Salut j'ai un proléme pour la lecture du packet envoyer par le client j'utilise la class SocketAsyncEventArgs

ma classe serveur :
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class Server
     {
    private int m_numConnections;   // the maximum number of connections the sample is designed to handle simultaneously 
    private int m_receiveBufferSize;// buffer size to use for each socket I/O operation 
    BufferManager m_bufferManager;  // represents a large reusable set of buffers for all socket operations
    const int opsToPreAlloc = 2;    // read, write (don't alloc buffer space for accepts)
    Socket listenSocket;            // the socket used to listen for incoming connection requests
    // pool of reusable SocketAsyncEventArgs objects for write, read and accept socket operations
    SocketAsyncEventArgsPool m_readWritePool;
    int m_totalBytesRead;           // counter of the total # bytes received by the server
    int m_numConnectedSockets;      // the total number of clients connected to the server 
    Semaphore m_maxNumberAcceptedClients;
 
    // Create an uninitialized server instance.  
    // To start the server listening for connection requests
    // call the Init method followed by Start method 
    //
    // <param name="numConnections">the maximum number of connections the sample is designed to handle simultaneously</param>
    // <param name="receiveBufferSize">buffer size to use for each socket I/O operation</param>
    public Server(int numConnections, int receiveBufferSize)
    {
        m_totalBytesRead = 0;
        m_numConnectedSockets = 0;
        m_numConnections = numConnections;
        m_receiveBufferSize = 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 * opsToPreAlloc,
            receiveBufferSize);
 
        m_readWritePool = new SocketAsyncEventArgsPool(numConnections);
        m_maxNumberAcceptedClients = new Semaphore(numConnections, numConnections);
        Init();
    }
 
    // Initializes the server by preallocating reusable buffers and 
    // context objects.  These objects do not need to be preallocated 
    // or reused, but it is done this way to illustrate how the API can 
    // easily be used to create reusable objects to increase server performance.
    //
    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();
 
        // preallocate pool of SocketAsyncEventArgs objects
        SocketAsyncEventArgs readWriteEventArg;
 
        for (int i = 0; i < m_numConnections; i++)
        {
            //Pre-allocate a set of reusable SocketAsyncEventArgs
            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_readWritePool.Push(readWriteEventArg);
        }
 
    }
 
    // Starts the server such that it is listening for 
    // incoming connection requests.    
    //
    // <param name="localEndPoint">The endpoint which the server will listening 
    // for connection requests on</param>
    public void Start(IPEndPoint localEndPoint)
    {
        // create the socket which listens for incoming connections
        listenSocket = new Socket(localEndPoint.AddressFamily, SocketType.Stream, ProtocolType.Tcp);
        listenSocket.Bind(localEndPoint);
        // start the server with a listen backlog of 100 connections
        listenSocket.Listen(100);
 
        // post accepts on the listening socket
        StartAccept(null);            
 
        //Console.WriteLine("{0} connected sockets with one outstanding receive posted to each....press any key", m_outstandingReadCount);
        Console.WriteLine("Press any key to terminate the server process....");
        Console.ReadKey();
    }
 
 
    // Begins an operation to accept a connection request from the client 
    //
    // <param name="acceptEventArg">The context object to use when issuing 
    // the accept operation on the server's listening socket</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();
        bool willRaiseEvent = listenSocket.AcceptAsync(acceptEventArg);
        if (!willRaiseEvent)
        {
            ProcessAccept(acceptEventArg);
        }
    }
 
    // This method is the callback method associated with Socket.AcceptAsync 
    // operations and is invoked when an accept operation is complete
    //
    void AcceptEventArg_Completed(object sender, SocketAsyncEventArgs e)
    {
        ProcessAccept(e);
    }
 
    private void ProcessAccept(SocketAsyncEventArgs e)
    {
        Interlocked.Increment(ref m_numConnectedSockets);
        Console.WriteLine("Client connection accepted. There are {0} clients connected to the server",
            m_numConnectedSockets);
        // Get the socket for the accepted client connection and put it into the 
        //ReadEventArg object user token
        SocketAsyncEventArgs readEventArgs = m_readWritePool.Pop();
        ((AsyncUserToken)readEventArgs.UserToken).Socket = e.AcceptSocket;
 
        // As soon as the client is connected, post a receive to the connection
        bool willRaiseEvent = e.AcceptSocket.ReceiveAsync(readEventArgs);
 
        if(!willRaiseEvent){
            ProcessReceive(readEventArgs);
        }
 
        // Accept the next connection request
        StartAccept(e);
    }
 
    // This method is called whenever a receive or send operation is completed on a socket 
    //
    // <param name="e">SocketAsyncEventArg associated with the completed receive operation</param>
    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");
        }       
 
    }
 
    // This method is invoked when an asynchronous receive operation completes. 
    // If the remote host closed the connection, then the socket is closed.  
    // If data was received then the data is echoed back to the client.
    //
    private void ProcessReceive(SocketAsyncEventArgs e)
    {
        // check if the remote host closed the connection
        AsyncUserToken token = (AsyncUserToken)e.UserToken;
 
        if (e.BytesTransferred > 0 && e.SocketError == SocketError.Success)
        {
            //increment the count of the total bytes receive by the server
            Interlocked.Add(ref m_totalBytesRead, e.BytesTransferred);
            Console.WriteLine("The server has read a total of {0} bytes", m_totalBytesRead);
 
            //echo the data received back to the client
            e.SetBuffer(e.Offset, e.BytesTransferred);
            bool willRaiseEvent = token.Socket.SendAsync(e);
            if (!willRaiseEvent)
            {
                ProcessSend(e);
            }
 
        }
        else
        {
            CloseClientSocket(e);
        }
    }
 
    // This method is invoked when an asynchronous send operation completes.  
    // The method issues another receive on the socket to read any additional 
    // data sent from the client
    //
    // <param name="e"></param>
    private void ProcessSend(SocketAsyncEventArgs e)
    {
        if (e.SocketError == SocketError.Success)
        {
            // done echoing data back to the client
            AsyncUserToken token = (AsyncUserToken)e.UserToken;
            // read the next block of data send from the client
            bool willRaiseEvent = token.Socket.ReceiveAsync(e);
            if (!willRaiseEvent)
            {
                ProcessReceive(e);
            }
        }
        else
        {
            CloseClientSocket(e);
        }
    }
 
    private void CloseClientSocket(SocketAsyncEventArgs e)
    {
        AsyncUserToken token = e.UserToken as AsyncUserToken;
 
        // close the socket associated with the client
        try
        {
            token.Socket.Shutdown(SocketShutdown.Send);
        }
        // throws if client process has already closed
        catch (Exception) { }
        token.Socket.Close();
 
        // decrement the counter keeping track of the total number of clients connected to the server
        Interlocked.Decrement(ref m_numConnectedSockets);
        m_maxNumberAcceptedClients.Release();
        Console.WriteLine("A client has been disconnected from the server. There are {0} clients connected to the server", m_numConnectedSockets);
 
        // Free the SocketAsyncEventArg so they can be reused by another client
        m_readWritePool.Push(e);
    }
 
}
la classe buffer :
Code : Sélectionner tout - Visualiser dans une fenêtre à part
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 class BufferManager
    {
        private readonly int m_bufferSize;
        private readonly int m_numBytes; // the total number of bytes controlled by the buffer pool
        private byte[] m_buffer; // the underlying byte array maintained by the Buffer Manager
        private int m_currentIndex;
        private Stack<int> m_freeIndexPool;
 
        public BufferManager(int totalBytes, int bufferSize)
        {
            m_numBytes = totalBytes;
            m_currentIndex = 0;
            m_bufferSize = bufferSize;
            m_freeIndexPool = new Stack<int>();
        }
 
        #region IDisposable Members
 
        public void Dispose()
        {
            m_buffer = null;
            m_freeIndexPool = null;
        }
 
        #endregion
 
        // Allocates buffer space used by the buffer pool
        public void InitBuffer()
        {
            // create one big large buffer and divide that 
            // out to each SocketAsyncEventArg object
            m_buffer = new byte[m_numBytes];
        }
 
        // Assigns a buffer from the buffer pool to the 
        // specified SocketAsyncEventArgs object
        //
        // <returns>true if the buffer was successfully set, else false</returns>
        public bool SetBuffer(SocketAsyncEventArgs args)
        {
            if (m_freeIndexPool.Count > 0)
            {
                args.SetBuffer(m_buffer, m_freeIndexPool.Pop(), m_bufferSize);
            }
            else
            {
                if ((m_numBytes - m_bufferSize) < m_currentIndex)
                {
                    return false;
                }
                args.SetBuffer(m_buffer, m_currentIndex, m_bufferSize);
                m_currentIndex += m_bufferSize;
            }
            return true;
        }
 
        // Removes the buffer from a SocketAsyncEventArg object.  
        // This frees the buffer back to the buffer pool
        public void FreeBuffer(SocketAsyncEventArgs args)
        {
            m_freeIndexPool.Push(args.Offset);
            args.SetBuffer(null, 0, 0);
        }
    }
et merci pour votre aide