


C# network programming series of articles (7) UdpClient implements asynchronous UDP server
This article introduces
The UdpClient class provides simple methods for sending and receiving connectionless UDP packets in synchronous blocking mode. Because UDP is a connectionless transport protocol, you do not need to establish any remote host connection before sending and receiving data. You just need to set up the default remote host options as follows:
Create an instance of the UdpClient class using the remote host name and port number as parameters.
Create an instance of the UdpClient class and call the Connect method.
You can use any send method provided by UdpClient to send data to the remote device. Then use the Receive method to receive data from the remote host.
Tip: If you have specified a default remote host, do not use the host name or IPEndPoint to call the Send method. If you do this, UdpClient will throw an exception.
The UdpClient method also allows you to send and receive multicast packets. UdpClient can be subscribed to a multicast group using the JoinMulticastGroup method. You can also use the DropMulticastGroup method to unsubscribe a UdpClient from a multicast group.
This section introduces the use of UdpClient to implement an asynchronous high-performance UDP server
UdpClient asynchronous UDP server
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Net.Sockets; using System.Net; namespace NetFrame.Net.UDP.Listener.Asynchronous { /// <summary> /// UdpClient 实现异步UDP服务器 /// </summary> public class AsyncUDPServer { #region Fields /// <summary> /// 服务器程序允许的最大客户端连接数 /// </summary> private int _maxClient; /// <summary> /// 当前的连接的客户端数 /// </summary> //private int _clientCount; /// <summary> /// 服务器使用的异步UdpClient /// </summary> private UdpClient _server; /// <summary> /// 客户端会话列表 /// </summary> //private List<AsyncUDPState> _clients; private bool disposed = false; /// <summary> /// 数据接受缓冲区 /// </summary> private byte[] _recvBuffer; #endregion #region Properties /// <summary> /// 服务器是否正在运行 /// </summary> public bool IsRunning { get; private set; } /// <summary> /// 监听的IP地址 /// </summary> public IPAddress Address { get; private set; } /// <summary> /// 监听的端口 /// </summary> public int Port { get; private set; } /// <summary> /// 通信使用的编码 /// </summary> public Encoding Encoding { get; set; } #endregion #region 构造函数 /// <summary> /// 异步UdpClient UDP服务器 /// </summary> /// <param name="listenPort">监听的端口</param> public AsyncUDPServer(int listenPort) : this(IPAddress.Any, listenPort,1024) { } /// <summary> /// 异步UdpClient UDP服务器 /// </summary> /// <param name="localEP">监听的终结点</param> public AsyncUDPServer(IPEndPoint localEP) : this(localEP.Address, localEP.Port,1024) { } /// <summary> /// 异步UdpClient UDP服务器 /// </summary> /// <param name="localIPAddress">监听的IP地址</param> /// <param name="listenPort">监听的端口</param> /// <param name="maxClient">最大客户端数量</param> public AsyncUDPServer(IPAddress localIPAddress, int listenPort, int maxClient) { this.Address = localIPAddress; this.Port = listenPort; this.Encoding = Encoding.Default; _maxClient = maxClient; //_clients = new List<AsyncUDPSocketState>(); _server = new UdpClient(new IPEndPoint(this.Address, this.Port)); _recvBuffer=new byte[_server.Client.ReceiveBufferSize]; } #endregion #region Method /// <summary> /// 启动服务器 /// </summary> /// <returns>异步TCP服务器</returns> public void Start() { if (!IsRunning) { IsRunning = true; _server.EnableBroadcast = true; _server.BeginReceive(ReceiveDataAsync, null); } } /// <summary> /// 停止服务器 /// </summary> public void Stop() { if (IsRunning) { IsRunning = false; _server.Close(); //TODO 关闭对所有客户端的连接 } } /// <summary> /// 接收数据的方法 /// </summary> /// <param name="ar"></param> private void ReceiveDataAsync(IAsyncResult ar) { IPEndPoint remote=null; byte[] buffer = null; try { buffer = _server.EndReceive(ar, ref remote); //触发数据收到事件 RaiseDataReceived(null); } catch (Exception) { //TODO 处理异常 RaiseOtherException(null); } finally { if (IsRunning && _server != null) _server.BeginReceive(ReceiveDataAsync, null); } } /// <summary> /// 发送数据 /// </summary> /// <param name="msg"></param> /// <param name="remote"></param> public void Send(string msg, IPEndPoint remote) { byte[] data = Encoding.Default.GetBytes(msg); try { RaisePrepareSend(null); _server.BeginSend(data, data.Length, new AsyncCallback(SendCallback), null); } catch (Exception) { //TODO 异常处理 RaiseOtherException(null); } } private void SendCallback(IAsyncResult ar) { if (ar.IsCompleted) { try { _server.EndSend(ar); //消息发送完毕事件 RaiseCompletedSend(null); } catch (Exception) { //TODO 数据发送失败事件 RaiseOtherException(null); } } } #endregion #region 事件 /// <summary> /// 接收到数据事件 /// </summary> public event EventHandler<AsyncUDPEventArgs> DataReceived; private void RaiseDataReceived(AsyncUDPState state) { if (DataReceived != null) { DataReceived(this, new AsyncUDPEventArgs(state)); } } /// <summary> /// 发送数据前的事件 /// </summary> public event EventHandler<AsyncUDPEventArgs> PrepareSend; /// <summary> /// 触发发送数据前的事件 /// </summary> /// <param name="state"></param> private void RaisePrepareSend(AsyncUDPState state) { if (PrepareSend != null) { PrepareSend(this, new AsyncUDPEventArgs(state)); } } /// <summary> /// 数据发送完毕事件 /// </summary> public event EventHandler<AsyncUDPEventArgs> CompletedSend; /// <summary> /// 触发数据发送完毕的事件 /// </summary> /// <param name="state"></param> private void RaiseCompletedSend(AsyncUDPState state) { if (CompletedSend != null) { CompletedSend(this, new AsyncUDPEventArgs(state)); } } /// <summary> /// 网络错误事件 /// </summary> public event EventHandler<AsyncUDPEventArgs> NetError; /// <summary> /// 触发网络错误事件 /// </summary> /// <param name="state"></param> private void RaiseNetError(AsyncUDPState state) { if (NetError != null) { NetError(this, new AsyncUDPEventArgs(state)); } } /// <summary> /// 异常事件 /// </summary> public event EventHandler<AsyncUDPEventArgs> OtherException; /// <summary> /// 触发异常事件 /// </summary> /// <param name="state"></param> private void RaiseOtherException(AsyncUDPState state, string descrip) { if (OtherException != null) { OtherException(this, new AsyncUDPEventArgs(descrip, state)); } } private void RaiseOtherException(AsyncUDPState state) { RaiseOtherException(state, ""); } #endregion #region Close /// <summary> /// 关闭一个与客户端之间的会话 /// </summary> /// <param name="state">需要关闭的客户端会话对象</param> public void Close(AsyncUDPState state) { if (state != null) { //_clients.Remove(state); //_clientCount--; //TODO 触发关闭事件 } } /// <summary> /// 关闭所有的客户端会话,与所有的客户端连接会断开 /// </summary> public void CloseAllClient() { //foreach (AsyncUDPSocketState client in _clients) //{ // Close(client); //} //_clientCount = 0; //_clients.Clear(); } #endregion #region 释放 /// <summary> /// Performs application-defined tasks associated with freeing, /// releasing, or resetting unmanaged resources. /// </summary> public void Dispose() { Dispose(true); GC.SuppressFinalize(this); } /// <summary> /// Releases unmanaged and - optionally - managed resources /// </summary> /// <param name="disposing"><c>true</c> to release /// both managed and unmanaged resources; <c>false</c> /// to release only unmanaged resources.</param> protected virtual void Dispose(bool disposing) { if (!this.disposed) { if (disposing) { try { Stop(); if (_server != null) { _server = null; } } catch (SocketException) { //TODO RaiseOtherException(null); } } disposed = true; } } #endregion } }
Client information encapsulated class
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Net.Sockets; using System.Net; namespace NetFrame.Net.UDP.Listener.Asynchronous { public class AsyncUDPState { // Client socket. public UdpClient udpClient = 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 IPEndPoint remote = new IPEndPoint(IPAddress.Any, 0); } }
Server event parameter class
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace NetFrame.Net.UDP.Listener.Asynchronous { /// <summary> /// UdpClient 异步UDP服务器事件参数类 /// </summary> public class AsyncUDPEventArgs : EventArgs { /// <summary> /// 提示信息 /// </summary> public string _msg; /// <summary> /// 客户端状态封装类 /// </summary> public AsyncUDPState _state; /// <summary> /// 是否已经处理过了 /// </summary> public bool IsHandled { get; set; } public AsyncUDPEventArgs(string msg) { this._msg = msg; IsHandled = false; } public AsyncUDPEventArgs(AsyncUDPState state) { this._state = state; IsHandled = false; } public AsyncUDPEventArgs(string msg, AsyncUDPState state) { this._msg = msg; this._state = state; IsHandled = false; } } }
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