SOCKET通信是网络软件的基础,服务端SOCKET创建与侦听很容易,客户端SOCKET的创建与连接也很容易,(Send,Receive)同步通信一般只能做为演示和学习理念,实用性不强,通常好的传输系统都采用异步通信(BeginSend,EndSend;BeginReceive,EndReceive),主要内容就是对包的定义,(4个字节来表示整个包的长度,4个字节来表示命令的长度,命令的实际内容,数据内容),接收方在首先接收4个字节,得出整个包的长度(client.BeginReceive(Buffer, 0, 4, socketFlags, new AsyncCallback(ReceivePackHeadCallback), state); )然后在回调函数中接收整个包内容,排除前面的4个字节,client.BeginReceive(Buffer, 4, packetLength - 4, SocketFlags.None, new AsyncCallback(ReceivePackDataCallback), state);在第二次异步接收的回调函数中处理命令和数据。
(关于异步接收的回调时机)以下内容非常重要
引用一段别人的代码
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net;
using System.Net.Sockets;
namespace SocketServer
{
class Program
{
//服务端buffer为4字节
static byte[] buffer = new byte[4];
static void Main(string[] args)
{
Console.WriteLine("[Server]");
try
{
Socket socketServer = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
socketServer.Bind(new IPEndPoint(IPAddress.Parse("127.0.0.1"), 4444));
socketServer.Listen(int.MaxValue);
Console.WriteLine("服务端已启动,等待连接...");
//接收连接
Socket ts = socketServer.Accept();
Console.WriteLine("客户端已连接");
//开始异步接收
ts.BeginReceive(buffer, 0, buffer.Length, SocketFlags.None, new AsyncCallback(ReceiveCallback), ts);
Console.ReadKey();
}
catch (Exception e)
{
Console.WriteLine(e.Message);
}
}
static void ReceiveCallback(IAsyncResult result)
{
Socket ts = (Socket)result.AsyncState;
ts.EndReceive(result);
result.AsyncWaitHandle.Close();
Console.WriteLine("收到消息:{0}", Encoding.ASCII.GetString(buffer));
//清空数据,重新开始异步接收
buffer = new byte[buffer.Length];
ts.BeginReceive(buffer, 0, buffer.Length, SocketFlags.None, new AsyncCallback(ReceiveCallback), ts);
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net;
using System.Net.Sockets;
namespace SocketClient
{
class Program
{
static void Main(string[] args)
{
Console.WriteLine("[Client]");
try
{
Socket socketClient = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
socketClient.Connect(IPAddress.Parse("127.0.0.1"), 4444);
Console.WriteLine("发送消息:");
//获取发送内容
string sendStr = Console.ReadLine();
while (!(sendStr.ToLower() == "q"))
{
Console.WriteLine("发送消息:");
//同步发送数据
socketClient.Send(Encoding.ASCII.GetBytes(sendStr));
sendStr = Console.ReadLine();
}
}
catch (Exception e)
{
Console.WriteLine(e.Message);
Console.WriteLine("按任意键退出");
Console.ReadKey();
}
}
}
}
1.发送数据长度与接收Buffer长度一致,接收到所有数据回调;
2.发送数据长度大于接收Buffer长度,Buffer填满时回调,数据接收完时回调;
3.发送数据长度小于接收Buffer长度,数据接收完时回调;
原文地址: http://www.cnblogs.com/wangtonghui/p/3277303.html对于这样的小数据,可能大家都这么认为,其实只要接收方一接到数据就会触发回调,不论Buffer有没有填满,千万别认为指定了接收长度就必须接收完才回调