服务器端:
using System;
using System.Collections.Generic;
using System.Text;
using System.Net;
using System.Net.Sockets;
namespace UDPServer
{
class Program
{
static void Main(string[] args)
{
int recv;
byte[] data = new byte[1024];
//构建UDP服务器
//得到本机IP,设置UDP端口号
IPEndPoint ipep = new IPEndPoint(IPAddress.Any , 8001);
Socket newsock = new Socket(AddressFamily.InterNetwork, SocketType.Dgram , ProtocolType.Udp);
//绑定网络地址
newsock.Bind(ipep);
Console.WriteLine("This is a Server, host name is {0}",Dns.GetHostName());
//等待客户机连接
Console.WriteLine("Waiting for a client");
//得到客户机IP
IPEndPoint sender = new IPEndPoint(IPAddress.Any, 0);
EndPoint Remote = (EndPoint)(sender);
recv = newsock.ReceiveFrom(data, ref Remote);
Console .WriteLine ("Message received from {0}: ", Remote.ToString ());
Console .WriteLine (Encoding .ASCII .GetString (data ,0,recv ));
//客户机连接成功后,发送欢迎信息
string welcome = "Welcome ! ";
//字符串与字节数组相互转换
data = Encoding .ASCII .GetBytes (welcome );
//发送信息
newsock .SendTo (data ,data.Length ,SocketFlags .None ,Remote );
while (true )
{
data =new byte [1024];
//发送接受信息
recv =newsock.ReceiveFrom(data ,ref Remote);
Console .WriteLine (Encoding .ASCII .GetString (data ,0,recv));
newsock .SendTo (data ,recv ,SocketFlags .None ,Remote );
}
}
}
}
客户端:
(UDP客户机程序与服务器程序非常类似。 因为客户机不需要在指定的UDP端口等待流入的数据,因此,不使用Bind()方法,而是使用在数据发送时系统随机指定的一个UDP端口,而且使用同一个端口接收返回的消息。在看法产品时,要为客户机指定一套UDP端口,以便服务器和客户机程序使用相同的端口号。UDP客户机程序首先定义一个IPEndPoint,UDP服务器将发送数据包到这个IPEndPoint。如果在远程设备上运行UDP服务器程序,在IPEndPoint定义中必须输入适当的IP地址和UDP端口号信息
)
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net;
using System.Net.Sockets;
namespace UDPClient
{
class Program
{
static void Main(string[] args)
{
byte[] data = new byte[1024];
string input ,stringData;
//构建UDP服务器
Console.WriteLine("This is a Client, host name is {0}", Dns.GetHostName());
//设置服务IP,设置UDP端口号
IPEndPoint ipep = new IPEndPoint(IPAddress .Parse ("127.0.0.1") , 8001);
//定义网络类型,数据连接类型和网络协议UDP
Socket server = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
string welcome = "Hello! ";
data = Encoding.ASCII.GetBytes(welcome);
server.SendTo(data, data.Length, SocketFlags.None, ipep);
IPEndPoint sender = new IPEndPoint(IPAddress.Any, 0);
EndPoint Remote = (EndPoint)sender;
data = new byte[1024];
//对于不存在的IP地址,加入此行代码后,可以在指定时间内解除阻塞模式限制
//server.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReceiveTimeout, 100);
int recv = server.ReceiveFrom(data, ref Remote);
Console.WriteLine("Message received from {0}: ", Remote.ToString());
Console.WriteLine(Encoding .ASCII .GetString (data,0,recv));
while (true)
{
input = Console .ReadLine ();
if (input =="exit")
break ;
server .SendTo (Encoding .ASCII .GetBytes (input ),Remote );
data = new byte [1024];
recv = server.ReceiveFrom(data, ref Remote);
stringData = Encoding.ASCII.GetString(data, 0, recv);
Console.WriteLine(stringData);
}
Console .WriteLine ("Stopping Client.");
server .Close ();
}
}
}
1.问题:在Socket通信中,我们经常要多客户端共用一个端口,但这往往会报错,因为正常来说一个端口只能绑定一次,但释放的时候比较麻烦,所以还是要是实现端口共用的话,就不用执行一个关一个再开一个。
2.实现端口复用:
正常绑定:
//定义网络地址,连接类型与网络协议并绑定本地IP与端口
socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
ipPoint = new IPEndPoint(IPAddress.Parse(ipAdrr), 2012);
socket.Bind(ipPoint);
添加共用函数:SetSocketOption
//定义网络地址,连接类型与网络协议并绑定本地IP与端口
socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
ipPoint = new IPEndPoint(IPAddress.Parse(ipAdrr), 2012);
socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true); //SocketOptionName.ReuseAddress是关键
socket.Bind(ipPoint);
这样就不会报占用同一端口的错了
对于中断问题:原因大概是因为你关闭socket时,socket.Receive(buffer); 仍出于读取状态。
改为:
if (socket.Poll(-1,SelectMode.SelectRead))
{
if ( ( dataLength = socket.Receive(buffer) ) > 0)
{
Analyer(Encoding.ASCII.GetString(buffer, 0, dataLength));
}
}
以上摘自:一路前行:http://www.cnblogs.com/zhangpengshou/archive/2008/10/09/1307622.html