.NET 4.x Задача: сделать сервер для нескольких клиентов - C#
Формулировка задачи:
Вот есть сервер, который рассчитан только на 1 клиент. Задача: сделать сервер для нескольких клиентов. Как это сделать?
Сам сервер:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net;
using System.Net.Sockets;
namespace Server
{
class Program
{
static byte[] buffer;
static Socket sck;
static void Main(string[] args)
{
sck = new Socket(AddressFamily.InterNetwork, SocketType.Stream,ProtocolType.Tcp);
sck.Bind(new IPEndPoint(0, 5080));
sck.Listen(100);
Socket accepted = sck.Accept();
while (true)
{
string unswer = "Server accept the message...";
buffer = new byte[accepted.SendBufferSize];
int bytesCount = accepted.Receive(buffer);
byte[] formated = new byte[bytesCount];
for (int i = 0; i < bytesCount; i++)
{
formated[i] = buffer[i];
}
string text = Encoding.UTF8.GetString(formated);
Console.Write(text + "\n\r");
byte[] dataSend = Encoding.UTF8.GetBytes(unswer);
accepted.Send(dataSend);
}
Console.Read();
sck.Close();
accepted.Close();
}
}
}Решение задачи: «.NET 4.x Задача: сделать сервер для нескольких клиентов»
textual
Листинг программы
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net.Sockets;
using System.Net;
namespace AsyncTcpServer
{
class Program
{
static void Main()
{
Socket server = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
server.Bind(new IPEndPoint(IPAddress.Any, 5080));
server.Listen(100);
server.BeginAccept(ConnectCallback, server);
string input;
Console.WriteLine("Type 'exit' to quit");
while ((input = Console.ReadLine().ToLower()) != "exit") ;
}
static void ConnectCallback(IAsyncResult iar)
{
Socket server = (Socket)iar.AsyncState;
try {
Socket client = server.EndAccept(iar);
Console.WriteLine("New client connected: {0}", client.RemoteEndPoint);
AsyncState state = new AsyncState { socket = client, buffer = new byte[client.ReceiveBufferSize] };
client.BeginReceive(state.buffer, 0, state.buffer.Length, SocketFlags.None, ReceiveCallback, state);
}
catch (SocketException e) {
Console.WriteLine("Error accepting connection: {0}", e.Message);
}
server.BeginAccept(ConnectCallback, server);
}
static void ReceiveCallback(IAsyncResult iar)
{
AsyncState state = (AsyncState)iar.AsyncState;
try {
int recv = state.socket.EndReceive(iar);
if (recv == 0) {
Console.WriteLine("Client {0} has closed connection", state.socket.RemoteEndPoint);
state.socket.Close();
}
else {
string text = Encoding.UTF8.GetString(state.buffer, 0, recv);
Console.WriteLine("{0}: {1}", state.socket.RemoteEndPoint, text);
byte[] answer = Encoding.UTF8.GetBytes("Server accepted the message...");
state.socket.BeginSend(answer, 0, answer.Length, SocketFlags.None, SendCallback, state);
}
}
catch (SocketException e) {
Console.WriteLine("Error receiving from {0}: {1}", state.socket.RemoteEndPoint, e.Message);
state.socket.Close();
}
}
static void SendCallback(IAsyncResult iar)
{
AsyncState state = (AsyncState)iar.AsyncState;
try {
int sent = state.socket.EndSend(iar);
Console.WriteLine("Sent {0} bytes to {1}", sent, state.socket.RemoteEndPoint);
state.socket.BeginReceive(state.buffer, 0, state.buffer.Length, SocketFlags.None, ReceiveCallback, state);
}
catch (SocketException e) {
Console.WriteLine("Error sending to {0}: {1}", state.socket.RemoteEndPoint, e.Message);
state.socket.Close();
}
}
}
struct AsyncState
{
public Socket socket;
public byte[] buffer;
}
}