using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using System.Threading;
using System.Net;
using System.Net.Sockets;
namespace TestServer
{
class Program
{
static List<ServerPlayer> playerList = new List<ServerPlayer>();
static void Main(string[] args)
{
TcpListener server=null;
try
{
Int32 port = 13000;
IPAddress localAddr = IPAddress.Parse("127.0.0.1");
server = new TcpListener(localAddr, port);
server.Start();
Console.WriteLine("Server started");
while(true)
{
Console.Write("Waiting for a connection... ");
TcpClient client = server.AcceptTcpClient();
Console.WriteLine("Connected!");
playerList.Add( new ServerPlayer(client) );
ThreadPoolInfo();
}
}
catch(SocketException e)
{
Console.WriteLine("SocketException: {0}", e);
}
finally
{
server.Stop();
}
Console.WriteLine("\nHit enter to continue...");
Console.Read();
}
//显示线程池现状
static void ThreadPoolInfo()
{
int a, b;
ThreadPool.GetAvailableThreads(out a, out b);
string message = string.Format("CurrentThreadId is : {0}\n" +
"WorkerThreads is : {1}\nCompletionPortThreads is : {2}\n",
Thread.CurrentThread.ManagedThreadId, a.ToString(), b.ToString());
Console.WriteLine(message);
}
}
}
public class ServerPlayer
{
private TcpClient tcpClient;
private byte[] receiveBuffer;
private string clientEndPoint;
public ServerPlayer(TcpClient tcpClient)
{
this.tcpClient = tcpClient;
receiveBuffer = new byte[tcpClient.ReceiveBufferSize];
//显示客户端信息
clientEndPoint = tcpClient.Client.RemoteEndPoint.ToString();
Console.WriteLine("Client connected : " + clientEndPoint);
NetworkStream stream = tcpClient.GetStream();
stream.BeginRead(receiveBuffer, 0, receiveBuffer.Length, new AsyncCallback(ReadCallback), stream);
}
void ReadCallback(IAsyncResult result)
{
NetworkStream stream = (NetworkStream)result.AsyncState;
int length = stream.EndRead(result);
if (length < 1)//TCP中断了
{
Console.WriteLine("client disconnected : " + clientEndPoint);
return;
}
//显示接收信息
string message = Encoding.UTF8.GetString(receiveBuffer, 0, length);
Console.WriteLine("Message: " + message);
//向客户端返回ok
byte[] msg = System.Text.Encoding.UTF8.GetBytes("ok");
stream.Write(msg, 0, msg.Length);
stream.BeginRead(receiveBuffer, 0, receiveBuffer.Length, new AsyncCallback(ReadCallback), stream);
}
}
运行效果
示例二:增加大厅功能,实现聊天室
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using System.Threading;
using System.Net;
using System.Net.Sockets;
namespace TestServer
{
class Program
{
static ServerLobby defaultLobby;
static void Main(string[] args)
{
TcpListener server = null;
try
{
Int32 port = 13000;
IPAddress localAddr = IPAddress.Parse("127.0.0.1");
server = new TcpListener(localAddr, port);
server.Start();
Console.WriteLine("Server started");
//建立默认大厅
defaultLobby = new ServerLobby();
while (true)
{
Console.WriteLine("Waiting for a connection... ");
TcpClient client = server.AcceptTcpClient();
Console.WriteLine("Connected!");
//进入大厅
ServerPlayer player = new ServerPlayer(client);
defaultLobby.OnEnterServerPlayer(player);
ThreadPoolInfo();
}
}
catch (SocketException e)
{
Console.WriteLine("SocketException: {0}", e);
}
finally
{
server.Stop();
}
Console.WriteLine("\nHit enter to continue...");
Console.Read();
}
//显示线程池现状
static void ThreadPoolInfo()
{
int a, b;
ThreadPool.GetAvailableThreads(out a, out b);
string message = string.Format("CurrentThreadId is : {0}\n" +
"WorkerThreads is : {1}\nCompletionPortThreads is : {2}\n",
Thread.CurrentThread.ManagedThreadId, a.ToString(), b.ToString());
Console.WriteLine(message);
}
}
}
// 大厅,管理所有ServerPlayer
public class ServerLobby
{
private List<ServerPlayer> playerList = new List<ServerPlayer>();
// 有玩家进入大厅
public void OnEnterServerPlayer(ServerPlayer player)
{
player.OnEnterLobby(this);
playerList.Add(player);
}
// 有玩家离开大厅
public void OnLeaveServerPlayer(ServerPlayer player)
{
playerList.Remove(player);
player.OnLeaveLobby();
}
// 向大厅中的所有玩家广播消息
public void BroadcastMessage(string msg)
{
for (int i=0; i<playerList.Count; i++)
{
if (playerList[i] == null)
continue;
playerList[i].SendMessage(msg);
}
}
}
public class ServerPlayer
{
private TcpClient tcpClient;
private NetworkStream stream;
private byte[] receiveBuffer;
private string clientEndPoint;
private AsyncCallback mAsyncCallback;
private ServerLobby mServerLobby;
private string clientIP;
public string IP { get { return clientIP; } }
public ServerPlayer(TcpClient tcpClient)
{
this.tcpClient = tcpClient;
receiveBuffer = new byte[tcpClient.ReceiveBufferSize];
//显示客户端信息
clientEndPoint = tcpClient.Client.RemoteEndPoint.ToString();
clientIP = clientEndPoint;
Console.WriteLine("Client connected : " + clientEndPoint);
stream = tcpClient.GetStream();
mAsyncCallback = new AsyncCallback(ReadCallback);
stream.BeginRead(receiveBuffer, 0, receiveBuffer.Length, mAsyncCallback, stream);
}
void ReadCallback(IAsyncResult result)
{
NetworkStream stream = (NetworkStream)result.AsyncState;
int length = stream.EndRead(result);
if (length < 1)//TCP中断了
{
Console.WriteLine("client disconnected : " + clientEndPoint);
//离开大厅
if (mServerLobby != null)
mServerLobby.OnLeaveServerPlayer(this);
return;
}
//显示接收信息
string message = Encoding.UTF8.GetString(receiveBuffer, 0, length);
Console.WriteLine("Message: " + message);
//向大厅中的所有玩家同步消息
mServerLobby.BroadcastMessage("sync: " + message.Trim() + "\r\n");
stream.BeginRead(receiveBuffer, 0, receiveBuffer.Length, mAsyncCallback, stream);
}
// 发消息
public void SendMessage(string msg)
{
if (!tcpClient.Connected)
return;
byte[] bytes = System.Text.Encoding.UTF8.GetBytes(msg);
stream.Write(bytes, 0, msg.Length);
}
// 本玩家进入大厅触发
public void OnEnterLobby(ServerLobby lobby)
{
mServerLobby = lobby;
//通知大厅中的其他玩家
mServerLobby.BroadcastMessage(IP + " enter lobby\r\n");
}
// 本玩家离开大厅触发
public void OnLeaveLobby()
{
//通知大厅中的其他玩家
mServerLobby.BroadcastMessage(IP + " leave lobby\r\n");
mServerLobby = null;
}
}
运行测试