class Program { //This variable determines the number of //SocketAsyncEventArg objects put in the pool of objects for receive/send. //The value of this variable also affects the Semaphore. //This app uses a Semaphore to ensure that the max # of connections //value does not get exceeded. //Max # of connections to a socket can be limited by the Windows Operating System //also. public const Int32 maxNumberOfConnections = 3000; //If this port # will not work for you, it's okay to change it. public const Int32 port = 4444; //You would want a buffer size larger than 25 probably, unless you know the //data will almost always be less than 25. It is just 25 in our test app. public const Int32 testBufferSize = 25; //This is the maximum number of asynchronous accept operations that can be //posted simultaneously. This determines the size of the pool of //SocketAsyncEventArgs objects that do accept operations. Note that this //is NOT the same as the maximum # of connections. public const Int32 maxSimultaneousAcceptOps = 10; //The size of the queue of incoming connections for the listen socket. public const Int32 backlog = 100; //For the BufferManager public const Int32 opsToPreAlloc = 2; // 1 for receive, 1 for send //allows excess SAEA objects in pool. public const Int32 excessSaeaObjectsInPool = 1; //This number must be the same as the value on the client. //Tells what size the message prefix will be. Don't change this unless //you change the code, because 4 is the length of 32 bit integer, which //is what we are using as prefix. public const Int32 receivePrefixLength = 4; public const Int32 sendPrefixLength = 4; public static Int32 mainTransMissionId = 10000; public static Int32 startingTid; // public static Int32 mainSessionId = 1000000000; public static List listOfDataHolders; // To keep a record of maximum number of simultaneous connections // that occur while the server is running. This can be limited by operating // system and hardware. It will not be higher than the value that you set // for maxNumberOfConnections. public static Int32 maxSimultaneousClientsThatWereConnected = 0; static void Main(String[] args) { try { // Get endpoint for the listener. IPEndPoint localEndPoint = new IPEndPoint(IPAddress.Any, port); WriteInfoToConsole(localEndPoint); //This object holds a lot of settings that we pass from Main method //to the SocketListener. In a real app, you might want to read //these settings from a database or windows registry settings that //you would create. SocketListenerSettings theSocketListenerSettings = new SocketListenerSettings(maxNumberOfConnections, excessSaeaObjectsInPool, backlog, maxSimultaneousAcceptOps, receivePrefixLength, testBufferSize, sendPrefixLength, opsToPreAlloc, localEndPoint); //instantiate the SocketListener. SocketListener socketListener = new SocketListener(theSocketListenerSettings); } catch (Exception ex) { Console.WriteLine("Error: " + ex.Message); } }
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class SocketListener { //Buffers for sockets are unmanaged by .NET. //So memory used for buffers gets "pinned", which makes the //.NET garbage collector work around it, fragmenting the memory. //Circumvent this problem by putting all buffers together //in one block in memory. Then we will assign a part of that space //to each SocketAsyncEventArgs object, and //reuse that buffer space each time we reuse the SocketAsyncEventArgs object. //Create a large reusable set of buffers for all socket operations. BufferManager theBufferManager; // the socket used to listen for incoming connection requests Socket listenSocket; //A Semaphore has two parameters, the initial number of available slots // and the maximum number of slots. We'll make them the same. //This Semaphore is used to keep from going over max connection #. //(It is not about controlling threading really here.) Semaphore theMaxConnectionsEnforcer; //an object that we pass in and which has all the settings the listener needs SocketListenerSettings socketListenerSettings; PrefixHandler prefixHandler; MessageHandler messageHandler; // pool of reusable SocketAsyncEventArgs objects for accept operations SocketAsyncEventArgsPool poolOfAcceptEventArgs; // pool of reusable SocketAsyncEventArgs objects for //receive and send socket operations SocketAsyncEventArgsPool poolOfRecSendEventArgs; //_______________________________________________________________________________ // Constructor. public SocketListener(SocketListenerSettings theSocketListenerSettings) { this.socketListenerSettings = theSocketListenerSettings; this.prefixHandler = new PrefixHandler(); this.messageHandler = new MessageHandler(); //Allocate memory for buffers. We are using a separate buffer space for //receive and send, instead of sharing the buffer space, like the Microsoft //example does. this.theBufferManager = new BufferManager(this.socketListenerSettings.BufferSize * this.socketListenerSettings.NumberOfSaeaForRecSend * this.socketListenerSettings.OpsToPreAllocate, this.socketListenerSettings.BufferSize * this.socketListenerSettings.OpsToPreAllocate); this.poolOfRecSendEventArgs = new SocketAsyncEventArgsPool(this.socketListenerSettings.NumberOfSaeaForRecSend); this.poolOfAcceptEventArgs = new SocketAsyncEventArgsPool(this.socketListenerSettings.MaxAcceptOps); // Create connections count enforcer this.theMaxConnectionsEnforcer = new Semaphore(this.socketListenerSettings.MaxConnections, this.socketListenerSettings.MaxConnections); //Microsoft's example called these from Main method, which you //can easily do if you wish. Init(); StartListen(); } //____________________________________________________________________________ // initializes the server by preallocating reusable buffers and // context objects (SocketAsyncEventArgs objects). //It is NOT mandatory that you preallocate them or reuse them. But, but it is //done this way to illustrate how the API can // easily be used to create reusable objects to increase server performance. internal void Init() { // Allocate one large byte buffer block, which all I/O operations will //use a piece of. This guards against memory fragmentation. this.theBufferManager.InitBuffer(); // preallocate pool of SocketAsyncEventArgs objects for accept operations for (Int32 i = 0; i < this.socketListenerSettings.MaxAcceptOps; i++) { // add SocketAsyncEventArg to the pool this.poolOfAcceptEventArgs.Push( CreateNewSaeaForAccept(poolOfAcceptEventArgs)); } //The pool that we built ABOVE is for SocketAsyncEventArgs objects that do // accept operations. //Now we will build a separate pool for SAEAs objects //that do receive/send operations. One reason to separate them is that accept //operations do NOT need a buffer, but receive/send operations do. //ReceiveAsync and SendAsync require //a parameter for buffer size in SocketAsyncEventArgs.Buffer. // So, create pool of SAEA objects for receive/send operations. SocketAsyncEventArgs eventArgObjectForPool; Int32 tokenId; for (Int32 i = 0; i < this.socketListenerSettings.NumberOfSaeaForRecSend; i++) { //Allocate the SocketAsyncEventArgs object for this loop, //to go in its place in the stack which will be the pool //for receive/send operation context objects. eventArgObjectForPool = new SocketAsyncEventArgs(); // assign a byte buffer from the buffer block to //this particular SocketAsyncEventArg object this.theBufferManager.SetBuffer(eventArgObjectForPool); tokenId = poolOfRecSendEventArgs.AssignTokenId() + 1000000; //Attach the SocketAsyncEventArgs object //to its event handler. Since this SocketAsyncEventArgs object is //used for both receive and send operations, whenever either of those //completes, the IO_Completed method will be called. eventArgObjectForPool.Completed += new EventHandler(IO_Completed); //We can store data in the UserToken property of SAEA object. DataHoldingUserToken theTempReceiveSendUserToken = new DataHoldingUserToken(eventArgObjectForPool, eventArgObjectForPool.Offset, eventArgObjectForPool.Offset + this.socketListenerSettings.BufferSize, this.socketListenerSettings.ReceivePrefixLength, this.socketListenerSettings.SendPrefixLength, tokenId); //We'll have an object that we call DataHolder, that we can remove from //the UserToken when we are finished with it. So, we can hang on to the //DataHolder, pass it to an app, serialize it, or whatever. theTempReceiveSendUserToken.CreateNewDataHolder(); eventArgObjectForPool.UserToken = theTempReceiveSendUserToken; // add this SocketAsyncEventArg object to the pool. this.poolOfRecSendEventArgs.Push(eventArgObjectForPool); } //____________________________________________________________________________ // This method is called when we need to create a new SAEA object to do //accept operations. The reason to put it in a separate method is so that //we can easily add more objects to the pool if we need to. //You can do that if you do NOT use a buffer in the SAEA object that does //the accept operations. internal SocketAsyncEventArgs CreateNewSaeaForAccept(SocketAsyncEventArgsPool pool) { //Allocate the SocketAsyncEventArgs object. SocketAsyncEventArgs acceptEventArg = new SocketAsyncEventArgs(); //SocketAsyncEventArgs.Completed is an event, (the only event,) //declared in the SocketAsyncEventArgs class. //See http://msdn.microsoft.com/en-us/library/ // system.net.sockets.socketasynceventargs.completed.aspx. //An event handler should be attached to the event within //a SocketAsyncEventArgs instance when an asynchronous socket //operation is initiated, otherwise the application will not be able //to determine when the operation completes. //Attach the event handler, which causes the calling of the //AcceptEventArg_Completed object when the accept op completes. acceptEventArg.Completed += new EventHandler<SocketAsyncEventArgs>(AcceptEventArg_Completed); AcceptOpUserToken theAcceptOpToken = new AcceptOpUserToken(pool.AssignTokenId() + 10000); acceptEventArg.UserToken = theAcceptOpToken; return acceptEventArg; // accept operations do NOT need a buffer. //You can see that is true by looking at the //methods in the .NET Socket class on the Microsoft website. AcceptAsync does //not require a parameter for buffer size. } //____________________________________________________________________________ // This method starts the socket server such that it is listening for // incoming connection requests. internal void StartListen() { // create the socket which listens for incoming connections listenSocket = new Socket(this.socketListenerSettings.LocalEndPoint.AddressFamily, SocketType.Stream, ProtocolType.Tcp); //bind it to the port listenSocket.Bind(this.socketListenerSettings.LocalEndPoint); // Start the listener with a backlog of however many connections. //"backlog" means pending connections. //The backlog number is the number of clients that can wait for a //SocketAsyncEventArg object that will do an accept operation. //The listening socket keeps the backlog as a queue. The backlog allows //for a certain # of excess clients waiting to be connected. //If the backlog is maxed out, then the client will receive an error when //trying to connect. //max # for backlog can be limited by the operating system. listenSocket.Listen(this.socketListenerSettings.Backlog); //Server is listening now**** // Calls the method which will post accepts on the listening socket. //This call just occurs one time from this StartListen method. //After that the StartAccept method will be called in a loop. StartAccept(); } //____________________________________________________________________________ // Begins an operation to accept a connection request from the client internal void StartAccept() { //Get a SocketAsyncEventArgs object to accept the connection. SocketAsyncEventArgs acceptEventArg; //Get it from the pool if there is more than one in the pool. //We could use zero as bottom, but one is a little safer. if (this.poolOfAcceptEventArgs.Count > 1) { try { acceptEventArg = this.poolOfAcceptEventArgs.Pop(); } //or make a new one. catch { acceptEventArg = CreateNewSaeaForAccept(poolOfAcceptEventArgs); } } //or make a new one. else { acceptEventArg = CreateNewSaeaForAccept(poolOfAcceptEventArgs); } // Semaphore class is used to control access to a resource or pool of // resources. Enter the semaphore by calling the WaitOne method, which is // inherited from the WaitHandle class, and release the semaphore // by calling the Release method. This is a mechanism to prevent exceeding // the max # of connections we specified. We'll do this before // doing AcceptAsync. If maxConnections value has been reached, // then the thread will pause here until the Semaphore gets released, // which happens in the CloseClientSocket method. this.theMaxConnectionsEnforcer.WaitOne(); // Socket.AcceptAsync begins asynchronous operation to accept the connection. // Note the listening socket will pass info to the SocketAsyncEventArgs // object that has the Socket that does the accept operation. // If you do not create a Socket object and put it in the SAEA object // before calling AcceptAsync and use the AcceptSocket property to get it, // then a new Socket object will be created for you by .NET. bool willRaiseEvent = listenSocket.AcceptAsync(acceptEventArg); // Socket.AcceptAsync returns true if the I/O operation is pending, i.e. is // working asynchronously. The // SocketAsyncEventArgs.Completed event on the acceptEventArg parameter // will be raised upon completion of accept op. // AcceptAsync will call the AcceptEventArg_Completed // method when it completes, because when we created this SocketAsyncEventArgs // object before putting it in the pool, we set the event handler to do it. // AcceptAsync returns false if the I/O operation completed synchronously. // The SocketAsyncEventArgs.Completed event on the acceptEventArg parameter // will NOT be raised when AcceptAsync returns false. if (!willRaiseEvent) { // The code in this if (!willRaiseEvent) statement only runs // when the operation was completed synchronously. It is needed because // when Socket.AcceptAsync returns false, // it does NOT raise the SocketAsyncEventArgs.Completed event. // And we need to call ProcessAccept and pass it the SAEA object. // This is only when a new connection is being accepted. // Probably only relevant in the case of a socket error. ProcessAccept(acceptEventArg); } } //____________________________________________________________________________ // This method is the callback method associated with Socket.AcceptAsync // operations and is invoked when an async accept operation completes. //This is only when a new connection is being accepted. //Notice that Socket.AcceptAsync is returning a value of true, and //raising the Completed event when the AcceptAsync method completes. private void AcceptEventArg_Completed(object sender, SocketAsyncEventArgs e) { //Any code that you put in this method will NOT be called if //the operation completes synchronously, which will probably happen when //there is some kind of socket error. It might be better to put the code //in the ProcessAccept method. ProcessAccept(e); } //____________________________________________________________________________ //The e parameter passed from the AcceptEventArg_Completed method //represents the SocketAsyncEventArgs object that did //the accept operation. in this method we'll do the handoff from it to the //SocketAsyncEventArgs object that will do receive/send. private void ProcessAccept(SocketAsyncEventArgs acceptEventArgs) { // This is when there was an error with the accept op. That should NOT // be happening often. It could indicate that there is a problem with // that socket. If there is a problem, then we would have an infinite // loop here, if we tried to reuse that same socket. if (acceptEventArgs.SocketError != SocketError.Success) { // Loop back to post another accept op. Notice that we are NOT // passing the SAEA object here. LoopToStartAccept(); AcceptOpUserToken theAcceptOpToken = (AcceptOpUserToken)acceptEventArgs.UserToken; //Let's destroy this socket, since it could be bad. HandleBadAccept(acceptEventArgs); //Jump out of the method. return; } //Now that the accept operation completed, we can start another //accept operation, which will do the same. Notice that we are NOT //passing the SAEA object here. LoopToStartAccept(); // Get a SocketAsyncEventArgs object from the pool of receive/send op //SocketAsyncEventArgs objects SocketAsyncEventArgs receiveSendEventArgs = this.poolOfRecSendEventArgs.Pop(); //Create sessionId in UserToken. ((DataHoldingUserToken)receiveSendEventArgs.UserToken).CreateSessionId(); //A new socket was created by the AcceptAsync method. The //SocketAsyncEventArgs object which did the accept operation has that //socket info in its AcceptSocket property. Now we will give //a reference for that socket to the SocketAsyncEventArgs //object which will do receive/send. receiveSendEventArgs.AcceptSocket = acceptEventArgs.AcceptSocket; //We have handed off the connection info from the //accepting socket to the receiving socket. So, now we can //put the SocketAsyncEventArgs object that did the accept operation //back in the pool for them. But first we will clear //the socket info from that object, so it will be //ready for a new socket when it comes out of the pool. acceptEventArgs.AcceptSocket = null; this.poolOfAcceptEventArgs.Push(acceptEventArgs); StartReceive(receiveSendEventArgs); } //____________________________________________________________________________ //LoopToStartAccept method just sends us back to the beginning of the //StartAccept method, to start the next accept operation on the next //connection request that this listening socket will pass of to an //accepting socket. We do NOT actually need this method. You could //just call StartAccept() in ProcessAccept() where we called LoopToStartAccept(). //This method is just here to help you visualize the program flow. private void LoopToStartAccept() { StartAccept(); } //____________________________________________________________________________ // Set the receive buffer and post a receive op. private void StartReceive(SocketAsyncEventArgs receiveSendEventArgs) { //Set the buffer for the receive operation. receiveSendEventArgs.SetBuffer(receiveSendToken.bufferOffsetReceive, this.socketListenerSettings.BufferSize); // Post async receive operation on the socket. bool willRaiseEvent = receiveSendEventArgs.AcceptSocket.ReceiveAsync(receiveSendEventArgs); //Socket.ReceiveAsync returns true if the I/O operation is pending. The //SocketAsyncEventArgs.Completed event on the e parameter will be raised //upon completion of the operation. So, true will cause the IO_Completed //method to be called when the receive operation completes. //That's because of the event handler we created when building //the pool of SocketAsyncEventArgs objects that perform receive/send. //It was the line that said //eventArgObjectForPool.Completed += // new EventHandler<SocketAsyncEventArgs>(IO_Completed); //Socket.ReceiveAsync returns false if I/O operation completed synchronously. //In that case, the SocketAsyncEventArgs.Completed event on the e parameter //will not be raised and the e object passed as a parameter may be //examined immediately after the method call //returns to retrieve the result of the operation. // It may be false in the case of a socket error. if (!willRaiseEvent) { //If the op completed synchronously, we need to call ProcessReceive //method directly. This will probably be used rarely, as you will //see in testing. ProcessReceive(receiveSendEventArgs); } } //____________________________________________________________________________ // This method is called whenever a receive or send operation completes. // Here "e" represents the SocketAsyncEventArgs object associated //with the completed receive or send operation void IO_Completed(object sender, SocketAsyncEventArgs e) { //Any code that you put in this method will NOT be called if //the operation completes synchronously, which will probably happen when //there is some kind of socket error. // determine which type of operation just // completed and call the associated handler switch (e.LastOperation) { case SocketAsyncOperation.Receive: ProcessReceive(e); break; case SocketAsyncOperation.Send: ProcessSend(e); break; default: //This exception will occur if you code the Completed event of some //operation to come to this method, by mistake. throw new ArgumentException("The last operation completed on the socket was not a receive or send"); } } //____________________________________________________________________________ // This method is invoked by the IO_Completed method // when an asynchronous receive operation completes. // If the remote host closed the connection, then the socket is closed. // Otherwise, we process the received data. And if a complete message was // received, then we do some additional processing, to // respond to the client. private void ProcessReceive(SocketAsyncEventArgs receiveSendEventArgs) { DataHoldingUserToken receiveSendToken = (DataHoldingUserToken)receiveSendEventArgs.UserToken; // If there was a socket error, close the connection. This is NOT a normal // situation, if you get an error here. // In the Microsoft example code they had this error situation handled // at the end of ProcessReceive. Putting it here improves readability // by reducing nesting some. if (receiveSendEventArgs.SocketError != SocketError.Success) { receiveSendToken.Reset(); CloseClientSocket(receiveSendEventArgs); //Jump out of the ProcessReceive method. return; } // If no data was received, close the connection. This is a NORMAL // situation that shows when the client has finished sending data. if (receiveSendEventArgs.BytesTransferred == 0) { receiveSendToken.Reset(); CloseClientSocket(receiveSendEventArgs); return; } //The BytesTransferred property tells us how many bytes //we need to process. Int32 remainingBytesToProcess = receiveSendEventArgs.BytesTransferred; //If we have not got all of the prefix already, //then we need to work on it here. if (receiveSendToken.receivedPrefixBytesDoneCount < this.socketListenerSettings.ReceivePrefixLength) { remainingBytesToProcess = prefixHandler.HandlePrefix(receiveSendEventArgs, receiveSendToken, remainingBytesToProcess); if (remainingBytesToProcess == 0) { // We need to do another receive op, since we do not have // the message yet, but remainingBytesToProcess == 0. StartReceive(receiveSendEventArgs); //Jump out of the method. return; } } // If we have processed the prefix, we can work on the message now. // We'll arrive here when we have received enough bytes to read // the first byte after the prefix. bool incomingTcpMessageIsReady = messageHandler .HandleMessage(receiveSendEventArgs, receiveSendToken, remainingBytesToProcess); if (incomingTcpMessageIsReady == true) { // Pass the DataHolder object to the Mediator here. The data in // this DataHolder can be used for all kinds of things that an // intelligent and creative person like you might think of. receiveSendToken.theMediator.HandleData(receiveSendToken.theDataHolder); // Create a new DataHolder for next message. receiveSendToken.CreateNewDataHolder(); //Reset the variables in the UserToken, to be ready for the //next message that will be received on the socket in this //SAEA object. receiveSendToken.Reset(); receiveSendToken.theMediator.PrepareOutgoingData(); StartSend(receiveSendToken.theMediator.GiveBack()); } else { // Since we have NOT gotten enough bytes for the whole message, // we need to do another receive op. Reset some variables first. // All of the data that we receive in the next receive op will be // message. None of it will be prefix. So, we need to move the // receiveSendToken.receiveMessageOffset to the beginning of the // receive buffer space for this SAEA. receiveSendToken.receiveMessageOffset = receiveSendToken.bufferOffsetReceive; // Do NOT reset receiveSendToken.receivedPrefixBytesDoneCount here. // Just reset recPrefixBytesDoneThisOp. receiveSendToken.recPrefixBytesDoneThisOp = 0; // Since we have not gotten enough bytes for the whole message, // we need to do another receive op. StartReceive(receiveSendEventArgs); } } //____________________________________________________________________________ //Post a send op. private void StartSend(SocketAsyncEventArgs receiveSendEventArgs) { DataHoldingUserToken receiveSendToken = (DataHoldingUserToken)receiveSendEventArgs.UserToken; //Set the buffer. You can see on Microsoft's page at //http://msdn.microsoft.com/en-us/library/ // system.net.sockets.socketasynceventargs.setbuffer.aspx //that there are two overloads. One of the overloads has 3 parameters. //When setting the buffer, you need 3 parameters the first time you set it, //which we did in the Init method. The first of the three parameters //tells what byte array to use as the buffer. After we tell what byte array //to use we do not need to use the overload with 3 parameters any more. //(That is the whole reason for using the buffer block. You keep the same //byte array as buffer always, and keep it all in one block.) //Now we use the overload with two parameters. We tell // (1) the offset and // (2) the number of bytes to use, starting at the offset. //The number of bytes to send depends on whether the message is larger than //the buffer or not. If it is larger than the buffer, then we will have //to post more than one send operation. If it is less than or equal to the //size of the send buffer, then we can accomplish it in one send op. if (receiveSendToken.sendBytesRemainingCount <= this.socketListenerSettings.BufferSize) { receiveSendEventArgs.SetBuffer(receiveSendToken.bufferOffsetSend, receiveSendToken.sendBytesRemainingCount); //Copy the bytes to the buffer associated with this SAEA object. Buffer.BlockCopy(receiveSendToken.dataToSend, receiveSendToken.bytesSentAlreadyCount, receiveSendEventArgs.Buffer, receiveSendToken.bufferOffsetSend, receiveSendToken.sendBytesRemainingCount); } else { //We cannot try to set the buffer any larger than its size. //So since receiveSendToken.sendBytesRemainingCount > BufferSize, we just //set it to the maximum size, to send the most data possible. receiveSendEventArgs.SetBuffer(receiveSendToken.bufferOffsetSend, this.socketListenerSettings.BufferSize); //Copy the bytes to the buffer associated with this SAEA object. Buffer.BlockCopy(receiveSendToken.dataToSend, receiveSendToken.bytesSentAlreadyCount, receiveSendEventArgs.Buffer, receiveSendToken.bufferOffsetSend, this.socketListenerSettings.BufferSize); //We'll change the value of sendUserToken.sendBytesRemainingCount //in the ProcessSend method. } //post asynchronous send operation bool willRaiseEvent = receiveSendEventArgs.AcceptSocket.SendAsync(receiveSendEventArgs); if (!willRaiseEvent) { ProcessSend(receiveSendEventArgs); } } //____________________________________________________________________________ // This method is called by I/O Completed() when an asynchronous send completes. // If all of the data has been sent, then this method calls StartReceive //to start another receive op on the socket to read any additional // data sent from the client. If all of the data has NOT been sent, then it //calls StartSend to send more data. private void ProcessSend(SocketAsyncEventArgs receiveSendEventArgs) { DataHoldingUserToken receiveSendToken = (DataHoldingUserToken)receiveSendEventArgs.UserToken; receiveSendToken.sendBytesRemainingCount = receiveSendToken.sendBytesRemainingCount - receiveSendEventArgs.BytesTransferred; receiveSendToken.bytesSentAlreadyCount += receiveSendEventArgs.BytesTransferred; if (receiveSendEventArgs.SocketError == SocketError.Success) { if (receiveSendToken.sendBytesRemainingCount == 0) { StartReceive(receiveSendEventArgs); } else { //If some of the bytes in the message have NOT been sent, //then we will need to post another send operation. //So let's loop back to StartSend(). StartSend(receiveSendEventArgs); } } else { //If we are in this else-statement, there was a socket error. //In this example we'll just close the socket if there was a socket error //when receiving data from the client. receiveSendToken.Reset(); CloseClientSocket(receiveSendEventArgs); } } //_______________________________________________________________________ // Does the normal destroying of sockets after // we finish receiving and sending on a connection. private void CloseClientSocket(SocketAsyncEventArgs e) { var receiveSendToken = (e.UserToken as DataHoldingUserToken); // do a shutdown before you close the socket try { e.AcceptSocket.Shutdown(SocketShutdown.Both); } // throws if socket was already closed catch (Exception) { } //This method closes the socket and releases all resources, both //managed and unmanaged. It internally calls Dispose. e.AcceptSocket.Close(); //Make sure the new DataHolder has been created for the next connection. //If it has, then dataMessageReceived should be null. if (receiveSendToken.theDataHolder.dataMessageReceived != null) { receiveSendToken.CreateNewDataHolder(); } // Put the SocketAsyncEventArg back into the pool, // to be used by another client. This this.poolOfRecSendEventArgs.Push(e); // decrement the counter keeping track of the total number of clients //connected to the server, for testing Interlocked.Decrement(ref this.numberOfAcceptedSockets); //Release Semaphore so that its connection counter will be decremented. //This must be done AFTER putting the SocketAsyncEventArg back into the pool, //or you can run into problems. this.theMaxConnectionsEnforcer.Release(); } //____________________________________________________________________________ private void HandleBadAccept(SocketAsyncEventArgs acceptEventArgs) { var acceptOpToken = (acceptEventArgs.UserToken as AcceptOpUserToken); //This method closes the socket and releases all resources, both //managed and unmanaged. It internally calls Dispose. acceptEventArgs.AcceptSocket.Close(); //Put the SAEA back in the pool. poolOfAcceptEventArgs.Push(acceptEventArgs); } } class PrefixHandler { public Int32 HandlePrefix(SocketAsyncEventArgs e, DataHoldingUserToken receiveSendToken, Int32 remainingBytesToProcess) { //receivedPrefixBytesDoneCount tells us how many prefix bytes were //processed during previous receive ops which contained data for //this message. Usually there will NOT have been any previous //receive ops here. So in that case, //receiveSendToken.receivedPrefixBytesDoneCount would equal 0. //Create a byte array to put the new prefix in, if we have not //already done it in a previous loop. if (receiveSendToken.receivedPrefixBytesDoneCount == 0) { receiveSendToken.byteArrayForPrefix = new Byte[receiveSendToken.receivePrefixLength]; } //If this next if-statement is true, then we have received at //least enough bytes to have the prefix. So we can determine the //length of the message that we are working on. if (remainingBytesToProcess >= receiveSendToken.receivePrefixLength - receiveSendToken.receivedPrefixBytesDoneCount) { //Now copy that many bytes to byteArrayForPrefix. //We can use the variable receiveMessageOffset as our main //index to show which index to get data from in the TCP //buffer. Buffer.BlockCopy(e.Buffer, receiveSendToken.receiveMessageOffset - receiveSendToken.receivePrefixLength + receiveSendToken.receivedPrefixBytesDoneCount, receiveSendToken.byteArrayForPrefix, receiveSendToken.receivedPrefixBytesDoneCount, receiveSendToken.receivePrefixLength - receiveSendToken.receivedPrefixBytesDoneCount); remainingBytesToProcess = remainingBytesToProcess - receiveSendToken.receivePrefixLength + receiveSendToken.receivedPrefixBytesDoneCount; receiveSendToken.recPrefixBytesDoneThisOp = receiveSendToken.receivePrefixLength - receiveSendToken.receivedPrefixBytesDoneCount; receiveSendToken.receivedPrefixBytesDoneCount = receiveSendToken.receivePrefixLength; receiveSendToken.lengthOfCurrentIncomingMessage = BitConverter.ToInt32(receiveSendToken.byteArrayForPrefix, 0); return remainingBytesToProcess; } //This next else-statement deals with the situation //where we have some bytes //of this prefix in this receive operation, but not all. else { //Write the bytes to the array where we are putting the //prefix data, to save for the next loop. Buffer.BlockCopy(e.Buffer, receiveSendToken.receiveMessageOffset - receiveSendToken.receivePrefixLength + receiveSendToken.receivedPrefixBytesDoneCount, receiveSendToken.byteArrayForPrefix, receiveSendToken.receivedPrefixBytesDoneCount, remainingBytesToProcess); receiveSendToken.recPrefixBytesDoneThisOp = remainingBytesToProcess; receiveSendToken.receivedPrefixBytesDoneCount += remainingBytesToProcess; remainingBytesToProcess = 0; } // This section is needed when we have received // an amount of data exactly equal to the amount needed for the prefix, // but no more. And also needed with the situation where we have received // less than the amount of data needed for prefix. if (remainingBytesToProcess == 0) { receiveSendToken.receiveMessageOffset = receiveSendToken.receiveMessageOffset - receiveSendToken.recPrefixBytesDoneThisOp; receiveSendToken.recPrefixBytesDoneThisOp = 0; } return remainingBytesToProcess; } } class MessageHandler { public bool HandleMessage(SocketAsyncEventArgs receiveSendEventArgs, DataHoldingUserToken receiveSendToken, Int32 remainingBytesToProcess) { bool incomingTcpMessageIsReady = false; //Create the array where we'll store the complete message, //if it has not been created on a previous receive op. if (receiveSendToken.receivedMessageBytesDoneCount == 0) { receiveSendToken.theDataHolder.dataMessageReceived = new Byte[receiveSendToken.lengthOfCurrentIncomingMessage]; } // Remember there is a receiveSendToken.receivedPrefixBytesDoneCount // variable, which allowed us to handle the prefix even when it // requires multiple receive ops. In the same way, we have a // receiveSendToken.receivedMessageBytesDoneCount variable, which // helps us handle message data, whether it requires one receive // operation or many. if (remainingBytesToProcess + receiveSendToken.receivedMessageBytesDoneCount == receiveSendToken.lengthOfCurrentIncomingMessage) { // If we are inside this if-statement, then we got // the end of the message. In other words, // the total number of bytes we received for this message matched the // message length value that we got from the prefix. // Write/append the bytes received to the byte array in the // DataHolder object that we are using to store our data. Buffer.BlockCopy(receiveSendEventArgs.Buffer, receiveSendToken.receiveMessageOffset, receiveSendToken.theDataHolder.dataMessageReceived, receiveSendToken.receivedMessageBytesDoneCount, remainingBytesToProcess); incomingTcpMessageIsReady = true; } else { // If we are inside this else-statement, then that means that we // need another receive op. We still haven't got the whole message, // even though we have examined all the data that was received. // Not a problem. In SocketListener.ProcessReceive we will just call // StartReceive to do another receive op to receive more data. Buffer.BlockCopy(receiveSendEventArgs.Buffer, receiveSendToken.receiveMessageOffset, receiveSendToken.theDataHolder.dataMessageReceived, receiveSendToken.receivedMessageBytesDoneCount, remainingBytesToProcess); receiveSendToken.receiveMessageOffset = receiveSendToken.receiveMessageOffset - receiveSendToken.recPrefixBytesDoneThisOp; receiveSendToken.receivedMessageBytesDoneCount += remainingBytesToProcess; } return incomingTcpMessageIsReady; } } class BufferManager { // This class creates a single large buffer which can be divided up // and assigned to SocketAsyncEventArgs objects for use with each // socket I/O operation. // This enables buffers to be easily reused and guards against // fragmenting heap memory. // //This buffer is a byte array which the Windows TCP buffer can copy its data to. // the total number of bytes controlled by the buffer pool Int32 totalBytesInBufferBlock; // Byte array maintained by the Buffer Manager. byte[] bufferBlock; Stack<int> freeIndexPool; Int32 currentIndex; Int32 bufferBytesAllocatedForEachSaea; public BufferManager(Int32 totalBytes, Int32 totalBufferBytesInEachSaeaObject) { totalBytesInBufferBlock = totalBytes; this.currentIndex = 0; this.bufferBytesAllocatedForEachSaea = totalBufferBytesInEachSaeaObject; this.freeIndexPool = new Stack<int>(); } // Allocates buffer space used by the buffer pool internal void InitBuffer() { // Create one large buffer block. this.bufferBlock = new byte[totalBytesInBufferBlock]; } // Divide that one large buffer block out to each SocketAsyncEventArg object. // Assign a buffer space from the buffer block to the // specified SocketAsyncEventArgs object. // // returns true if the buffer was successfully set, else false internal bool SetBuffer(SocketAsyncEventArgs args) { if (this.freeIndexPool.Count > 0) { //This if-statement is only true if you have called the FreeBuffer //method previously, which would put an offset for a buffer space //back into this stack. args.SetBuffer(this.bufferBlock, this.freeIndexPool.Pop(), this.bufferBytesAllocatedForEachSaea); } else { //Inside this else-statement is the code that is used to set the //buffer for each SAEA object when the pool of SAEA objects is built //in the Init method. if ((totalBytesInBufferBlock - this.bufferBytesAllocatedForEachSaea) < this.currentIndex) { return false; } args.SetBuffer(this.bufferBlock, this.currentIndex, this.bufferBytesAllocatedForEachSaea); this.currentIndex += this.bufferBytesAllocatedForEachSaea; } return true; } // Removes the buffer from a SocketAsyncEventArg object. This frees the // buffer back to the buffer pool. Try NOT to use the FreeBuffer method, // unless you need to destroy the SAEA object, or maybe in the case // of some exception handling. Instead, on the server // keep the same buffer space assigned to one SAEA object for the duration of // this app's running. internal void FreeBuffer(SocketAsyncEventArgs args) { this.freeIndexPool.Push(args.Offset); args.SetBuffer(null, 0, 0); } } class DataHoldingUserToken { internal Mediator theMediator; internal DataHolder theDataHolder; internal readonly Int32 bufferOffsetReceive; internal readonly Int32 permanentReceiveMessageOffset; internal readonly Int32 bufferOffsetSend; private Int32 idOfThisObject; internal Int32 lengthOfCurrentIncomingMessage; //receiveMessageOffset is used to mark the byte position where the message //begins in the receive buffer. This value can sometimes be out of //bounds for the data stream just received. But, if it is out of bounds, the //code will not access it. internal Int32 receiveMessageOffset; internal Byte[] byteArrayForPrefix; internal readonly Int32 receivePrefixLength; internal Int32 receivedPrefixBytesDoneCount = 0; internal Int32 receivedMessageBytesDoneCount = 0; //This variable will be needed to calculate the value of the //receiveMessageOffset variable in one situation. Notice that the //name is similar but the usage is different from the variable //receiveSendToken.receivePrefixBytesDone. internal Int32 recPrefixBytesDoneThisOp = 0; internal Int32 sendBytesRemainingCount; internal readonly Int32 sendPrefixLength; internal Byte[] dataToSend; internal Int32 bytesSentAlreadyCount; //The session ID correlates with all the data sent in a connected session. //It is different from the transmission ID in the DataHolder, which relates //to one TCP message. A connected session could have many messages, if you //set up your app to allow it. private Int32 sessionId; public DataHoldingUserToken(SocketAsyncEventArgs e, Int32 rOffset, Int32 sOffset, Int32 receivePrefixLength, Int32 sendPrefixLength, Int32 identifier) { this.idOfThisObject = identifier; //Create a Mediator that has a reference to the SAEA object. this.theMediator = new Mediator(e); this.bufferOffsetReceive = rOffset; this.bufferOffsetSend = sOffset; this.receivePrefixLength = receivePrefixLength; this.sendPrefixLength = sendPrefixLength; this.receiveMessageOffset = rOffset + receivePrefixLength; this.permanentReceiveMessageOffset = this.receiveMessageOffset; } //Let's use an ID for this object during testing, just so we can see what //is happening better if we want to. public Int32 TokenId { get { return this.idOfThisObject; } } internal void CreateNewDataHolder() { theDataHolder = new DataHolder(); } //Used to create sessionId variable in DataHoldingUserToken. //Called in ProcessAccept(). internal void CreateSessionId() { sessionId = Interlocked.Increment(ref Program.mainSessionId); } public Int32 SessionId { get { return this.sessionId; } } public void Reset() { this.receivedPrefixBytesDoneCount = 0; this.receivedMessageBytesDoneCount = 0; this.recPrefixBytesDoneThisOp = 0; this.receiveMessageOffset = this.permanentReceiveMessageOffset; } } class Mediator { private IncomingDataPreparer theIncomingDataPreparer; private OutgoingDataPreparer theOutgoingDataPreparer; private DataHolder theDataHolder; private SocketAsyncEventArgs saeaObject; public Mediator(SocketAsyncEventArgs e) { this.saeaObject = e; this.theIncomingDataPreparer = new IncomingDataPreparer(saeaObject); this.theOutgoingDataPreparer = new OutgoingDataPreparer(); } internal void HandleData(DataHolder incomingDataHolder) { theDataHolder = theIncomingDataPreparer.HandleReceivedData (incomingDataHolder, this.saeaObject); } internal void PrepareOutgoingData() { theOutgoingDataPreparer.PrepareOutgoingData(saeaObject, theDataHolder); } internal SocketAsyncEventArgs GiveBack() { return saeaObject; } } class IncomingDataPreparer { private DataHolder theDataHolder; private SocketAsyncEventArgs theSaeaObject; public IncomingDataPreparer(SocketAsyncEventArgs e) { this.theSaeaObject = e; } private Int32 ReceivedTransMissionIdGetter() { Int32 receivedTransMissionId = Interlocked.Increment(ref Program.mainTransMissionId); return receivedTransMissionId; } private EndPoint GetRemoteEndpoint() { return this.theSaeaObject.AcceptSocket.RemoteEndPoint; } internal DataHolder HandleReceivedData(DataHolder incomingDataHolder, SocketAsyncEventArgs theSaeaObject) { DataHoldingUserToken receiveToken = (DataHoldingUserToken)theSaeaObject.UserToken; theDataHolder = incomingDataHolder; theDataHolder.sessionId = receiveToken.SessionId; theDataHolder.receivedTransMissionId = this.ReceivedTransMissionIdGetter(); theDataHolder.remoteEndpoint = this.GetRemoteEndpoint(); this.AddDataHolder(); return theDataHolder; } private void AddDataHolder() { lock (Program.lockerForList) { Program.listOfDataHolders.Add(theDataHolder); } } } class OutgoingDataPreparer { private DataHolder theDataHolder; internal void PrepareOutgoingData(SocketAsyncEventArgs e, DataHolder handledDataHolder) { DataHoldingUserToken theUserToken = (DataHoldingUserToken)e.UserToken; theDataHolder = handledDataHolder; //In this example code, we will send back the receivedTransMissionId, // followed by the //message that the client sent to the server. And we must //prefix it with the length of the message. So we put 3 //things into the array. // 1) prefix, // 2) receivedTransMissionId, // 3) the message that we received from the client, which // we stored in our DataHolder until we needed it. //That is our communication protocol. The client must know the protocol. //Convert the receivedTransMissionId to byte array. Byte[] idByteArray = BitConverter.GetBytes (theDataHolder.receivedTransMissionId); //Determine the length of all the data that we will send back. Int32 lengthOfCurrentOutgoingMessage = idByteArray.Length + theDataHolder.dataMessageReceived.Length; //So, now we convert the length integer into a byte array. //Aren't byte arrays wonderful? Maybe you'll dream about byte arrays tonight! Byte[] arrayOfBytesInPrefix = BitConverter.GetBytes (lengthOfCurrentOutgoingMessage); //Create the byte array to send. theUserToken.dataToSend = new Byte[theUserToken.sendPrefixLength + lengthOfCurrentOutgoingMessage]; //Now copy the 3 things to the theUserToken.dataToSend. Buffer.BlockCopy(arrayOfBytesInPrefix, 0, theUserToken.dataToSend, 0, theUserToken.sendPrefixLength); Buffer.BlockCopy(idByteArray, 0, theUserToken.dataToSend, theUserToken.sendPrefixLength, idByteArray.Length); //The message that the client sent is already in a byte array, in DataHolder. Buffer.BlockCopy(theDataHolder.dataMessageReceived, 0, theUserToken.dataToSend, theUserToken.sendPrefixLength + idByteArray.Length, theDataHolder.dataMessageReceived.Length); theUserToken.sendBytesRemainingCount = theUserToken.sendPrefixLength + lengthOfCurrentOutgoingMessage; theUserToken.bytesSentAlreadyCount = 0; } } class DataHolder { //Remember, if a socket uses a byte array for its buffer, that byte array is //unmanaged in .NET and can cause memory fragmentation. So, first write to the //buffer block used by the SAEA object. Then, you can copy that data to another //byte array, if you need to keep it or work on it, and want to be able to put //the SAEA object back in the pool quickly, or continue with the data //transmission quickly. //DataHolder has this byte array to which you can copy the data. internal Byte[] dataMessageReceived; internal Int32 receivedTransMissionId; internal Int32 sessionId; //for testing. With a packet analyzer this can help you see specific connections. internal EndPoint remoteEndpoint; } internal sealed class SocketAsyncEventArgsPool { //just for assigning an ID so we can watch our objects while testing. private Int32 nextTokenId = 0; // Pool of reusable SocketAsyncEventArgs objects. Stack pool; // initializes the object pool to the specified size. // "capacity" = Maximum number of SocketAsyncEventArgs objects internal SocketAsyncEventArgsPool(Int32 capacity) { this.pool = new Stack(capacity); } // The number of SocketAsyncEventArgs instances in the pool. internal Int32 Count { get { return this.pool.Count; } } internal Int32 AssignTokenId() { Int32 tokenId = Interlocked.Increment(ref nextTokenId); return tokenId; } // Removes a SocketAsyncEventArgs instance from the pool. // returns SocketAsyncEventArgs removed from the pool. internal SocketAsyncEventArgs Pop() { lock (this.pool) { return this.pool.Pop(); } } // Add a SocketAsyncEventArg instance to the pool. // "item" = SocketAsyncEventArgs instance to add to the pool. internal void Push(SocketAsyncEventArgs item) { if (item == null) { throw new ArgumentNullException("Items added to a SocketAsyncEventArgsPool cannot be null"); } lock (this.pool) { this.pool.Push(item); } } } class SocketListenerSettings { // the maximum number of connections the sample is designed to handle simultaneously private Int32 maxConnections; // this variable allows us to create some extra SAEA objects for the pool, // if we wish. private Int32 numberOfSaeaForRecSend; // max # of pending connections the listener can hold in queue private Int32 backlog; // tells us how many objects to put in pool for accept operations private Int32 maxSimultaneousAcceptOps; // buffer size to use for each socket receive operation private Int32 receiveBufferSize; // length of message prefix for receive ops private Int32 receivePrefixLength; // length of message prefix for send ops private Int32 sendPrefixLength; // See comments in buffer manager. private Int32 opsToPreAllocate; // Endpoint for the listener. private IPEndPoint localEndPoint; public SocketListenerSettings(Int32 maxConnections, Int32 excessSaeaObjectsInPool, Int32 backlog, Int32 maxSimultaneousAcceptOps, Int32 receivePrefixLength, Int32 receiveBufferSize, Int32 sendPrefixLength, Int32 opsToPreAlloc, IPEndPoint theLocalEndPoint) { this.maxConnections = maxConnections; this.numberOfSaeaForRecSend = maxConnections + excessSaeaObjectsInPool; this.backlog = backlog; this.maxSimultaneousAcceptOps = maxSimultaneousAcceptOps; this.receivePrefixLength = receivePrefixLength; this.receiveBufferSize = receiveBufferSize; this.sendPrefixLength = sendPrefixLength; this.opsToPreAllocate = opsToPreAlloc; this.localEndPoint = theLocalEndPoint; } public Int32 MaxConnections { get { return this.maxConnections; } } public Int32 NumberOfSaeaForRecSend { get { return this.numberOfSaeaForRecSend; } } public Int32 Backlog { get { return this.backlog; } } public Int32 MaxAcceptOps { get { return this.maxSimultaneousAcceptOps; } } public Int32 ReceivePrefixLength { get { return this.receivePrefixLength; } } public Int32 BufferSize { get { return this.receiveBufferSize; } } public Int32 SendPrefixLength { get { return this.sendPrefixLength; } } public Int32 OpsToPreAllocate { get { return this.opsToPreAllocate; } } public IPEndPoint LocalEndPoint { get { return this.localEndPoint; } } }
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