使用C#中的异步套接字在任何给定时间将消息发送回客户端列​​表

我已经设置了异步服务器,它通过连接,接收和发回消息到连接客户端完美地工作.

服务器本身是Game-World-Server(mmorpg风格).当用户将其位置发送到其所在的位置时,我需要使用PlayerPositionNotice将其推送到所有客户端.我知道我在这里缺少一些基本的东西,但是当我尝试保存在accept方法中创建的StateObject时,并使用该套接字在任何给定时间将信息发送回播放器,因为套接字已关闭而失败. = /不知道为什么会发生这种情况,我会在这个问题上搜索几个引擎但是又回来了.

这就是我创建服务器的方式:

首先,我们有全球性的东西:

    public StateManager _stateManager = new StateManager();
    public bool IsClosing = false;

    private const int _port = 1025;

    private IPHostEntry _localhost;
    private IPEndPoint _endpoint;
    private Socket _serverSocket;
    private Thread _serverThread;

第二个我们有初始化的东西:

    public void Start()
    {
        _serverThread = new Thread(Initialize);
        _serverThread.Start();
    }

    /// <summary>
    /// Main entry point for the server
    /// </summary>
    private void Initialize()
    {
        Console.WriteLine("Server Main Socket Thread Initialized.");

        _localhost = Dns.GetHostEntry(Dns.GetHostName());

        try
        {
            _endpoint = new IPEndPoint(_localhost.AddressList[0], _port);

            _serverSocket = new Socket(_endpoint.Address.AddressFamily, SocketType.Stream, ProtocolType.Tcp);
            _serverSocket.Bind(_endpoint);
            _serverSocket.Listen(100);

            _serverSocket.BeginAccept(new AsyncCallback(acceptCallback), _serverSocket);
        }
        catch (ArgumentOutOfRangeException)
        {
            Console.WriteLine(" >> Port number " + _port + " would seem to be invalid, should be between 1024 and 65000");
        }
        catch (SocketException)
        {
            Console.WriteLine(" >> Could not create socket, check to make sure not duplicating port");
        }
        catch (Exception e)
        {
            Console.WriteLine(" >> Error occured while binding socket, IE:" + e.InnerException);
        }
    }

到目前为止这么好,我希望..现在到服务器类的其余部分.

    private void acceptCallback(IAsyncResult result)
    {
        Console.WriteLine("Connection Accepted");
        StateObject state = null;

        try
        {
            state = new StateObject
            {
                workSocket = ((Socket)result.AsyncState).EndAccept(result)
            };

            _stateManager.AddConnection(state);


            state.workSocket.BeginReceive(state.buffer, 0, state.buffer.Length, 
                SocketFlags.None, new AsyncCallback(receiveCallback), state);

            _serverSocket.BeginAccept(new AsyncCallback(acceptCallback), _serverSocket);
        }
        catch (SocketException)
        {
            _stateManager.RemoveConnection(state);
            _serverSocket.BeginAccept(new AsyncCallback(acceptCallback), _serverSocket);
        }
        catch (Exception)
        {
            _stateManager.RemoveConnection(state);
            _serverSocket.BeginAccept(new AsyncCallback(acceptCallback), _serverSocket);
        }
    }

    private void receiveCallback(IAsyncResult result)
    {
        var state = (StateObject)result.AsyncState;

        try
        {
            // Buffer and count bytes read
            int bytesRead = state.workSocket.EndReceive(result);

            if (!state.workSocket.Connected)
                _stateManager.RemoveConnection(state);

            if (bytesRead > 0)
            {
                // Parse the message to the protocol manager and return a reply
                var replyingData = ProtocolManager.Parse(state.buffer);
                if (replyingData != null)
                    Send(replyingData, state);

                //Queue the next receive
                state.workSocket.BeginReceive(state.buffer, 0, state.buffer.Length, SocketFlags.None, new AsyncCallback(receiveCallback), state);
            }
            else
            {
                _stateManager.RemoveConnection(state);
            }
        }
        catch (SocketException e)
        {
            _stateManager.RemoveConnection(state);
        }
    }

    public bool Send(byte[] message, StateObject state)
    {
        Console.WriteLine("Sending " + message.Length + " bytes");
        if (state != null && state.workSocket.Connected)
        {
            lock (state.workSocket)
            {
                //we use a blocking mode send, no async on the outgoing
                //since this is primarily a multithreaded application, shouldn't cause problems to send in blocking mode
                state.workSocket.Send(message, message.Length, SocketFlags.None);
            }
        }
        else return false;
        return true;
    }

stateManager包含一个StateObject列表.下面你可以看到我是如何构建它们的.

国家经理:

public class StateManager
{
    private List<StateObject> _connections = new List<StateObject>();

    public void AddConnection(StateObject so)
    {
        lock (_connections)
        {
            _connections.Add(so);
        }
    }

    public void RemoveConnection(StateObject so)
    {
        if (so.workSocket != null)
        {
            so.workSocket.Close();
            lock (_connections)
            {
                _connections.Remove(so);
            }
        }
    }
}

国家对象

public class StateObject
{
    public Socket workSocket = null;
    public const int BufferSize = 1024;
    public byte[] buffer = new byte[BufferSize];
    public StringBuilder sb = new StringBuilder();
}

我的问题在于,无论何时此列表​​中的任何人发送了我想要向其他客户发回通知的内容.我如何以及在何处实现此目的?谁能踢我正确的方向? =)

最佳答案 这段代码似乎是正确的,我不知道为什么你得到“socket is closed”错误,但是还有另一个问题:在Send(byte [] message,StateObject state)方法中,因为你在从用户接收时调用了这个将收到的数据发回给该用户(不是所有其他用户都注意到它们)

如您所说,如果您需要向所有其他用户发送新位置:

收到新位置时,调用此方法而不是Send(byte []消息,StateObject状态).

public void NoticeAllusers(byte []buffer,StateObject state)
    {
        foreach(StateObject obj in _stateManager._connections)
        {
            if (obj != state)
            {
                obj.workSocket.BeginSend(buffer,<parameters you>...., new AsyncCallback(OnSend) state.workSocket);
            }
        }
    }

    public void OnSend(IAsyncResult ar)
    {
        try
        {
            Socket sock = (Socket)ar.AsyncState;
            sock.EndSend(ar);
        }
        catch { }
    }

我希望它会有所帮助:)

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