数据丢失 TCP IP C#

发布于 2024-10-28 19:08:59 字数 3424 浏览 4 评论 0原文

这是我的代码:

private void OnReceive(IAsyncResult result)
{
NetStateObject state = (NetStateObject)result.AsyncState;

Socket client = state.Socket;

int size = client.EndReceive(result);

byte[] data = state.Buffer;

object data = null;

using (MemoryStream stream = new MemoryStream(data))
{
    BinaryFormatter formatter = new BinaryFormatter();

    data = formatter.Deserialize(stream);
}

//todo: something with data

client.BeginReceive(
    state.Buffer,
    0,
    NetStateObject.BUFFER_SIZE,
    SocketFlags.None,
    OnReceive,
    state
    );
}

state.Buffer 的最大大小为 NetStateObject.BUFFER_SIZE (1024)。首先,这个是太大还是太小?其次,如果我发送的内容大于此值,我的反序列化就会出错,因为它尝试反序列化的对象没有所有信息(因为并非所有数据都已发送)。在尝试构建数据并对其进行操作之前,如何确保已收到所有数据?

完成的工作代码

        private void OnReceive(IAsyncResult result)
    {
        NetStateObject state = (NetStateObject)result.AsyncState;

        Socket client = state.Socket;

        try
        {
            //get the read data and see how many bytes we received
            int bytesRead = client.EndReceive(result);

            //store the data from the buffer
            byte[] dataReceived = state.Buffer;

            //this will hold the byte data for the number of bytes being received
            byte[] totalBytesData = new byte[4];

            //load the number byte data from the data received
            for (int i = 0; i < 4; i++)
            {
                totalBytesData[i] = dataReceived[i];
            }

            //convert the number byte data to a numan readable integer
            int totalBytes = BitConverter.ToInt32(totalBytesData, 0);

            //create a new array with the length of the total bytes being received
            byte[] data = new byte[totalBytes];

            //load what is in the buffer into the data[]
            for (int i = 0; i < bytesRead - 4; i++)
            {
                data[i] = state.Buffer[i + 4];
            }

            //receive packets from the connection until the number of bytes read is no longer less than we need
            while (bytesRead < totalBytes + 4)
            {
                bytesRead += state.Socket.Receive(data, bytesRead - 4, totalBytes + 4 - bytesRead, SocketFlags.None);
            }

            CommandData commandData;

            using (MemoryStream stream = new MemoryStream(data))
            {
                BinaryFormatter formatter = new BinaryFormatter();

                commandData = (CommandData)formatter.Deserialize(stream);
            }

            ReceivedCommands.Enqueue(commandData);

            client.BeginReceive(
                state.Buffer,
                0,
                NetStateObject.BUFFER_SIZE,
                SocketFlags.None,
                OnReceive,
                state
                );

            dataReceived = null;
            totalBytesData = null;
            data = null;
        }
        catch(Exception e)
        {
            Console.WriteLine("***********************");
            Console.WriteLine(e.Source);
            Console.WriteLine("***********************");
            Console.WriteLine(e.Message);
            Console.WriteLine("***********************");
            Console.WriteLine(e.InnerException);
            Console.WriteLine("***********************");
            Console.WriteLine(e.StackTrace);
        }
    }

Here's my code:

private void OnReceive(IAsyncResult result)
{
NetStateObject state = (NetStateObject)result.AsyncState;

Socket client = state.Socket;

int size = client.EndReceive(result);

byte[] data = state.Buffer;

object data = null;

using (MemoryStream stream = new MemoryStream(data))
{
    BinaryFormatter formatter = new BinaryFormatter();

    data = formatter.Deserialize(stream);
}

//todo: something with data

client.BeginReceive(
    state.Buffer,
    0,
    NetStateObject.BUFFER_SIZE,
    SocketFlags.None,
    OnReceive,
    state
    );
}

state.Buffer has a maximum size of NetStateObject.BUFFER_SIZE (1024). Firstly, is this too big or too small? Second, if I send something larger than that, my deserialize messes up because the object it is trying to deserialize doesnt have all the information (because not all the data was sent). How do I make sure that all my data has been received before I try to construct it and do something with it?

Completed Working Code

        private void OnReceive(IAsyncResult result)
    {
        NetStateObject state = (NetStateObject)result.AsyncState;

        Socket client = state.Socket;

        try
        {
            //get the read data and see how many bytes we received
            int bytesRead = client.EndReceive(result);

            //store the data from the buffer
            byte[] dataReceived = state.Buffer;

            //this will hold the byte data for the number of bytes being received
            byte[] totalBytesData = new byte[4];

            //load the number byte data from the data received
            for (int i = 0; i < 4; i++)
            {
                totalBytesData[i] = dataReceived[i];
            }

            //convert the number byte data to a numan readable integer
            int totalBytes = BitConverter.ToInt32(totalBytesData, 0);

            //create a new array with the length of the total bytes being received
            byte[] data = new byte[totalBytes];

            //load what is in the buffer into the data[]
            for (int i = 0; i < bytesRead - 4; i++)
            {
                data[i] = state.Buffer[i + 4];
            }

            //receive packets from the connection until the number of bytes read is no longer less than we need
            while (bytesRead < totalBytes + 4)
            {
                bytesRead += state.Socket.Receive(data, bytesRead - 4, totalBytes + 4 - bytesRead, SocketFlags.None);
            }

            CommandData commandData;

            using (MemoryStream stream = new MemoryStream(data))
            {
                BinaryFormatter formatter = new BinaryFormatter();

                commandData = (CommandData)formatter.Deserialize(stream);
            }

            ReceivedCommands.Enqueue(commandData);

            client.BeginReceive(
                state.Buffer,
                0,
                NetStateObject.BUFFER_SIZE,
                SocketFlags.None,
                OnReceive,
                state
                );

            dataReceived = null;
            totalBytesData = null;
            data = null;
        }
        catch(Exception e)
        {
            Console.WriteLine("***********************");
            Console.WriteLine(e.Source);
            Console.WriteLine("***********************");
            Console.WriteLine(e.Message);
            Console.WriteLine("***********************");
            Console.WriteLine(e.InnerException);
            Console.WriteLine("***********************");
            Console.WriteLine(e.StackTrace);
        }
    }

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评论(2

止于盛夏 2024-11-04 19:08:59

TCP是一种流协议。它没有数据包的概念。可以在多个数据包中发送单个写入调用,并且可以将多个写入调用放入同一数据包中。因此,您需要在TCP之上实现自己的包装逻辑。

有两种共同的分组方式:

  1. 定界符字符,通常用于文本协议中,新线是
  2. 每个数据包的长度前缀,通常是二进制协议的好选择。

您可以在该数据包开始时存储逻辑数据包的大小。然后,您阅读,直到收到足够的字节以填充数据包并开始进行审理。

TCP is a stream protocol. It has no concept of packets. A single write call can be sent in multiple packets, and multiple write calls can be put into the same packet. So you need to implement your own packetizing logic on top of TCP.

There are two common ways to packetize:

  1. Delimiter characters, this is usually used in text protocols, with the new-line being a common choice
  2. Prefix the length to each packet, usually a good choice with binary protocols.

You store the size of a logical packet at the beginning of that packet. Then you read until you received enough bytes to fill the packet and start deserializing.

如歌彻婉言 2024-11-04 19:08:59

在尝试构建数据并对其进行操作之前,如何确保已收到所有数据?

你必须实施一些协议才能知道。

虽然 TCP 是可靠的,但它不能保证套接字一端的单次写入数据在另一端会显示为单次读取:重试、数据包碎片和 MTU 都可能导致以不同大小的单元接收数据接收器。您将以正确的顺序获取数据。

因此,您需要在发送时包含一些信息,以便接收方知道何时收到完整的消息。我还建议包括什么类型的消息和什么版本的数据(这将构成能够同时支持不同客户端和服务器版本的基础)。

所以发送者发送:
- 消息类型
- 留言版
- 消息大小(以字节为单位)

并且接收方将循环,使用缓冲区执行读取并将其附加到主缓冲区(MemoryStream 对此很有用)。一旦接收到完整的标头,它就知道何时接收到完整的数据。

(另一种方法是包含某种模式作为“消息结束”标记,但随后您需要处理内容中出现的相同字节序列 - 如果数据是二进制而不是文本,则很难做到。)

How do I make sure that all my data has been received before I try to construct it and do something with it?

You have to implement some protocol so you know.

While TCP is reliable, it does not guarantee that the data from single write at one end of the socket will appear as a single read at the other end: retries, packet fragmentation and MTU can all lead to data being received in different sized units by the receiver. You will get the data in the right order.

So you need to include some information when sending that allows the receiver to know when it has the complete message. I would also recommend including what kind of message and what version of the data (this will form the basis of being able to support different client and server versions together).

So the sender sends:
- Message type
- Message version
- Message size (in bytes)

And the receiver will loop, performing a read with a buffer and appending this to a master buffer (MemoryStream is good for this). Once the complete header is received it knows when the complete data has been received.

(Another route is to include some pattern as an "end of message" marker, but then you need to handle the same sequence of bytes occurring in the content—hard to do if the data is binary rather than text.)

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