在與服務端的鏈接創建之後,咱們就能夠經過此鏈接來發送和接收數據。端口與端口之間以流(Stream)的形式傳輸數據,由於幾乎任何對象均可以保存到流中,因此實際上能夠在客戶端與服務端之間傳輸任何類型的數據。對客戶端來講,往流中寫入數據,即爲向服務器傳送數據;從流中讀取數據,即爲從服務端接收數據。對服務端來講,往流中寫入數據,即爲向客戶端發送數據;從流中讀取數據,即爲從客戶端接收數據。html
咱們如今考慮這樣一個任務:客戶端打印一串字符串,而後發往服務端,服務端先輸出它,而後將它改成大寫,再回發到客戶端,客戶端接收到之後,最後再次打印一遍它。咱們將它分爲兩部分:一、客戶端發送,服務端接收並輸出;二、服務端回發,客戶端接收並輸出。編程
咱們能夠在TcpClient上調用GetStream()方法來得到鏈接到遠程計算機的流。注意這裏我用了遠程這個詞,當在客戶端調用時,它獲得鏈接服務端的流;當在服務端調用時,它得到鏈接客戶端的流。接下來咱們來看一下代碼,咱們先看服務端(注意這裏沒有使用do/while循環):小程序
class Server {
static void Main(string[] args) {
const int BufferSize = 8192; // 緩存大小,8192字節
Console.WriteLine("Server is running ... ");
IPAddress ip = new IPAddress(new byte[] { 127, 0, 0, 1 });
TcpListener listener = new TcpListener(ip, 8500);
listener.Start(); // 開始偵聽
Console.WriteLine("Start Listening ...");
// 獲取一個鏈接,中斷方法
TcpClient remoteClient = listener.AcceptTcpClient();
// 打印鏈接到的客戶端信息
Console.WriteLine("Client Connected!{0} <-- {1}",
remoteClient.Client.LocalEndPoint, remoteClient.Client.RemoteEndPoint);
// 得到流,並寫入buffer中
NetworkStream streamToClient = remoteClient.GetStream();
byte[] buffer = new byte[BufferSize];
int bytesRead = streamToClient.Read(buffer, 0, BufferSize);
Console.WriteLine("Reading data, {0} bytes ...", bytesRead);
// 得到請求的字符串
string msg = Encoding.Unicode.GetString(buffer, 0, bytesRead);
Console.WriteLine("Received: {0}", msg);
// 按Q退出
}
}緩存
這段程序的上半部分已經很熟悉了,我就再也不解釋。remoteClient.GetStream()方法獲取到了鏈接至客戶端的流,而後從流中讀出數據並保存在了buffer緩存中,隨後使用Encoding.Unicode.GetString()方法,從緩存中獲取到了實際的字符串。最後將字符串打印在了控制檯上。這段代碼有個地方須要注意:在可以讀取的字符串的總字節數大於BufferSize的時候會出現字符串截斷現象,由於緩存中的數目老是有限的,而對於大對象,好比說圖片或者其它文件來講,則必須採用「分次讀取而後轉存」這種方式,好比這樣:服務器
// 獲取字符串
byte[] buffer = new byte[BufferSize];
int bytesRead; // 讀取的字節數
MemoryStream msStream = new MemoryStream();
do {
bytesRead = streamToClient.Read(buffer, 0, BufferSize);
msStream.Write(buffer, 0, bytesRead);
} while (bytesRead > 0);
buffer = msStream.GetBuffer();
string msg = Encoding.Unicode.GetString(buffer);網絡
這裏我沒有使用這種方法,一個是由於不想關注在太多的細節上面,一個是由於對於字符串來講,8192字節已經不少了,咱們一般不會傳遞這麼多的文本。當使用Unicode編碼時,8192字節能夠保存4096個漢字和英文字符。使用不一樣的編碼方式,佔用的字節數有很大的差別,在本文最後面,有一段小程序,能夠用來測試Unicode、UTF八、ASCII三種經常使用編碼方式對字符串編碼時,佔用的字節數大小。多線程
如今對客戶端不作任何修改,而後運行先運行服務端,再運行客戶端。結果咱們會發現這樣一件事:服務端再打印完「Client Connected!127.0.0.1:8500 <-- 127.0.0.1:xxxxx」以後,再次被阻塞了,而沒有輸出「Reading data, {0} bytes ...」。可見,與AcceptTcpClient()方法相似,這個Read()方法也是同步的,只有當客戶端發送數據的時候,服務端纔會讀取數據、運行此方法,不然它便會一直等待。併發
接下來咱們編寫客戶端向服務器發送字符串的代碼,與服務端相似,它先獲取鏈接服務器端的流,將字符串保存到buffer緩存中,再將緩存寫入流,寫入流這一過程,至關於將消息發往服務端。異步
class Client {
static void Main(string[] args) {
Console.WriteLine("Client Running ...");
TcpClient client;
try {
client = new TcpClient();
client.Connect("localhost", 8500); // 與服務器鏈接
} catch (Exception ex) {
Console.WriteLine(ex.Message);
return;
}
// 打印鏈接到的服務端信息
Console.WriteLine("Server Connected!{0} --> {1}",
client.Client.LocalEndPoint, client.Client.RemoteEndPoint);
string msg = "\"Welcome To TraceFact.Net\"";
NetworkStream streamToServer = client.GetStream();
byte[] buffer = Encoding.Unicode.GetBytes(msg); // 得到緩存
streamToServer.Write(buffer, 0, buffer.Length); // 發往服務器
Console.WriteLine("Sent: {0}", msg);
// 按Q退出
}
}測試
如今再次運行程序,獲得的輸出爲:
// 服務端
Server is running ...
Start Listening ...
Client Connected!127.0.0.1:8500 <-- 127.0.0.1:7847
Reading data, 52 bytes ...
Received: "Welcome To TraceFact.Net"
輸入"Q"鍵退出。
// 客戶端
Client Running ...
Server Connected!127.0.0.1:7847 --> 127.0.0.1:8500
Sent: "Welcome To TraceFact.Net"
輸入"Q"鍵退出。
再繼續進行以前,咱們假設客戶端能夠發送多條消息,而服務端要不斷的接收來自客戶端發送的消息,可是上面的代碼只能接收客戶端發來的一條消息,由於它已經輸出了「輸入Q鍵退出」,說明程序已經執行完畢,沒法再進行任何動做。此時若是咱們再開啓一個客戶端,那麼出現的狀況是:客戶端能夠與服務器創建鏈接,也就是netstat-a顯示爲ESTABLISHED,這是操做系統所知道的;可是因爲服務端的程序已經執行到了最後一步,只能輸入Q鍵退出,沒法再採起任何的動做。
回想一個上面咱們須要一個服務器對應多個客戶端時,對AcceptTcpClient()方法的處理辦法,將它放在了do/while循環中;相似地,當咱們須要一個服務端對同一個客戶端的屢次請求服務時,能夠將Read()方法放入到do/while循環中。
如今,咱們大體能夠得出這樣幾個結論:
對於第四種狀況,其實是構建一個服務端更爲一般的狀況,因此須要專門開闢一個章節討論,這裏暫且放過。而咱們上面所作的,便是列出的第一種狀況,接下來咱們再分別看一下第二種和第三種狀況。
對於第二種狀況,咱們按照上面的敘述先對服務端進行一下改動:
do {
// 獲取一個鏈接,中斷方法
TcpClient remoteClient = listener.AcceptTcpClient();
// 打印鏈接到的客戶端信息
Console.WriteLine("Client Connected!{0} <-- {1}",
remoteClient.Client.LocalEndPoint, remoteClient.Client.RemoteEndPoint);
// 得到流,並寫入buffer中
NetworkStream streamToClient = remoteClient.GetStream();
byte[] buffer = new byte[BufferSize];
int bytesRead = streamToClient.Read(buffer, 0, BufferSize);
Console.WriteLine("Reading data, {0} bytes ...", bytesRead);
// 得到請求的字符串
string msg = Encoding.Unicode.GetString(buffer, 0, bytesRead);
Console.WriteLine("Received: {0}", msg);
} while (true);
而後啓動多個客戶端,在服務端應該能夠看到下面的輸出(客戶端沒有變化):
Server is running ...
Start Listening ...
Client Connected!127.0.0.1:8500 <-- 127.0.0.1:8196
Reading data, 52 bytes ...
Received: "Welcome To TraceFact.Net"
Client Connected!127.0.0.1:8500 <-- 127.0.0.1:8199
Reading data, 52 bytes ...
Received: "Welcome To TraceFact.Net"
由第2種狀況改成第3種狀況,只須要將do向下挪動幾行就能夠了:
// 獲取一個鏈接,中斷方法
TcpClient remoteClient = listener.AcceptTcpClient();
// 打印鏈接到的客戶端信息
Console.WriteLine("Client Connected!{0} <-- {1}",
remoteClient.Client.LocalEndPoint, remoteClient.Client.RemoteEndPoint);
// 得到流,並寫入buffer中
NetworkStream streamToClient = remoteClient.GetStream();
do {
byte[] buffer = new byte[BufferSize];
int bytesRead = streamToClient.Read(buffer, 0, BufferSize);
Console.WriteLine("Reading data, {0} bytes ...", bytesRead);
// 得到請求的字符串
string msg = Encoding.Unicode.GetString(buffer, 0, bytesRead);
Console.WriteLine("Received: {0}", msg);
} while (true);
而後咱們再改動一下客戶端,讓它發送多個請求。當咱們按下S的時候,能夠輸入一行字符串,而後將這行字符串發送到服務端;當咱們輸入X的時候則退出循環:
NetworkStream streamToServer = client.GetStream();
ConsoleKey key;
Console.WriteLine("Menu: S - Send, X - Exit");
do {
key = Console.ReadKey(true).Key;
if (key == ConsoleKey.S) {
// 獲取輸入的字符串
Console.Write("Input the message: ");
string msg = Console.ReadLine();
byte[] buffer = Encoding.Unicode.GetBytes(msg); // 得到緩存
streamToServer.Write(buffer, 0, buffer.Length); // 發往服務器
Console.WriteLine("Sent: {0}", msg);
}
} while (key != ConsoleKey.X);
接下來咱們先運行服務端,而後再運行客戶端,輸入一些字符串,來進行測試,應該可以看到下面的輸出結果:
// 服務端
Server is running ...
Start Listening ...
Client Connected!127.0.0.1:8500 <-- 127.0.0.1:11004
Reading data, 44 bytes ...
Received: 歡迎訪問個人博客:TraceFact.Net
Reading data, 14 bytes ...
Received: 咱們一塊兒進步!
//客戶端
Client Running ...
Server Connected!127.0.0.1:11004 --> 127.0.0.1:8500
Menu: S - Send, X - Exit
Input the message: 歡迎訪問個人博客:TraceFact.Net
Sent: 歡迎訪問個人博客:TraceFact.Net
Input the message: 咱們一塊兒進步!
Sent: 咱們一塊兒進步!
這裏還須要注意一點,當客戶端在TcpClient實例上調用Close()方法,或者在流上調用Dispose()方法,服務端的streamToClient.Read()方法會持續地返回0,可是不拋出異常,因此會產生一個無限循環;而若是直接關閉掉客戶端,或者客戶端執行完畢但沒有調用stream.Dispose()或者TcpClient.Close(),若是服務器端此時仍阻塞在Read()方法處,則會在服務器端拋出異常:「遠程主機強制關閉了一個現有鏈接」。所以,咱們將服務端的streamToClient.Read()方法須要寫在一個try/catch中。同理,若是在服務端已經鏈接到客戶端以後,服務端調用remoteClient.Close(),則客戶端會獲得異常「沒法將數據寫入傳輸鏈接: 您的主機中的軟件放棄了一個已創建的鏈接。」;而若是服務端直接關閉程序的話,則客戶端會獲得異常「沒法將數據寫入傳輸鏈接: 遠程主機強迫關閉了一個現有的鏈接。」。所以,它們的讀寫操做必須都放入到try/catch塊中。
咱們接着再進行進一步處理,服務端將收到的字符串改成大寫,而後回發,客戶端接收後打印。此時它們的角色和上面徹底進行了一下對調:對於服務端來講,就好像剛纔的客戶端同樣,將字符串寫入到流中;而客戶端則同服務端同樣,接收並打印。除此之外,咱們最好對流的讀寫操做加上lock,如今咱們直接看代碼,首先看服務端:
class Server {
static void Main(string[] args) {
const int BufferSize = 8192; // 緩存大小,8192Bytes
ConsoleKey key;
Console.WriteLine("Server is running ... ");
IPAddress ip = new IPAddress(new byte[] { 127, 0, 0, 1 });
TcpListener listener = new TcpListener(ip, 8500);
listener.Start(); // 開始偵聽
Console.WriteLine("Start Listening ...");
// 獲取一個鏈接,同步方法,在此處中斷
TcpClient remoteClient = listener.AcceptTcpClient();
// 打印鏈接到的客戶端信息
Console.WriteLine("Client Connected!{0} <-- {1}",
remoteClient.Client.LocalEndPoint, remoteClient.Client.RemoteEndPoint);
// 得到流
NetworkStream streamToClient = remoteClient.GetStream();
do {
// 寫入buffer中
byte[] buffer = new byte[BufferSize];
int bytesRead;
try {
lock(streamToClient){
bytesRead = streamToClient.Read(buffer, 0, BufferSize);
}
if (bytesRead == 0) throw new Exception("讀取到0字節");
Console.WriteLine("Reading data, {0} bytes ...", bytesRead);
// 得到請求的字符串
string msg = Encoding.Unicode.GetString(buffer, 0, bytesRead);
Console.WriteLine("Received: {0}", msg);
// 轉換成大寫併發送
msg = msg.ToUpper();
buffer = Encoding.Unicode.GetBytes(msg);
lock(streamToClient){
streamToClient.Write(buffer, 0, buffer.Length);
}
Console.WriteLine("Sent: {0}", msg);
} catch (Exception ex) {
Console.WriteLine(ex.Message);
break;
}
} while (true);
streamToClient.Dispose();
remoteClient.Close();
Console.WriteLine("\n\n輸入\"Q\"鍵退出。");
do {
key = Console.ReadKey(true).Key;
} while (key != ConsoleKey.Q);
}
}
接下來是客戶端:
class Client {
static void Main(string[] args) {
Console.WriteLine("Client Running ...");
TcpClient client;
ConsoleKey key;
const int BufferSize = 8192;
try {
client = new TcpClient();
client.Connect("localhost", 8500); // 與服務器鏈接
} catch (Exception ex) {
Console.WriteLine(ex.Message);
return;
}
// 打印鏈接到的服務端信息
Console.WriteLine("Server Connected!{0} --> {1}",
client.Client.LocalEndPoint, client.Client.RemoteEndPoint);
NetworkStream streamToServer = client.GetStream();
Console.WriteLine("Menu: S - Send, X - Exit");
do {
key = Console.ReadKey(true).Key;
if (key == ConsoleKey.S) {
// 獲取輸入的字符串
Console.Write("Input the message: ");
string msg = Console.ReadLine();
byte[] buffer = Encoding.Unicode.GetBytes(msg); // 得到緩存
try {
lock(streamToServer){
streamToServer.Write(buffer, 0, buffer.Length); // 發往服務器
}
Console.WriteLine("Sent: {0}", msg);
int bytesRead;
buffer = new byte[BufferSize];
lock(streamToServer){
bytesRead = streamToServer.Read(buffer, 0, BufferSize);
}
msg = Encoding.Unicode.GetString(buffer, 0, bytesRead);
Console.WriteLine("Received: {0}", msg);
} catch (Exception ex) {
Console.WriteLine(ex.Message);
break;
}
}
} while (key != ConsoleKey.X);
streamToServer.Dispose();
client.Close();
Console.WriteLine("\n\n輸入\"Q\"鍵退出。");
do {
key = Console.ReadKey(true).Key;
} while (key != ConsoleKey.Q);
}
}
最後咱們運行程序,而後輸入一串英文字符串,而後看一下輸出:
// 客戶端
Client is running ...
Server Connected!127.0.0.1:12662 --> 127.0.0.1:8500
Menu: S - Send, X - Exit
Input the message: Hello, I'm jimmy zhang.
Sent: Hello, I'm jimmy zhang.
Received: HELLO, I'M JIMMY ZHANG.
// 服務端
Server is running ...
Start Listening ...
Client Connected!127.0.0.1:8500 <-- 127.0.0.1:12662
Reading data, 46 bytes ...
Received: Hello, I'm jimmy zhang.
Sent: HELLO, I'M JIMMY ZHANG.
看到這裏,我想你應該對使用TcpClient和TcpListener進行C#網絡編程有了一個初步的認識,能夠說是剛剛入門了,後面的路還很長。本章的全部操做都是同步操做,像上面的代碼也只是做爲一個入門的範例,實際當中,一個服務端只能爲一個客戶端提供服務的狀況是不存在的,下面就讓咱們來看看上面所說的第四種狀況,如何進行異步的服務端編程。
private static void ShowCode() {
string[] strArray = { "b", "abcd", "乙", "甲乙丙丁" };
byte[] buffer;
string mode, back;
foreach (string str in strArray) {
for (int i = 0; i <= 2; i++) {
if (i == 0) {
buffer = Encoding.ASCII.GetBytes(str);
back = Encoding.ASCII.GetString(buffer, 0, buffer.Length);
mode = "ASCII";
} else if (i == 1) {
buffer = Encoding.UTF8.GetBytes(str);
back = Encoding.UTF8.GetString(buffer, 0, buffer.Length);
mode = "UTF8";
} else {
buffer = Encoding.Unicode.GetBytes(str);
back = Encoding.Unicode.GetString(buffer, 0, buffer.Length);
mode = "Unicode";
}
Console.WriteLine("Mode: {0}, String: {1}, Buffer.Length: {2}",
mode, str, buffer.Length);
Console.WriteLine("Buffer:");
for (int j = 0; j <= buffer.Length - 1; j++) {
Console.Write(buffer[j] + " ");
}
Console.WriteLine("\nRetrived: {0}\n", back);
}
}
}
輸出爲:
Mode: ASCII, String: b, Buffer.Length: 1
Buffer: 98
Retrived: b
Mode: UTF8, String: b, Buffer.Length: 1
Buffer: 98
Retrived: b
Mode: Unicode, String: b, Buffer.Length: 2
Buffer: 98 0
Retrived: b
Mode: ASCII, String: abcd, Buffer.Length: 4
Buffer: 97 98 99 100
Retrived: abcd
Mode: UTF8, String: abcd, Buffer.Length: 4
Buffer: 97 98 99 100
Retrived: abcd
Mode: Unicode, String: abcd, Buffer.Length: 8
Buffer: 97 0 98 0 99 0 100 0
Retrived: abcd
Mode: ASCII, String: 乙, Buffer.Length: 1
Buffer: 63
Retrived: ?
Mode: UTF8, String: 乙, Buffer.Length: 3
Buffer: 228 185 153
Retrived: 乙
Mode: Unicode, String: 乙, Buffer.Length: 2
Buffer: 89 78
Retrived: 乙
Mode: ASCII, String: 甲乙丙丁, Buffer.Length: 4
Buffer: 63 63 63 63
Retrived: ????
Mode: UTF8, String: 甲乙丙丁, Buffer.Length: 12
Buffer: 231 148 178 228 185 153 228 184 153 228 184 129
Retrived: 甲乙丙丁
Mode: Unicode, String: 甲乙丙丁, Buffer.Length: 8
Buffer: 50 117 89 78 25 78 1 78
Retrived: 甲乙丙丁
大致上能夠得出這麼幾個結論:
出處:http://www.cnblogs.com/JimmyZhang/archive/2008/09/07/1286301.html