客户端无法从服务器读取多条消息 (C#)
Client can't read more than one message from server (C#)
我正在尝试制作一个简单的客户端-服务器程序来帮助学习网络编程。我的目标是构建一个在线国际象棋游戏,但现在我只是在尝试做基础知识。我从在线资源 (MSDN) 中拼凑了一些代码,我认为一切正常。这是场景:
Client sends test message to server
Server echos response
Client reads response and displays test message.
Client sends new message to server
Server echos response
Client displays test message
正确的输出应该是这样的:
Client sends test message to server
Server echos response
Client reads response and displays test message.
Client sends new message to server
Server echos response
Client displays new message
感谢任何帮助!
这是客户端的相关部分:
private void OnlineButton_Click(object sender, EventArgs e)
{
// Connect to a remote device.
try
{
// Create a TCP/IP socket.
client = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
// Connect to the remote endpoint.
client.BeginConnect(remoteEP, new AsyncCallback(ConnectCallback), client);
connectDone.WaitOne();
// Send test data to the remote device.
Send(client, "This is a test<EOF>");
sendDone.WaitOne();
// Receive the response from the remote device.
Receive(client);
receiveDone.WaitOne();
msg("Response received: " + response);
}
catch (Exception ex)
{
msg(ex.ToString());
}
msg("Client started, connected to: " + client.RemoteEndPoint.ToString());
sessionHandler(2);
}
public void msg(string mesg)
{
ServerMessages.Text = ServerMessages.Text + Environment.NewLine + " >> " + mesg;
}
public void sessionHandler(Int32 mode)
{
switch (mode)
{
case 1:
msg("Starting AI program...");
break;
case 2:
// Create a TCP/IP socket.
client = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
// Connect to the remote endpoint.
client.BeginConnect(remoteEP, new AsyncCallback(ConnectCallback), client);
connectDone.WaitOne();
Send(client, "Play Online<EOF>");
sendDone.WaitOne();
Receive(client);
receiveDone.WaitOne();
msg("Response received: " + response);
msg("Pairing with another player...");
break;
case 3:
msg("Replaying selected game...");
break;
default:
msg("Error handling request...");
break;
}
}
这是服务器:
// 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];
IPEndPoint localEndPoint = new IPEndPoint(IPAddress.Any, 8888);
// 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;
}
}
编辑:
问题说明:
客户端似乎只读取服务器给出的第一个响应。示例:
Client sends "Hello"
Server echos "Hello"
Client displays "Hello"
Client sends "World"
Server echos "World"
Client displays "Hello" (this should be World)
我找到问题了。每次收到后我都需要一个 Thread.sleep(3)。马上修好了:)
我正在尝试制作一个简单的客户端-服务器程序来帮助学习网络编程。我的目标是构建一个在线国际象棋游戏,但现在我只是在尝试做基础知识。我从在线资源 (MSDN) 中拼凑了一些代码,我认为一切正常。这是场景:
Client sends test message to server
Server echos response
Client reads response and displays test message.
Client sends new message to server
Server echos response
Client displays test message
正确的输出应该是这样的:
Client sends test message to server
Server echos response
Client reads response and displays test message.
Client sends new message to server
Server echos response
Client displays new message
感谢任何帮助!
这是客户端的相关部分:
private void OnlineButton_Click(object sender, EventArgs e)
{
// Connect to a remote device.
try
{
// Create a TCP/IP socket.
client = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
// Connect to the remote endpoint.
client.BeginConnect(remoteEP, new AsyncCallback(ConnectCallback), client);
connectDone.WaitOne();
// Send test data to the remote device.
Send(client, "This is a test<EOF>");
sendDone.WaitOne();
// Receive the response from the remote device.
Receive(client);
receiveDone.WaitOne();
msg("Response received: " + response);
}
catch (Exception ex)
{
msg(ex.ToString());
}
msg("Client started, connected to: " + client.RemoteEndPoint.ToString());
sessionHandler(2);
}
public void msg(string mesg)
{
ServerMessages.Text = ServerMessages.Text + Environment.NewLine + " >> " + mesg;
}
public void sessionHandler(Int32 mode)
{
switch (mode)
{
case 1:
msg("Starting AI program...");
break;
case 2:
// Create a TCP/IP socket.
client = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
// Connect to the remote endpoint.
client.BeginConnect(remoteEP, new AsyncCallback(ConnectCallback), client);
connectDone.WaitOne();
Send(client, "Play Online<EOF>");
sendDone.WaitOne();
Receive(client);
receiveDone.WaitOne();
msg("Response received: " + response);
msg("Pairing with another player...");
break;
case 3:
msg("Replaying selected game...");
break;
default:
msg("Error handling request...");
break;
}
}
这是服务器:
// 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];
IPEndPoint localEndPoint = new IPEndPoint(IPAddress.Any, 8888);
// 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;
}
}
编辑:
问题说明:
客户端似乎只读取服务器给出的第一个响应。示例:
Client sends "Hello"
Server echos "Hello"
Client displays "Hello"
Client sends "World"
Server echos "World"
Client displays "Hello" (this should be World)
我找到问题了。每次收到后我都需要一个 Thread.sleep(3)。马上修好了:)