socketlistener.cs
来自「ActiveSync数据同步」· CS 代码 · 共 241 行
CS
241 行
/* ====================================================================
* Copyright (c) 2007 Andre Luis Azevedo (az.andrel@yahoo.com.br)
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* In addition, the source code must keep original namespace names.
*
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in
* the documentation and/or other materials provided with the
* distribution. In addition, the binary form must keep the original
* namespace names and original file name.
*
* 3. The name "ALAZ" or "ALAZ Library" must not be used to endorse or promote
* products derived from this software without prior written permission.
*
* 4. Products derived from this software may not be called "ALAZ" or
* "ALAZ Library" nor may "ALAZ" or "ALAZ Library" appear in their
* names without prior written permission of the author.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY
* EXPRESSED OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR OR
* ITS CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT,
* STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
* OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Net;
using System.Net.Sockets;
using System.Net.Security;
using System.Threading;
using System.Security.Cryptography.X509Certificates;
using ALAZ.SystemEx.ThreadingEx;
namespace ALAZ.SystemEx.NetEx.SocketsEx
{
/// <summary>
/// Server socket connector.
/// </summary>
public class SocketListener : BaseSocketConnectionCreator
{
#region Fields
private Socket FSocket;
private byte FBackLog;
private byte FAcceptThreads;
#endregion
#region Constructor
/// <summary>
/// Base SocketListener creator.
/// </summary>
/// <param name="host">
/// Host.
/// </param>
/// <param name="localEndPoint">
/// Local endpoint to be used.
/// </param>
/// <param name="encryptType">
/// Encryption to be used.
/// </param>
/// <param name="compressionType">
/// Compression to be used.
/// </param>
/// <param name="cryptoService">
/// CryptoService. if null, will not be used.
/// </param>
/// <param name="backLog">
/// Socket backlog queue number.
/// </param>
/// <param name="acceptThreads">
/// Number of accept events to be used.
/// </param>
public SocketListener(BaseSocketConnectionHost host, string name, IPEndPoint localEndPoint, EncryptType encryptType, CompressionType compressionType, ICryptoService cryptoService, byte backLog, byte acceptThreads)
: base(host, name, localEndPoint, encryptType, compressionType, cryptoService)
{
FBackLog = backLog;
FAcceptThreads = acceptThreads;
}
#endregion
#region Destructor
protected override void Free(bool canAccessFinalizable)
{
if (FSocket != null)
{
FSocket.Close();
FSocket = null;
}
base.Free(canAccessFinalizable);
}
#endregion
#region Methods
#region Start
public override void Start()
{
if (!Disposed)
{
FSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
FSocket.Bind(LocalEndPoint);
FSocket.Listen(FBackLog);
//----- Begin accept new connections!
int loopCount = 0;
for (int i = 1; i <= FAcceptThreads; i++)
{
FSocket.BeginAccept(new AsyncCallback(BeginAcceptCallback), this);
ThreadEx.LoopSleep(ref loopCount);
}
}
}
#endregion
#region BeginAcceptCallback
/// <summary>
/// Accept callback!
/// </summary>
internal void BeginAcceptCallback(IAsyncResult ar)
{
if (!Disposed)
{
SocketListener listener = null;
Socket acceptedSocket = null;
ServerSocketConnection connection = null;
try
{
listener = (SocketListener)ar.AsyncState;
//----- Get accepted socket!
acceptedSocket = listener.Socket.EndAccept(ar);
//----- Adjust buffer size!
acceptedSocket.ReceiveBufferSize = Host.SocketBufferSize;
acceptedSocket.SendBufferSize = Host.SocketBufferSize;
connection = new ServerSocketConnection(Host, listener, acceptedSocket);
connection.Active = true;
//----- Initialize!
Host.AddSocketConnection(connection);
ThreadPool.QueueUserWorkItem(new WaitCallback(InitializeConnection), connection);
}
catch (Exception ex)
{
Host.FireOnException(connection, ex);
}
//---- Continue to accept!
listener.Socket.BeginAccept(new AsyncCallback(BeginAcceptCallback), listener);
}
}
#endregion
#region Stop
public override void Stop()
{
Dispose();
}
#endregion
#endregion
#region Properties
public IPEndPoint LocalEndPoint
{
get { return InternalLocalEndPoint; }
}
public byte BackLog
{
get { return FBackLog; }
set { FBackLog = value; }
}
public byte AcceptThreads
{
get { return FAcceptThreads; }
set { FAcceptThreads = value; }
}
internal Socket Socket
{
get { return FSocket; }
}
#endregion
}
}
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