MemoryStream();
rState.Data.Position = 0;
rState.DataSizeReceived = false;
rState.DataSize = 0;
if (dataRead == 0)
{
//no more data remaining to process - issue another receive
if (_IsConnected)
{
client.BeginReceive(rState.Buffer, 0, rState.Buffer.Length,
SocketFlags.None, new AsyncCallback(socketReadCallBack),
rState);
return;
}
}
else
continue; //there's still some data to process in the buffers
}
else
{ //there is still data pending, store what we've
//received and issue another BeginReceive
if (_IsConnected)
{
rState.Data.Write(rState.Buffer, dataOffset, dataRead);
client.BeginReceive(rState.Buffer, 0, rState.Buffer.Length,
SocketFlags.None, new AsyncCallback(socketReadCallBack), rState);
dataRead = 0;
}
}
}
else
{
// Stream closed, but have we read everything ?
if (LastrStateDataLength + dataRead == rState.DataSize)
{
// We're equal, get ready for more
//no more data remaining to process - issue another receive
if (_IsConnected)
{
client.BeginReceive(rState.Buffer, 0, rState.Buffer.Length,
SocketFlags.None, new AsyncCallback(socketReadCallBack),
rState);
}
return;
}
else
{
// We should have more..
// report error ?
}
}
// If we've been disconnected, provide a graceful exit
if (!_IsConnected)
dataRead = -1;
}
}
在这段代码我rstate是:
In this code my rstate is:
public class ReceiveState
{
public byte[] Buffer = new byte[1024]; //buffer for network i/o
public int DataSize = 0; //data size to be received by the server
public bool DataSizeReceived = false; //whether prefix was received
public MemoryStream Data = new MemoryStream(); //place where data is stored
public Socket Client; //client socket
}
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