HaoYueNet/NetLib_Standard2/HaoYueNet.ServerNetwork.Standard2/NetWork/SourceMode/TcpSaeaServer_SourceMode.cs
2024-04-15 15:19:11 +08:00

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//using HunterProtobufCore;
using System;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using static HaoYueNet.ServerNetwork.Standard2.BaseData;
namespace HaoYueNet.ServerNetwork.Standard2
{
public class TcpSaeaServer_SourceMode
{
#region
protected int MaxRevIndexNum = 50;//响应倒计时计数最大值
protected int MaxSendIndexNum = 3;//发送倒计时计数最大值
protected static int TimerInterval = 3000;//计时器间隔
//protected System.Timers.Timer _heartTimer;//心跳包计数器
public int m_maxConnectNum; //最大连接数
public int m_revBufferSize; //最大接收字节数
protected BufferManager m_bufferManager;
protected const int opsToAlloc = 2;
Socket listenSocket; //监听Socket
protected SocketEventPool m_Receivepool;
protected SocketEventPool m_Sendpool;
protected TokenMsgPool_SourceMode msg_pool;
protected int m_clientCount; //连接的客户端数量
protected Semaphore m_maxNumberAcceptedClients;//信号量
protected Dictionary<Socket, AsyncUserToken> _DictSocketAsyncUserToken = new Dictionary<Socket, AsyncUserToken>();
List<AsyncUserToken> m_clients; //客户端列表
public List<AsyncUserToken> ClientList { private set { m_clients = value; } get { return m_clients; } } //获取客户端列表
#endregion
#region
/// <summary>
/// 客户端连接数量变化时触发
/// </summary>
/// <param name="num">当前增加客户的个数(用户退出时为负数,增加时为正数,一般为1)</param>
/// <param name="token">增加用户的信息</param>
public delegate void OnClientNumberChangeHandler(int num, AsyncUserToken token);
/// <summary>
/// 接收到客户端的数据
/// </summary>
/// <param name="token">客户端</param>
/// <param name="buff">客户端数据</param>
public delegate void OnReceiveDataHandler(AsyncUserToken sk, byte[] data);
/// <summary>
/// 断开连接
/// </summary>
/// <param name="sk"></param>
public delegate void OnDisconnectHandler(AsyncUserToken sk);
/// <summary>
/// 日志
/// </summary>
/// <param name="sk"></param>
public delegate void OnNetLogHandler(string msg);
#endregion
#region
/// <summary>
/// 客户端连接数量变化事件
/// </summary>
public event OnClientNumberChangeHandler OnClientNumberChange;
/// <summary>
/// 接收到客户端的数据事件
/// </summary>
public event OnReceiveDataHandler OnReceive;
/// <summary>
/// 接收到客户端的断开连接
/// </summary>
public event OnDisconnectHandler OnDisconnected;
/// <summary>
/// 网络库内部输出
/// </summary>
public event OnNetLogHandler OnNetLog;
#endregion
/// <summary>
/// 构造函数
/// </summary>
/// <param name="numConnections">最大连接数</param>
/// <param name="receiveBufferSize">缓存区大小</param>
public TcpSaeaServer_SourceMode(int numConnections, int receiveBufferSize)
{
m_clientCount = 0;
m_maxConnectNum = numConnections;
m_revBufferSize = receiveBufferSize;
// allocate buffers such that the maximum number of sockets can have one outstanding read and
//write posted to the socket simultaneously
m_bufferManager = new BufferManager(receiveBufferSize * numConnections * opsToAlloc, receiveBufferSize);
m_Receivepool = new SocketEventPool(numConnections);
m_Sendpool = new SocketEventPool(numConnections);
msg_pool = new TokenMsgPool_SourceMode(numConnections);
m_maxNumberAcceptedClients = new Semaphore(numConnections, numConnections);
}
#region Client操作
/// <summary>
/// 初始化
/// </summary>
public void Init()
{
// Allocates one large byte buffer which all I/O operations use a piece of. This gaurds
// against memory fragmentation
m_bufferManager.InitBuffer();
m_clients = new List<AsyncUserToken>();
// preallocate pool of SocketAsyncEventArgs objects
SocketAsyncEventArgs readWriteEventArg;
for (int i = 0; i < m_maxConnectNum; i++)
{
readWriteEventArg = new SocketAsyncEventArgs();
readWriteEventArg.Completed += new EventHandler<SocketAsyncEventArgs>(IO_Completed);
readWriteEventArg.UserToken = new AsyncUserToken();
// assign a byte buffer from the buffer pool to the SocketAsyncEventArg object
m_bufferManager.SetBuffer(readWriteEventArg);
// add SocketAsyncEventArg to the pool
m_Receivepool.Push(readWriteEventArg);
}
for (int i = 0; i < m_maxConnectNum; i++)
{
readWriteEventArg = new SocketAsyncEventArgs();
readWriteEventArg.Completed += new EventHandler<SocketAsyncEventArgs>(IO_Completed);
readWriteEventArg.UserToken = new AsyncUserToken();
//发送是否需要如此设置 TODO
m_bufferManager.SetBuffer(readWriteEventArg);
m_Sendpool.Push(readWriteEventArg);
}
OutNetLog("初始化完毕");
}
/// <summary>
/// 启动服务
/// </summary>
/// <param name="localEndPoint"></param>
/// <param name="bReuseAddress">是否端口重用</param>
/// <returns></returns>
public bool Start(IPEndPoint localEndPoint, bool bReuseAddress = false)
{
try
{
ClearUserToken();
listenSocket = new Socket(localEndPoint.AddressFamily, SocketType.Stream, ProtocolType.Tcp);
if (bReuseAddress)
{
listenSocket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true);
}
listenSocket.Bind(localEndPoint);
// start the server with a listen backlog of 100 connections
listenSocket.Listen(m_maxConnectNum);
// post accepts on the listening socket
StartAccept(null);
OutNetLog("监听:" + listenSocket.LocalEndPoint.ToString());
//_heartTimer = new System.Timers.Timer();
//_heartTimer.Interval = TimerInterval;
//_heartTimer.Elapsed += CheckUpdatetimer_Elapsed;
//_heartTimer.AutoReset = true;
//_heartTimer.Enabled = true;
//OutNetLog("开启定时心跳包");
return true;
}
catch (Exception)
{
return false;
}
}
/// <summary>
/// 停止服务
/// </summary>
public void Stop()
{
foreach (AsyncUserToken token in m_clients)
{
try
{
token.Socket.Shutdown(SocketShutdown.Both);
}
catch (Exception) { }
}
try
{
listenSocket.Shutdown(SocketShutdown.Both);
}
catch (Exception) { }
listenSocket.Close();
int c_count = m_clients.Count;
ClearUserToken();
if (OnClientNumberChange != null)
OnClientNumberChange(-c_count, null);
}
public void CloseClient(AsyncUserToken token)
{
try {token.Socket.Shutdown(SocketShutdown.Both);}
catch (Exception) { }
}
/// <summary>
/// 关闭客户端连接
/// </summary>
/// <param name="e"></param>
void CloseClientSocket(SocketAsyncEventArgs e)
{
AsyncUserToken token = e.UserToken as AsyncUserToken;
CloseReady(token);
// 释放SocketAsyncEventArg以便其他客户端可以重用它们
ReleaseSocketAsyncEventArgs(e);
}
void CloseReady(AsyncUserToken token)
{
OnDisconnected?.Invoke(token);
RemoveUserToken(token);
//如果有事件,则调用事件,发送客户端数量变化通知
OnClientNumberChange?.Invoke(-1, token);
// 关闭与客户端关联的套接字
try { token.Socket.Shutdown(SocketShutdown.Send); } catch (Exception) { }
token.Socket.Close();
// 递减计数器以跟踪连接到服务器的客户端总数
Interlocked.Decrement(ref m_clientCount);
m_maxNumberAcceptedClients.Release();
}
#endregion
#region Token管理
public AsyncUserToken GetAsyncUserTokenForSocket(Socket sk)
{
return _DictSocketAsyncUserToken.ContainsKey(sk) ? _DictSocketAsyncUserToken[sk] : null;
}
void AddUserToken(AsyncUserToken userToken)
{
lock (_DictSocketAsyncUserToken)
{
m_clients.Add(userToken);
_DictSocketAsyncUserToken.Add(userToken.Socket, userToken);
}
}
void RemoveUserToken(AsyncUserToken userToken)
{
lock (_DictSocketAsyncUserToken)
{
m_clients.Remove(userToken);
_DictSocketAsyncUserToken.Remove(userToken.Socket);
}
}
void ClearUserToken()
{
lock (_DictSocketAsyncUserToken)
{
m_clients.Clear();
_DictSocketAsyncUserToken.Clear();
}
}
/// <summary>
/// 回收SocketAsyncEventArgs
/// </summary>
/// <param name="saea"></param>
/// <exception cref="ArgumentException"></exception>
void ReleaseSocketAsyncEventArgs(SocketAsyncEventArgs saea)
{
//saea.UserToken = null;//TODO
//saea.SetBuffer(null, 0, 0);
//saea.Dispose();
//↑ 这里不要自作主张去清东西,否则回收回去不可用
switch (saea.LastOperation)
{
case SocketAsyncOperation.Receive:
m_Receivepool.Push(saea);
break;
case SocketAsyncOperation.Send:
m_Sendpool.Push(saea);
break;
default:
throw new ArgumentException("ReleaseSocketAsyncEventArgs > The last operation completed on the socket was not a receive or send");
}
}
#endregion
#region IOCP循环
/// <summary>
/// 开始接受客户端的连接请求的操作
/// </summary>
/// <param name="acceptEventArg">在服务器的侦听套接字上发出接受操作时要使用的上下文对象</param>
public void StartAccept(SocketAsyncEventArgs acceptEventArg)
{
if (acceptEventArg == null)
{
acceptEventArg = new SocketAsyncEventArgs();
acceptEventArg.Completed += new EventHandler<SocketAsyncEventArgs>(AcceptEventArg_Completed);
}
else
{
// socket must be cleared since the context object is being reused
acceptEventArg.AcceptSocket = null;
}
m_maxNumberAcceptedClients.WaitOne();
if (!listenSocket.AcceptAsync(acceptEventArg))
{
ProcessAccept(acceptEventArg);
}
}
/// <summary>
/// 此方法是与Socket关联的回调方法。AcceptAsync操作并在接受操作完成时调用
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
void AcceptEventArg_Completed(object sender, SocketAsyncEventArgs e)
{
ProcessAccept(e);
}
private void ProcessAccept(SocketAsyncEventArgs e)
{
try
{
Interlocked.Increment(ref m_clientCount);
//确保监听结束时,有连接才抛给数据接收
if (e.AcceptSocket.RemoteEndPoint != null)
{
// Get the socket for the accepted client connection and put it into the
//ReadEventArg object user token
SocketAsyncEventArgs readEventArgs = m_Receivepool.Pop();
//TODO readEventArgs.UserToken这里的 UserToken 有可能是空
AsyncUserToken userToken;
if (readEventArgs.UserToken == null)
readEventArgs.UserToken = new AsyncUserToken();
userToken = (AsyncUserToken)readEventArgs.UserToken;
userToken.Socket = e.AcceptSocket;
userToken.ConnectTime = DateTime.Now;
userToken.Remote = e.AcceptSocket.RemoteEndPoint;
userToken.IPAddress = ((IPEndPoint)(e.AcceptSocket.RemoteEndPoint)).Address;
userToken.RevIndex = MaxRevIndexNum;
userToken.SendIndex = MaxSendIndexNum;
AddUserToken(userToken);
OnClientNumberChange?.Invoke(1, userToken);
if (!e.AcceptSocket.ReceiveAsync(readEventArgs))
{
ProcessReceive(readEventArgs);
}
}
}
catch (Exception me)
{
//RuncomLib.Log.LogUtils.Info(me.Message + "\r\n" + me.StackTrace);
}
// Accept the next connection request
if (e.SocketError == SocketError.OperationAborted) return;
StartAccept(e);
}
#endregion
#region IOCP循环
/// <summary>当异步接收操作完成时,会调用此方法。
/// 如果远程主机关闭了连接,则套接字关闭。
/// 如果接收到数据,则将数据回显到客户端。
/// </summary>
/// <param name="e"></param>
private void ProcessReceive(SocketAsyncEventArgs e)
{
try
{
// check if the remote host closed the connection
AsyncUserToken token = (AsyncUserToken)e.UserToken;
if (e.BytesTransferred > 0 && e.SocketError == SocketError.Success)
{
//读取数据
//byte[] data = new byte[e.BytesTransferred];
//Array.Copy(e.Buffer, e.Offset, data, 0, e.BytesTransferred);
//lock (token.Buffer)
lock(token.memoryStream)
{
//token.Buffer.AddRange(data);
token.memoryStream.Write(e.Buffer, e.Offset, e.BytesTransferred);
do
{
//DataCallBackReady(token, data);
////从数据池中移除这组数据
//lock (token.Buffer)
//{
// token.Buffer.Clear();
//}
DataCallBackReady(token, token.memoryStream.ToArray());
//流复用的方式 不用重新new申请
token.memoryStream.Position = 0;
token.memoryStream.SetLength(0);
//这里API处理完后,并没有返回结果,当然结果是要返回的,却不是在这里, 这里的代码只管接收.
//若要返回结果,可在API处理中调用此类对象的SendMessage方法,统一打包发送.不要被微软的示例给迷惑了.
} while (token.memoryStream.Length > 0);
//} while (token.Buffer.Count > 4);
}
//继续接收. 为什么要这么写,请看Socket.ReceiveAsync方法的说明
if (!token.Socket.ReceiveAsync(e))
{
this.ProcessReceive(e);
}
}
else
{
CloseClientSocket(e);
}
}
catch (Exception xe)
{
//RuncomLib.Log.LogUtils.Info(xe.Message + "\r\n" + xe.StackTrace);
}
}
private void ProcessSend(SocketAsyncEventArgs e)
{
if (e.SocketError == SocketError.Success)
{
//TODO
}
else
{
CloseClientSocket(e);
return;
}
ReleaseSocketAsyncEventArgs(e);
SendForMsgPool();
}
void IO_Completed(object sender, SocketAsyncEventArgs e)
{
// determine which type of operation just completed and call the associated handler
switch (e.LastOperation)
{
case SocketAsyncOperation.Receive:
ProcessReceive(e);
break;
case SocketAsyncOperation.Send:
ProcessSend(e);
break;
default:
throw new ArgumentException("The last operation completed on the socket was not a receive or send");
}
}
#endregion
#region
int sendrun = 0;
/// <summary>
/// 对外暴露的发送消息
/// </summary>
/// <param name="CMDID"></param>
/// <param name="data">序列化之后的数据</param>
public void SendToSocket(Socket sk, byte[] data)
{
AsyncUserToken token = GetAsyncUserTokenForSocket(sk);
SendWithIndex(token, data);
}
void SendForMsgPool()
{
//if (flag_SendForMsgPool) return;
try
{
if (sendrun < msg_pool.Count || msg_pool.Count < 1)
return;
sendrun++;
while (msg_pool.Count > 0)
{
try
{
TokenWithMsg_SourceMode msg = msg_pool.Dequeue();
//OutNetLog("从信息池取出发送");
//是心跳包
if (msg.bHeartbeat)
{
SendHeartbeatMessage(msg.token);
}
else
{
SendMessage(msg.token,msg.data);
}
msg = null;
}
catch
{
OutNetLog("==============================================>");
}
}
sendrun--;
OutNetLog("!!!!!!!!!!!!!!!!!!!!!!!!!!");
}
catch (Exception ex)
{
OutNetLog(ex.ToString());
}
}
/// <summary>
/// 发送心跳包
/// </summary>
/// <param name="token"></param>
void SendHeartbeatMessage(AsyncUserToken token)
{
if (token == null || token.Socket == null || !token.Socket.Connected)
return;
try
{
if (m_Sendpool.Count > 0)
{
SocketAsyncEventArgs myreadEventArgs = m_Sendpool.Pop();
myreadEventArgs.UserToken = token;
myreadEventArgs.AcceptSocket = token.Socket;
//直接写入SocketAsyncEventArgs的Buff
HunterNet_Heartbeat.SetDataToSocketAsyncEventArgs(myreadEventArgs);
//若不需要等待
if (!token.Socket.SendAsync(myreadEventArgs))
{
m_Sendpool.Push(myreadEventArgs);
}
return;
}
else
{
//先压入队列等待m_Sendpool回收
msg_pool.Enqueue(new TokenWithMsg_SourceMode() { token = token, bHeartbeat = true });
//OutNetLog("压入消息发送队列MSG_Pool");
return;
}
}
catch (Exception e)
{
OutNetLog(e.ToString());
}
}
/// <summary>
/// 发送数据并计数
/// </summary>
/// <param name="data"></param>
void SendWithIndex(AsyncUserToken token,byte[] data)
{
try
{
//发送数据
SendMessage(token, data);
token.SendIndex = MaxSendIndexNum;
}
catch
{
CloseReady(token);
}
}
void SendMessage(AsyncUserToken token, byte[] data)
{
if (token == null || token.Socket == null || !token.Socket.Connected)
return;
try
{
if (m_Sendpool.Count > 0)
{
SocketAsyncEventArgs myreadEventArgs = m_Sendpool.Pop();
myreadEventArgs.UserToken = token;
myreadEventArgs.AcceptSocket = token.Socket;
myreadEventArgs.SetBuffer(data, 0, data.Length); //将数据放置进去.
//若不需要等待
if (!token.Socket.SendAsync(myreadEventArgs))
{
m_Sendpool.Push(myreadEventArgs);
}
return;
}
else
{
//先压入队列等待m_Sendpool回收
msg_pool.Enqueue(new TokenWithMsg_SourceMode() { token = token, data = data ,bHeartbeat = false});
//OutNetLog("压入消息发送队列MSG_Pool");
return;
}
}
catch (Exception e)
{
OutNetLog(e.ToString());
}
}
#endregion
#region
private void DataCallBackReady(AsyncUserToken sk, byte[] data)
{
//增加接收计数
sk.RevIndex = MaxRevIndexNum;
try
{
//将数据包交给后台处理,这里你也可以新开个线程来处理.加快速度.
OnReceive?.Invoke(sk, data);
}
catch (Exception ex)
{
OutNetLog("数据解析错误");
}
}
private void OutNetLog(string msg)
{
OnNetLog?.Invoke(msg);
}
#endregion
#region
/*
/// <summary>
/// 发送心跳包
/// </summary>
/// <param name="sk"></param>
///
private void SendHeartbeatWithIndex(AsyncUserToken token)
{
if (token == null || token.Socket == null || !token.Socket.Connected)
return;
try
{
//OutNetLog(DateTime.Now.ToString() + "发送心跳包");
token.SendIndex = MaxSendIndexNum;
SendHeartbeatMessage(token);
}
catch (Exception e)
{
CloseReady(token);
}
}
/// <summary>
/// 心跳包时钟事件
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void CheckUpdatetimer_Elapsed(object sender, System.Timers.ElapsedEventArgs e)
{
for (int i = 0; i < m_clients.Count(); i++)
{
//接收服务器数据计数
m_clients[i].RevIndex--;
if (m_clients[i].RevIndex <= 0)
{
//判定掉线
CloseReady(m_clients[i]);
return;
}
//发送计数
m_clients[i].SendIndex--;
if (m_clients[i].SendIndex <= 0)//需要发送心跳包了
{
//重置倒计时计数
m_clients[i].SendIndex = MaxSendIndexNum;
SendHeartbeatWithIndex(m_clients[i]);
}
}
}
*/
#endregion
}
}