Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- using System;
- using System.Collections.Generic;
- using System.Linq;
- using System.Text;
- using System.Net.Sockets;
- using System.Net;
- using System.Threading;
- namespace SocketLibrary.WP
- {
- public class SocketClient
- {
- private Socket _socket = null;
- static ManualResetEvent clientDone = new ManualResetEvent(false);
- public Socket GetSocket
- {
- get { return _socket; }
- }
- const int TIMEOUT_MILLISECONDS = 5000;
- public string Connect(string serverName, int port, bool useTcp)
- {
- string result= string.Empty;
- //DnsEndPoint hostEntry = new DnsEndPoint(serverName, port);
- IPEndPoint hostEntry = new IPEndPoint(IPAddress.Parse(serverName), port);
- ProtocolType protocol = useTcp ? ProtocolType.Tcp : ProtocolType.Udp;
- Socket sock = new Socket(AddressFamily.InterNetwork, SocketType.Stream, protocol);
- SocketAsyncEventArgs socketEventArgs = new SocketAsyncEventArgs();
- socketEventArgs.RemoteEndPoint = hostEntry;
- socketEventArgs.UserToken = sock;
- socketEventArgs.Completed +=new EventHandler<SocketAsyncEventArgs>(delegate(object s, SocketAsyncEventArgs sae)
- {
- _socket = sae.UserToken as Socket;
- result = sae.SocketError.ToString();
- clientDone.Set();
- });
- clientDone.Reset();
- sock.ConnectAsync(socketEventArgs);
- clientDone.WaitOne(TIMEOUT_MILLISECONDS);
- return result;
- }
- public void Disconnect()
- {
- _socket.Close(TIMEOUT_MILLISECONDS);
- }
- public string Send(string message)
- {
- string result = "Socket is not initialized";
- if (_socket != null)
- {
- SocketAsyncEventArgs socketEventArg = new SocketAsyncEventArgs();
- socketEventArg.RemoteEndPoint = _socket.RemoteEndPoint;
- socketEventArg.UserToken = null;
- socketEventArg.Completed += new EventHandler<SocketAsyncEventArgs>(delegate(object s, SocketAsyncEventArgs sae)
- {
- result = sae.SocketError.ToString();
- clientDone.Set();
- });
- byte[] payload = Encoding.UTF8.GetBytes(message + "<EOF>");
- socketEventArg.SetBuffer(payload, 0, payload.Length);
- clientDone.Reset();
- _socket.SendAsync(socketEventArg);
- clientDone.WaitOne(TIMEOUT_MILLISECONDS);
- }
- return result;
- }
- public string Receive()
- {
- string response = "Nothing ";
- if (_socket != null)
- {
- SocketAsyncEventArgs socketEventArg = new SocketAsyncEventArgs();
- socketEventArg.RemoteEndPoint = _socket.RemoteEndPoint;
- socketEventArg.UserToken = null;
- socketEventArg.SetBuffer(new Byte[64], 0, 64);
- socketEventArg.Completed += new EventHandler<SocketAsyncEventArgs>(delegate(object s, SocketAsyncEventArgs sae)
- {
- response = Encoding.UTF8.GetString(sae.Buffer, 0, sae.BytesTransferred);
- response = response.Replace("<EOF>", "");
- clientDone.Set();
- });
- clientDone.Reset();
- _socket.ReceiveAsync(socketEventArg);
- clientDone.WaitOne(TIMEOUT_MILLISECONDS);
- }
- return response;
- }
- }
- }
- using System;
- using System.Collections.Generic;
- using System.Linq;
- using System.Text;
- using System.Net.Sockets;
- using System.Net;
- using System.Threading;
- namespace SocketLibrary.WP
- {
- // State object for reading client 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();
- }
- public class SocketServer
- {
- const int TIMEOUT_MILLISECONDS = 5000;
- // Thread signal.
- public static ManualResetEvent allDone = new ManualResetEvent(false);
- public SocketServer()
- {
- }
- public 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".
- IPEndPoint localEndPoint = new IPEndPoint(IPAddress.Any, 222);
- // 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(10);
- 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 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 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.UTF8.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 void Send(Socket handler, String data)
- {
- data = String.Format("You Sent: '{0}'", data);
- //data = data.Replace("<EOF>", "");
- // data = GameLogic.Play(data);
- // Convert the string data to byte data using ASCII encoding.
- byte[] byteData = Encoding.UTF8.GetBytes(data);
- // Begin sending the data to the remote device.
- handler.BeginSend(byteData, 0, byteData.Length, 0,
- new AsyncCallback(SendCallback), handler);
- }
- private 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());
- }
- }
- }
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement