2013-09-12 2 views
0

Единственное, что я хочу изменить, это закрыть клиентское соединение после того, как клиент отправит сообщение на сервер и получит ответ от сервера. Что мне нужно изменить в клиентском коде?Закрыть клиент после ответа сервера

Сервер

using System; 
using System.Net; 
using System.Net.Sockets; 
using System.Text; 
using System.Threading; 

// State object for reading client data asynchronously 
public class StateObject 
{ 
// Client socket. 
public Socket workSocket = null; 
// Size of receive buffer. 
public const int BufferSize = 1024; 
// Receive buffer. 
public byte[] buffer = new byte[BufferSize]; 
// Received data string. 
public StringBuilder sb = new StringBuilder(); 
} 

public class AsynchronousSocketListener 
{ 
// Thread signal. 
public static ManualResetEvent allDone = new ManualResetEvent(false); 

public AsynchronousSocketListener() 
{ 
} 

public static void StartListening() 
{ 
    // Data buffer for incoming data. 
    byte[] bytes = new Byte[1024]; 

    // Establish the local endpoint for the socket. 
    // The DNS name of the computer 
    // running the listener is "host.contoso.com". 
    //IPHostEntry ipHostInfo = Dns.Resolve(Dns.GetHostName()); 
    //IPAddress ipAddress = ipHostInfo.AddressList[0]; 
    IPAddress ipAddress = System.Net.IPAddress.Loopback; 
    IPEndPoint localEndPoint = new IPEndPoint(ipAddress, 3000); 

    // Create a TCP/IP socket. 
    Socket listener = new Socket(AddressFamily.InterNetwork, 
     SocketType.Stream, ProtocolType.Tcp); 

    // Bind the socket to the local endpoint and listen for incoming connections. 
    try 
    { 
     listener.Bind(localEndPoint); 
     listener.Listen(100); 

     while (true) 
     { 
      // Set the event to nonsignaled state. 
      allDone.Reset(); 

      // Start an asynchronous socket to listen for connections. 
      Console.WriteLine("Waiting for a connection..."); 
      listener.BeginAccept(
       new AsyncCallback(AcceptCallback), 
       listener); 

      // Wait until a connection is made before continuing. 
      allDone.WaitOne(); 
     } 

    } 
    catch (Exception e) 
    { 
     Console.WriteLine(e.ToString()); 
    } 

    Console.WriteLine("\nPress ENTER to continue..."); 
    Console.Read(); 

} 

public static void AcceptCallback(IAsyncResult ar) 
{ 
    // Signal the main thread to continue. 
    allDone.Set(); 

    // Get the socket that handles the client request. 
    Socket listener = (Socket)ar.AsyncState; 
    Socket handler = listener.EndAccept(ar); 

    // Create the state object. 
    StateObject state = new StateObject(); 
    state.workSocket = handler; 
    handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0, 
     new AsyncCallback(ReadCallback), state); 
} 

public static void ReadCallback(IAsyncResult ar) 
{ 
    String content = String.Empty; 

    // Retrieve the state object and the handler socket 
    // from the asynchronous state object. 
    StateObject state = (StateObject)ar.AsyncState; 
    Socket handler = state.workSocket; 

    // Read data from the client socket. 
    int bytesRead = handler.EndReceive(ar); 

    if (bytesRead > 0) 
    { 
     // There might be more data, so store the data received so far. 
     state.sb.Append(Encoding.ASCII.GetString(
      state.buffer, 0, bytesRead)); 

     // Check for end-of-file tag. If it is not there, read 
     // more data. 
     content = state.sb.ToString(); 
     if (content.IndexOf("<EOF>") > -1) 
     { 
      // All the data has been read from the 
      // client. Display it on the console. 
      Console.WriteLine("Read {0} bytes from socket. \n Data : {1}", 
       content.Length, content); 
      // Echo the data back to the client. 
      Send(handler, content); 
     } 
     else 
     { 
      // Not all data received. Get more. 
      handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0, 
      new AsyncCallback(ReadCallback), state); 
     } 
    } 
} 

private static void Send(Socket handler, String data) 
{ 
    // Convert the string data to byte data using ASCII encoding. 
    byte[] byteData = Encoding.ASCII.GetBytes(data); 

    // Begin sending the data to the remote device. 
    handler.BeginSend(byteData, 0, byteData.Length, 0, 
     new AsyncCallback(SendCallback), handler); 
} 

private static void SendCallback(IAsyncResult ar) 
{ 
    try 
    { 
     // Retrieve the socket from the state object. 
     Socket handler = (Socket)ar.AsyncState; 

     // Complete sending the data to the remote device. 
     int bytesSent = handler.EndSend(ar); 
     Console.WriteLine("Sent {0} bytes to client.", bytesSent); 

     handler.Shutdown(SocketShutdown.Both); 
     handler.Close(); 

    } 
    catch (Exception e) 
    { 
     Console.WriteLine(e.ToString()); 
    } 
} 


public static int Main(String[] args) 
{ 
    StartListening(); 
    return 0; 
} 
} 

Клиент:

using System; 
using System.Net; 
using System.Net.Sockets; 
using System.Text; 
using System.Threading; 

public class StateObject 
{ 
    // Client socket. 
    public Socket workSocket = null; 
    // Size of receive buffer. 
    public const int BufferSize = 256; 
    // Receive buffer. 
    public byte[] buffer = new byte[BufferSize]; 
    // Received data string. 
    public StringBuilder sb = new StringBuilder(); 
} 

public class Program 
{ 
    public static ManualResetEvent connectDone = new ManualResetEvent(false); 
    public static ManualResetEvent sendDone = new ManualResetEvent(false); 
    public static ManualResetEvent receiveDone = new ManualResetEvent(false); 

    public static void Connect(EndPoint remoteEP, Socket client) 
    { 
     client.BeginConnect(remoteEP, 
      new AsyncCallback(ConnectCallback), client); 

     connectDone.WaitOne(); 
    } 
    private static void ConnectCallback(IAsyncResult ar) 
    { 
     try 
     { 
      // Retrieve the socket from the state object. 
      Socket client = (Socket)ar.AsyncState; 

      // Complete the connection. 
      client.EndConnect(ar); 

      Console.WriteLine("Socket connected to {0}", 
       client.RemoteEndPoint.ToString()); 

      // Signal that the connection has been made. 
      connectDone.Set(); 
     } 
     catch (Exception e) 
     { 
      Console.WriteLine(e.ToString()); 
     } 
    } 
    private static void Send(Socket client, String data) 
    { 
     // Convert the string data to byte data using ASCII encoding. 
     byte[] byteData = Encoding.ASCII.GetBytes(data); 

     // Begin sending the data to the remote device. 
     client.BeginSend(byteData, 0, byteData.Length, SocketFlags.None, 
      new AsyncCallback(SendCallback), client); 
    } 
    private static void SendCallback(IAsyncResult ar) 
    { 
     try 
     { 
      // Retrieve the socket from the state object. 
      Socket client = (Socket)ar.AsyncState; 

      // Complete sending the data to the remote device. 
      int bytesSent = client.EndSend(ar); 
      Console.WriteLine("Sent {0} bytes to server.", bytesSent); 

      // Signal that all bytes have been sent. 
      sendDone.Set(); 
     } 
     catch (Exception e) 
     { 
      Console.WriteLine(e.ToString()); 
     } 
    } 
    private static void Receive(Socket client) 
    { 
     try 
     { 
      // Create the state object. 
      StateObject state = new StateObject(); 
      state.workSocket = client; 

      // Begin receiving the data from the remote device. 
      client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0, 
       new AsyncCallback(ReceiveCallback), state); 
     } 
     catch (Exception e) 
     { 
      Console.WriteLine(e.ToString()); 
     } 
    } 
    private static void ReceiveCallback(IAsyncResult ar) 
    { 
     try 
     { 
      // Retrieve the state object and the client socket 
      // from the asynchronous state object. 
      StateObject state = (StateObject)ar.AsyncState; 
      Socket client = state.workSocket; 
      // Read data from the remote device. 
      int bytesRead = client.EndReceive(ar); 
      if (bytesRead > 0) 
      { 
       // There might be more data, so store the data received so far. 
       state.sb.Append(Encoding.ASCII.GetString(state.buffer, 0, bytesRead)); 
       // Get the rest of the data. 
       client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0, 
        new AsyncCallback(ReceiveCallback), state); 
      } 
      else 
      { 
       // All the data has arrived; put it in response. 
       if (state.sb.Length > 1) 
       { 
        string response = state.sb.ToString(); 
        Console.WriteLine(response); 
       } 
       // Signal that all bytes have been received. 
       receiveDone.Set(); 
      } 
     } 
     catch (Exception e) 
     { 
      Console.WriteLine(e.ToString()); 
     } 
    } 
    static void Main(string[] args) 
    { 
     IPAddress ipAddress = System.Net.IPAddress.Loopback; 
     IPEndPoint localEndPoint = new IPEndPoint(ipAddress, 3000); 
     Socket sock = new Socket(AddressFamily.InterNetwork,SocketType.Stream,ProtocolType.Tcp); 
     Connect(localEndPoint, sock); 
     string packet; 
     while (true) 
     { 
      packet = Console.ReadLine(); 
      packet += "<EOF>"; 
      Send(sock, packet); 
      Receive(sock); 
      connectDone.WaitOne(); 
     } 
    } 
} 

ответ

0

Цикл while в Main будет работать бесконечно.

while (true) 
    { 
     packet = Console.ReadLine(); 
     packet += "<EOF>"; 
     Send(sock, packet); 
     Receive(sock); 
     connectDone.WaitOne(); 
    } 

либо удалить его целиком (так, что он работает только один раз) или добавить в состоянии выйти из цикла while.

, как Диего указал на в комментариях, вы должны закрыть сокет после того как вы сделали, по

sock.Close(); 
+0

Ну, идея закрыть приложение первой, так что гнездо будет закрыто на GC? если есть, плохая идея. В любом случае, это не относится к вашему месту в курсе, конечно. –

+0

@DiegoCNascimento Спасибо, что указали это, обновили ответ, чтобы включить его. – Kami

+0

После того, как я удалил while и socket.Close(), сервер разбился на private static void Отправить метод, потому что соединение потеряно (SocketException), поэтому я выхожу из этого кода, соответствующего серверу, в try-catch (SocketException) - это нормально делать ? –

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