我是字典概念的新手。我找到了一种创建能够处理多个客户端的简单服务器的方法。有没有一种方法可以使用字典/ConcurrentDictionary 来保存信息,例如建立连接的时间以及它用于各种客户端的端口。我创建了一个单独的示例字典,但我不知道如何使它与服务器应用程序一起工作,或者它是否可以工作。(服务器是使用 localhost 和端口 9090 创建的。客户端也在本地运行)。如果您需要任何澄清,请告诉我。我将如何/在哪里放置字典代码块以允许它保存已建立的连接信息,或者是否有不同/更好的方法?
Dictionary<int, DateTime> ServerDictionary = new Dictionary<int, DateTime>();
ServerDictionary.Add(9090, DateTime.Now.AddMinutes(5));
Console.WriteLine("Time List");
foreach (KeyValuePair<int, DateTime> time in ServerDictionary)
{
Console.WriteLine("Port = {0}, Time in 5 = {1}",
time.Key, time.Value);
}
Console.ReadKey();
下面是服务器代码:
using System;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Text;
namespace Multi_Server
{
class Program
{
private static Socket _serverSocket;
private static readonly List<Socket> _clientSockets = new List<Socket>();
private const int _BUFFER_SIZE = 2048;
private const int _PORT = 9090;
private static readonly byte[] _buffer = new byte[_BUFFER_SIZE];
static void Main()
{
Console.Title = "Server";
SetupServer();
Console.ReadLine(); // When we press enter close everything
CloseAllSockets();
}
private static void SetupServer()
{
Console.WriteLine("Setting up server...");
_serverSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
_serverSocket.Bind(new IPEndPoint(IPAddress.Any, _PORT));
_serverSocket.Listen(5);
_serverSocket.BeginAccept(AcceptCallback, null);
Console.WriteLine("Server setup complete");
}
// Close all connected client
// (we do not need to shutdown the server socket
// as its connections are already closed with the clients)
private static void CloseAllSockets()
{
foreach (Socket socket in _clientSockets)
{
socket.Shutdown(SocketShutdown.Both);
socket.Close();
}
_serverSocket.Close();
}
private static void AcceptCallback(IAsyncResult AR)
{
Socket socket;
try
{
socket = _serverSocket.EndAccept(AR);
}
catch (ObjectDisposedException) // I cannot seem to avoid this (on exit when properly closing sockets)
{
return;
}
_clientSockets.Add(socket);
socket.BeginReceive(_buffer, 0, _BUFFER_SIZE, SocketFlags.None, ReceiveCallback, socket);
Console.WriteLine("Client connected, waiting for request...");
_serverSocket.BeginAccept(AcceptCallback, null);
}
private static void ReceiveCallback(IAsyncResult AR)
{
Socket current = (Socket)AR.AsyncState;
int received;
try
{
received = current.EndReceive(AR);
}
catch (SocketException)
{
Console.WriteLine("Client forcefully disconnected");
current.Close(); // Dont shutdown because the socket may be disposed and its disconnected anyway
_clientSockets.Remove(current);
return;
}
byte[] recBuf = new byte[received];
Array.Copy(_buffer, recBuf, received);
string text = Encoding.ASCII.GetString(recBuf);
Console.WriteLine("Received Text: " + text);
if (text.ToLower() == "get time") // Client requested time
{
Console.WriteLine("Text is a 'get time' request");
byte[] data = Encoding.ASCII.GetBytes(DateTime.Now.ToLongTimeString());
current.Send(data);
Console.WriteLine("Time sent to client");
}
else if (text.ToLower() == "exit") // Client wants to exit gracefully
{
// Always Shutdown before closing
current.Shutdown(SocketShutdown.Both);
current.Close();
_clientSockets.Remove(current);
Console.WriteLine("Client disconnected");
return;
}
else
{
//Console.WriteLine("Text is an invalid request");
byte[] data = Encoding.ASCII.GetBytes("Invalid function request");
current.Send(data);
//Console.WriteLine("Warning Sent");
}
current.BeginReceive(_buffer, 0, _BUFFER_SIZE, SocketFlags.None, ReceiveCallback, current);
}
}
}