2016-11-30 13 views
0

私はそのTCPのことすべてにとても新しいので、ここで間違っているものは見つけられません。あなたの中にはかなり明白かもしれません。コードを実行すると、サーバー側で「開始」プロセスが実行され、「接続待ち」が表示され、クライアントが起動し、後で「接続先」が表示され、サーバー側で起動プロセスが再開され、表示されます「クライアントに接続」し、両側で、メソッドSendThroughTCPSocket(「何の文字列」)を呼び出すと、送信されているのが見えますが、相手側で何も検出されません。
私は何が間違っていますか? どうすればいつもお互いに耳を傾けることができますか?TCPサーバーとクライアントが互いの情報を受け取っていません

サーバ側:

using System; 
using System.Collections.Generic; 
using System.Linq; 
using System.Net; 
using System.Net.Sockets; 
using System.Text; 
using System.Threading; 
using System.Threading.Tasks; 

namespace Server 
{ 
// State object for reading client data asynchronously 
public class StateObject 
{ 

    #region instance variables 

    // Client socket. 
    public Socket workSocket = null; 
    // Size of receive buffer. 
    public const int BufferSize = 1024; 
    // Receive buffer. 
    public byte[] buffer = new byte[BufferSize]; 
    // Received data string. 
    public StringBuilder sb = new StringBuilder(); 

    #endregion 

} 

public class AsynchronousSocketListener 
{ 

    public enum TransmissionSate 
    { 
     Waiting, 
     Receiving, 
     Received, 
     Sending, 
     Sent, 
     Off 
    } 


    #region class variables 

    // Thread signal. 
    public static ManualResetEvent allDone = new ManualResetEvent(false); 

    public static IPHostEntry ipHostInfo; 
    public static IPAddress ipAddress; 
    public static IPEndPoint localEndPoint; 

    public static Socket listener; 
    public static Socket handler; 


    //flags 
    public static TransmissionSate currentState = TransmissionSate.Off; 

    #endregion 

    #region constructor 

    public AsynchronousSocketListener() 
    { 
    } 

    #endregion 

    #region Start Listening 

    //Start Listening for Client 
    public static void StartListening() 
    { 
     // Data buffer for incoming data. 
     byte[] bytes = new Byte[1024]; 

     // Establish the local endpoint for the socket. 
     // The DNS name of the computer 
     ipHostInfo = Dns.Resolve(Dns.GetHostName()); 
     ipAddress = ipHostInfo.AddressList[0]; 
     localEndPoint = new IPEndPoint(ipAddress, 11000); 

     // Create a TCP/IP socket. 
     listener = new Socket(AddressFamily.InterNetwork, 
      SocketType.Stream, ProtocolType.Tcp); 

     // Bind the socket to the local endpoint and listen for incoming connections. 
     try 
     { 
      listener.Bind(localEndPoint); 
      listener.Listen(100); 

      while (true) 
      { 
       // Set the event to nonsignaled state. 
       allDone.Reset(); 

       // Start an asynchronous socket to listen for connections. 
       Console.WriteLine("Waiting for a connection..."); 
       listener.BeginAccept(
        new AsyncCallback(AcceptCallback), 
        listener); 

       //flag 
       currentState = TransmissionSate.Waiting; 

       // Wait until a connection is made before continuing. 
       allDone.WaitOne(); 
      } 

     } 
     catch (Exception e) 
     { 
      Console.WriteLine(e.ToString()); 
     } 


     Console.WriteLine("\nConnected to the client."); 
     //Console.Read(); 

    } 

    #endregion 

    #region Receive Methods 

    //Accept communication and Start reading 
    public static void AcceptCallback(IAsyncResult ar) 
    { 
     // Signal the main thread to continue. 
     allDone.Set(); 

     // Get the socket that handles the client request. 
     listener = (Socket)ar.AsyncState; 
     handler = listener.EndAccept(ar); 

     //flag 
     currentState = TransmissionSate.Receiving; 

     // Create the state object. 
     StateObject state = new StateObject(); 
     state.workSocket = handler; 
     handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0, 
      new AsyncCallback(ReadCallback), state); 
    } 

    //Read and handle the information 
    public static void ReadCallback(IAsyncResult ar) 
    { 
     String content = String.Empty; 

     // Retrieve the state object and the handler socket 
     // from the asynchronous state object. 
     StateObject state = (StateObject)ar.AsyncState; 
     handler = state.workSocket; 

     // Read data from the client socket. 
     int bytesRead = handler.EndReceive(ar); 

     if (bytesRead > 0) 
     { 
      // There might be more data, so store the data received so far. 
      state.sb.Append(Encoding.ASCII.GetString(
       state.buffer, 0, bytesRead)); 

      // Check for end-of-file tag. If it is not there, read 
      // more data. 
      content = state.sb.ToString(); 
      if (content.IndexOf("<EOF>") > -1) 
      { 

       //flag 
       currentState = TransmissionSate.Received; 

       // All the data has been read from the 
       // client. Display it on the console. 
       Console.WriteLine("Read {0} bytes from socket. \n Data : {1}", 
        content.Length, content); 

       //reference 
       Data.lastResponse = content; 

       //react 
       Console.WriteLine("Server just received a request"); 
       switch (content) 
       { 
        case "DataRequest": 
         Console.WriteLine("Client is trying to get the preset data"); 
         SendThroughTCPSocket(Data.xmlToSend + Data.endOfFile); 
         break; 

        default: 
         Console.WriteLine("Unknown request from Client"); 
         break; 
       } 

      } 
      else 
      { 
       // Not all data received. Get more. 
       handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0, 
       new AsyncCallback(ReadCallback), state); 
      } 
     } 
    } 

    #endregion 

    #region Send Methods 

    //Send data to a socket 
    private static void Send(Socket handler, String data) 
    { 
     // Convert the string data to byte data using ASCII encoding. 
     byte[] byteData = Encoding.ASCII.GetBytes(data); 

     //flag 
     currentState = TransmissionSate.Sending; 

     // Begin sending the data to the remote device. 
     handler.BeginSend(byteData, 0, byteData.Length, 0, 
      new AsyncCallback(SendCallback), handler); 
    } 

    //Sending data and closing handler 
    private static void SendCallback(IAsyncResult ar) 
    { 
     try 
     { 
      // Retrieve the socket from the state object. 
      Socket handler = (Socket)ar.AsyncState; 

      // Complete sending the data to the remote device. 
      int bytesSent = handler.EndSend(ar); 
      Console.WriteLine("Sent {0} bytes to client.", bytesSent); 

      //flag 
      currentState = TransmissionSate.Sent; 

     } 
     catch (Exception e) 
     { 
      Console.WriteLine(e.ToString()); 
     } 
    } 

    #endregion 

    #region SendThroughTCPSocket 

    public static void SendThroughTCPSocket(String data) 
    { 
     try 
     { 
      // Send data to the client 
      Send(handler, data); 
     } 
     catch (Exception e) 
     { 
      Console.WriteLine(e.ToString()); 
     } 

    } 

    #endregion 

    #region Stop Server 

    //Close Sever 
    public static void StopServer() 
    { 
     try 
     { 
      // Release the socket. 
      handler.Shutdown(SocketShutdown.Both); 
      handler.Close(); 

      //flag 
      currentState = TransmissionSate.Off; 

     } 
     catch (Exception e) 
     { 
      Console.WriteLine(e.ToString()); 
     } 
    } 

    #endregion 

} 
} 

クライアント側:

using System; 
using System.Collections.Generic; 
using System.Linq; 
using System.Net; 
using System.Net.Sockets; 
using System.Text; 
using System.Threading; 
using System.Threading.Tasks; 

namespace Client 
{ 
// State object for receiving data from remote device. 
public class StateObject 
{ 


    #region instance variables 

    // Client socket. 
    public Socket workSocket = null; 
    // Size of receive buffer. 
    public const int BufferSize = 256; 
    // Receive buffer. 
    public byte[] buffer = new byte[BufferSize]; 
    // Received data string. 
    public StringBuilder sb = new StringBuilder(); 

    #endregion 

} 

public class AsynchronousClient 
{ 

    public enum TransmissionSate 
    { 
     Waiting, 
     Receiving, 
     Received, 
     Sending, 
     Sent, 
     Off 
    } 


    #region instance variables 

    // The port number for the remote device. 
    private const int port = 11000; 

    #endregion 

    #region class variables 

    // ManualResetEvent instances signal completion. 
    private static ManualResetEvent connectDone = 
     new ManualResetEvent(false); 
    private static ManualResetEvent sendDone = 
     new ManualResetEvent(false); 
    private static ManualResetEvent receiveDone = 
     new ManualResetEvent(false); 

    // The response from the remote device. 
    private static String response = String.Empty; 

    public static IPHostEntry ipHostInfo; 
    public static IPAddress ipAddress; 
    public static IPEndPoint remoteEP; 

    public static Socket client; 

    //flags 
    public static TransmissionSate currentState = TransmissionSate.Off; 
    public static bool isConnected = false; 

    #endregion 

    #region Start Client 

    //Start Client and use it 
    public static void StartClient() 
    { 
     // Connect to a remote device. 
     try 
     { 
      //flag 
      isConnected = false; 

      // Establish the remote endpoint for the socket. 
      // The name of the host 
      // remote device is the current device 
      ipHostInfo = Dns.Resolve(Dns.GetHostName()); 
      ipAddress = ipHostInfo.AddressList[0]; 
      remoteEP = new IPEndPoint(ipAddress, port); 

      // Create a TCP/IP socket. 
      client = new Socket(AddressFamily.InterNetwork, 
       SocketType.Stream, ProtocolType.Tcp); 

      // Connect to the remote endpoint. 
      client.BeginConnect(remoteEP, 
       new AsyncCallback(ConnectCallback), client); 
      connectDone.WaitOne(); 

      //flag 
      currentState = TransmissionSate.Waiting; 

     } 
     catch (Exception e) 
     { 
      Console.WriteLine(e.ToString()); 
     } 
    } 

    #endregion 

    #region Stop Client 

    //Close Client 
    public static void StopClient() 
    { 
     try 
     { 
      // Release the socket. 
      client.Shutdown(SocketShutdown.Both); 
      client.Close(); 

      //flag 
      currentState = TransmissionSate.Off; 
      isConnected = false; 

     } 
     catch (Exception e) 
     { 
      Console.WriteLine(e.ToString()); 
     } 
    } 

    #endregion 

    #region Connect 

    //callback for connection 
    private static void ConnectCallback(IAsyncResult ar) 
    { 
     try 
     { 
      // Retrieve the socket from the state object. 
      Socket client = (Socket)ar.AsyncState; 

      // Complete the connection. 
      client.EndConnect(ar); 

      Console.WriteLine("Socket connected to {0}", 
       client.RemoteEndPoint.ToString()); 

      // Signal that the connection has been made. 
      connectDone.Set(); 

      //flag 
      isConnected = true; 
     } 
     catch (Exception e) 
     { 
      Console.WriteLine(e.ToString()); 
     } 
    } 

    #endregion 

    #region Receive 

    //Receive data 
    private static void Receive(Socket client) 
    { 
     try 
     { 
      // Create the state object. 
      StateObject state = new StateObject(); 
      state.workSocket = client; 

      //flag 
      currentState = TransmissionSate.Receiving; 

      // Begin receiving the data from the remote device. 
      client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0, 
       new AsyncCallback(ReceiveCallback), state); 
     } 
     catch (Exception e) 
     { 
      Console.WriteLine(e.ToString()); 
     } 
    } 

    //callback Receive 
    private static void ReceiveCallback(IAsyncResult ar) 
    { 
     try 
     { 
      // Retrieve the state object and the client socket 
      // from the asynchronous state object. 
      StateObject state = (StateObject)ar.AsyncState; 
      Socket client = state.workSocket; 

      // Read data from the remote device. 
      int bytesRead = client.EndReceive(ar); 

      if (bytesRead > 0) 
      { 
       // There might be more data, so store the data received so far. 
       state.sb.Append(Encoding.ASCII.GetString(state.buffer, 0, bytesRead)); 

       // Get the rest of the data. 
       client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0, 
        new AsyncCallback(ReceiveCallback), state); 
      } 
      else 
      { 
       // All the data has arrived; put it in response. 
       if (state.sb.Length > 1) 
       { 
        response = state.sb.ToString(); 
       } 
       // Signal that all bytes have been received. 
       receiveDone.Set(); 

       //flag 
       currentState = TransmissionSate.Received; 
      } 
     } 
     catch (Exception e) 
     { 
      Console.WriteLine(e.ToString()); 
     } 
    } 

    #endregion 

    #region Send 

    //Send data 
    private static void Send(Socket client, String data) 
    { 
     // Convert the string data to byte data using ASCII encoding. 
     byte[] byteData = Encoding.ASCII.GetBytes(data); 

     //flag 
     currentState = TransmissionSate.Sending; 

     // Begin sending the data to the remote device. 
     client.BeginSend(byteData, 0, byteData.Length, 0, 
      new AsyncCallback(SendCallback), client); 
    } 

    //Callback send 
    private static void SendCallback(IAsyncResult ar) 
    { 
     try 
     { 
      // Retrieve the socket from the state object. 
      Socket client = (Socket)ar.AsyncState; 

      // Complete sending the data to the remote device. 
      int bytesSent = client.EndSend(ar); 
      Console.WriteLine("Sent {0} bytes to server.", bytesSent); 

      // Signal that all bytes have been sent. 
      sendDone.Set(); 

      //flag 
      currentState = TransmissionSate.Sent; 
     } 
     catch (Exception e) 
     { 
      Console.WriteLine(e.ToString()); 
     } 
    } 

    #endregion 

    #region SendThroughTCPSocket 

    public static string SendThroughTCPSocket(String data) 
    { 
     try 
     { 
      // Send data to the remote device. 
      Send(client, data); 
      sendDone.WaitOne(); 

      // Receive the response from the remote device. 
      Receive(client); 
      receiveDone.WaitOne(); 

      // Write the response to the console. 
      Console.WriteLine("Response received : {0}", response); 

      return response; 
     } 
     catch (Exception e) 
     { 
      Console.WriteLine(e.ToString()); 
      return "<No response>"; 
     } 

    } 

    #endregion 

} 
} 

答えて

1

あなたがソケットの上にプロトコルを実装する必要があります。あなたのサーバーでは、メッセージが終了したことを確認するために ""使用しています。しかし、私はどこにあなたがこれを行うクライアントで見ることができます。理想的には、メッセージトークンの先頭とメッセージトークンの終わりを持っていて、ソケットを介して複数のメッセージを送信できるようにしたいとします。

private static void Send(Socket client, String data) 
    { 
     // Convert the string data to byte data using ASCII encoding. 
     byte[] byteData = Encoding.ASCII.GetBytes(data + "<EOF>"); 

     //flag 
     currentState = TransmissionSate.Sending; 

     // Begin sending the data to the remote device. 
     client.BeginSend(byteData, 0, byteData.Length, 0, 
      new AsyncCallback(SendCallback), client); 
    } 

にあなたのクライアントのsendメソッドを変更し 、これは動作するはずですが、私は開始と終了トークンとプロトコルを実装するお勧めします。あなたは、プロトコルのいずれかの種類をチェックしないと、単にデータを受けて保持しようとしないコード持っているクライアントのreceivecallbackで

:いくつかの段階で

if (bytesRead > 0) 
      { 
       // There might be more data, so store the data received so far. 
       state.sb.Append(Encoding.ASCII.GetString(state.buffer, 0, bytesRead)); 

       // Get the rest of the data. 
       client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0, 
        new AsyncCallback(ReceiveCallback), state); 
      } 

をあなたのプログラムがあるかどうかを確認するために、データをチェックする必要があります何らかのエンドトークンです。 次にこれを変更してみてください:

   if (bytesRead > 0) 
      { 
       // There might be more data, so store the data received so far. 
       state.sb.Append(Encoding.ASCII.GetString(state.buffer, 0, bytesRead)); 
       var endPos = state.sb.ToString().IndexOf("<EOF>"); 
       if (endPos > -1) //we have a complete message. huzzah! 
       { 
        response = state.sb.ToString().Substring(0, endPos); 
        // Signal that all bytes have been received. 
        receiveDone.Set(); 
        //flag 
        currentState = TransmissionSate.Received; 
       } 
       else 
       // Get the rest of the data. 
        client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0, 
        new AsyncCallback(ReceiveCallback), state); 
      } 

私は繰り返す必要があります。控えめなメッセージの開始と終了を識別するための方法:あなたはrawソケットを使用しようとしている場合は、プロトコルを設計する必要があります。

+0

私はEOFタグを省略しました。これで追加しました。受け取った後にサーバー側でトリムしました。サーバーは要求を理解したと教えてくれました。適切な文字列+ EOFタグしかし、クライアント側では何も応答として捕らえられません。しかし、SendThroughTCPSocket()を使用しているときは、まずデータを送信し、クライアント側で「受信待ち」状態に切り替えます。何か案が ? – BUZZE

+0

サーバが接続を閉じるときのみ受信 – BUZZE

+0

これは申し訳ありませんが、これをデバッグしようとしましたか?繰り返しになりますが、クライアント上にはプロトコルがないように見えるため、受け取ったバイトのサイズが0より大きいかどうかを確認し、受信した場合は引き続き確認します。あなたはメッセージの終わりを持っているならどこにも決してチェックしません。編集を参照してください – Kell

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