📄 server.cs
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// Fig. 22.1: Server.cs
// Set up a Server that will receive a connection from a client,
// send a string to the client, and close the connection.
using System;
using System.Drawing;
using System.Collections;
using System.ComponentModel;
using System.Windows.Forms;
using System.Threading;
using System.Net.Sockets;
using System.IO;
namespace ChatServer
{
// server that awaits client connections (one at a time) and
// allows a conversation between client and server
public class Server : System.Windows.Forms.Form
{
private System.Windows.Forms.TextBox inputTextBox;
private System.Windows.Forms.TextBox displayTextBox;
private Socket connection;
private Thread readThread;
private System.ComponentModel.Container components = null;
private NetworkStream socketStream;
private BinaryWriter writer;
private BinaryReader reader;
// default constructor
public Server()
{
//
// Required for Windows Form Designer support
//
InitializeComponent();
//
// TODO: Add any constructor code after InitializeComponent call
//
// create a new thread from the server
readThread = new Thread( new ThreadStart( RunServer ) );
readThread.Start();
}
/// <summary>
/// Clean up any resources being used.
/// </summary>
protected override void Dispose( bool disposing )
{
if( disposing )
{
if(components != null)
{
components.Dispose();
}
}
base.Dispose( disposing );
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.displayTextBox = new System.Windows.Forms.TextBox();
this.inputTextBox = new System.Windows.Forms.TextBox();
this.SuspendLayout();
//
// displayTextBox
//
this.displayTextBox.Location = new System.Drawing.Point(8, 40);
this.displayTextBox.Multiline = true;
this.displayTextBox.Name = "displayTextBox";
this.displayTextBox.ReadOnly = true;
this.displayTextBox.Size = new System.Drawing.Size(272, 208);
this.displayTextBox.TabIndex = 1;
this.displayTextBox.Text = "";
//
// inputTextBox
//
this.inputTextBox.Location = new System.Drawing.Point(8, 8);
this.inputTextBox.Name = "inputTextBox";
this.inputTextBox.Size = new System.Drawing.Size(272, 20);
this.inputTextBox.TabIndex = 0;
this.inputTextBox.Text = "";
this.inputTextBox.KeyDown += new System.Windows.Forms.KeyEventHandler(this.inputTextBox_KeyDown);
//
// Server
//
this.AutoScaleBaseSize = new System.Drawing.Size(5, 13);
this.ClientSize = new System.Drawing.Size(292, 261);
this.Controls.AddRange(new System.Windows.Forms.Control[] {
this.displayTextBox,
this.inputTextBox});
this.Name = "Server";
this.Text = "Server";
this.Closing += new System.ComponentModel.CancelEventHandler(this.Server_Closing);
this.ResumeLayout(false);
}
#endregion
[STAThread]
static void Main()
{
Application.Run( new Server() );
}
protected void Server_Closing(
object sender, CancelEventArgs e )
{
System.Environment.Exit( System.Environment.ExitCode );
}
// sends the text typed at the server to the client
protected void inputTextBox_KeyDown(
object sender, KeyEventArgs e )
{
// sends the text to the client
try
{
if ( e.KeyCode == Keys.Enter && connection != null )
{
writer.Write( "SERVER>>> " + inputTextBox.Text );
displayTextBox.Text +=
"\r\nSERVER>>> " + inputTextBox.Text;
// if the user at the server signaled termination
// sever the connection to the client
if ( inputTextBox.Text == "TERMINATE" )
connection.Close();
inputTextBox.Clear();
}
}
catch ( SocketException )
{
displayTextBox.Text += "\nError writing object";
}
}
// allows a client to connect and displays the text it sends
public void RunServer()
{
TcpListener listener;
int counter = 1;
// wait for a client connection and display the text
// that the client sends
try
{
// Step 1: create TcpListener
listener = new TcpListener( 5000 );
// Step 2: TcpListener waits for connection request
listener.Start();
// Step 3: establish connection upon client request
while ( true )
{
displayTextBox.Text = "Waiting for connection\r\n";
// accept an incoming connection
connection = listener.AcceptSocket();
// create NetworkStream object associated with socket
socketStream = new NetworkStream( connection );
// create objects for transferring data across stream
writer = new BinaryWriter( socketStream );
reader = new BinaryReader( socketStream );
displayTextBox.Text += "Connection " + counter +
" received.\r\n";
// inform client that connection was successfull
writer.Write( "SERVER>>> Connection successful" );
inputTextBox.ReadOnly = false;
string theReply = "";
// Step 4: read String data sent from client
do
{
try
{
// read the string sent to the server
theReply = reader.ReadString();
// display the message
displayTextBox.Text += "\r\n" + theReply;
}
// handle exception if error reading data
catch ( Exception )
{
break;
}
} while ( theReply != "CLIENT>>> TERMINATE" &&
connection.Connected );
displayTextBox.Text +=
"\r\nUser terminated connection";
// Step 5: close connection
inputTextBox.ReadOnly = true;
writer.Close();
reader.Close();
socketStream.Close();
connection.Close();
++counter;
}
} // end try
catch ( Exception error )
{
MessageBox.Show( error.ToString() );
}
} // end method RunServer
} // end class Server
}
/*
**************************************************************************
* (C) Copyright 2002 by Deitel & Associates, Inc. and Prentice Hall. *
* All Rights Reserved. *
* *
* DISCLAIMER: The authors and publisher of this book have used their *
* best efforts in preparing the book. These efforts include the *
* development, research, and testing of the theories and programs *
* to determine their effectiveness. The authors and publisher make *
* no warranty of any kind, expressed or implied, with regard to these *
* programs or to the documentation contained in these books. The authors *
* and publisher shall not be liable in any event for incidental or *
* consequential damages in connection with, or arising out of, the *
* furnishing, performance, or use of these programs. *
**************************************************************************
*/
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