using System; using System.Net; using System.Net.Sockets; using System.Text; using System.Threading; using StateObjectns; namespace AsynchronousSocketListenerns { public class AsynchronousSocketListener { // Thread signal. public static ManualResetEvent allDone = new ManualResetEvent(false); public AsynchronousSocketListener() { } 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 // running the listener is "host.contoso.com". IPHostEntry ipHostInfo = Dns.Resolve(Dns.GetHostName()); IPAddress ipAddress = ipHostInfo.AddressList[0]; IPEndPoint localEndPoint = new IPEndPoint(ipAddress, 11000); // Create a TCP/IP socket. 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); // Wait until a connection is made before continuing. allDone.WaitOne(); } } catch (Exception e) { Console.WriteLine(e.ToString()); } Console.WriteLine("\nPress ENTER to continue..."); Console.Read(); } public static void AcceptCallback(IAsyncResult ar) { // Signal the main thread to continue. allDone.Set(); // Get the socket that handles the client request. Socket listener = (Socket)ar.AsyncState; Socket handler = listener.EndAccept(ar); // Create the state object. StateObject state = new StateObject(); state.workSocket = handler; handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0, new AsyncCallback(ReadCallback), state); } 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; Socket 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) { // 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); // Echo the data back to the client. Send(handler, content); } else { // Not all data received. Get more. handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0, new AsyncCallback(ReadCallback), state); } } } private static void Send(Socket handler, String data) { // Convert the string data to byte data using ASCII encoding. byte[] byteData = Encoding.ASCII.GetBytes(data); // Begin sending the data to the remote device. handler.BeginSend(byteData, 0, byteData.Length, 0, new AsyncCallback(SendCallback), 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); handler.Shutdown(SocketShutdown.Both); handler.Close(); } catch (Exception e) { Console.WriteLine(e.ToString()); } } public void init() { StartListening(); } } }
AsynchronousClient.cs
using System; using System.Net; using System.Net.Sockets; using System.Threading; using System.Text; using StateObjectns; namespace AsynchronousClientns { public class AsynchronousClient { // The port number for the remote device. private const int port = 11000; // 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; private static void StartClient() { // Connect to a remote device. try { // Establish the remote endpoint for the socket. // The name of the // remote device is "host.contoso.com". IPHostEntry ipHostInfo = Dns.Resolve(Dns.GetHostName()); IPAddress ipAddress = ipHostInfo.AddressList[0]; IPEndPoint remoteEP = new IPEndPoint(ipAddress, port); // Create a TCP/IP socket. Socket client = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); // Connect to the remote endpoint. client.BeginConnect(remoteEP, new AsyncCallback(ConnectCallback), client); connectDone.WaitOne(); // Send test data to the remote device. Send(client, "This is a test<eof>"); 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); // Release the socket. client.Shutdown(SocketShutdown.Both); client.Close(); } catch (Exception e) { Console.WriteLine(e.ToString()); } } 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(); } catch (Exception e) { Console.WriteLine(e.ToString()); } } private static void Receive(Socket client) { try { // Create the state object. StateObject state = new StateObject(); state.workSocket = client; // 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()); } } 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(); } } catch (Exception e) { Console.WriteLine(e.ToString()); } } private static void Send(Socket client, String data) { // Convert the string data to byte data using ASCII encoding. byte[] byteData = Encoding.ASCII.GetBytes(data); // Begin sending the data to the remote device. client.BeginSend(byteData, 0, byteData.Length, 0, new AsyncCallback(SendCallback), client); } 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(); } catch (Exception e) { Console.WriteLine(e.ToString()); } } public void init() { StartClient(); } } }
StateObject.cs
using System; using System.Net; using System.Net.Sockets; using System.Text; namespace StateObjectns { // State object for reading client/server data asynchronously public class StateObject { // 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(); } }
MainRun.cs
using System; using System.Collections.Generic; using System.Linq; using System.Text; using StateObjectns; using AsynchronousClientns; using System.Threading; using AsynchronousSocketListenerns; namespace MainRunns { class Program { static void Main(string[] args) { Thread servertr = new Thread(new AsynchronousSocketListener().init); Thread clienttr = new Thread(new AsynchronousClient().init); servertr.Start(); clienttr.Start(); Console.ReadLine(); } } }AsynchronousSocketListenerns.cs creates a server that receives connection requests from clients. The server is built with an asynchronous socket, so execution of the server application is not suspended while it waits for a connection from a client. The application receives a string from the client, displays the string on the console, and then echoes the string back to the client. The string from the client must contain the string "<eof>" to signal the end of the message.
AsynchronousClient.cs creates a client that connects to a server. As client is built with an asynchronous socket, execution of the client application is not suspended while the server returns a response. The application sends a string to the server and then displays the string returned by the server on the console.
StateObject.cs is used for reading client/server data asynchronously.
MainRunns.cs is used to start a server thread and a client thread.
OutputScreen
references : http://msdn.microsoft.com/
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