我已经写在C#中,从客户端发送文件到服务器,反之亦然TCP之上的专有协议(客户端和服务器)。缓慢的下载超过插座
因为它是在概念全双工,接收和发送的方法适用于客户端和服务器一样。
该协议允许client1
将文件上载到server
,一旦文件被缓冲(在服务器上),client1
可以决定client2
和/或client3
是否获得该文件。 (该server
可以通过client1
唯一发送到client2
,只client3
,或两者同时根据请求)。
的问题是,我见证服务器慢的数据传输 - >客户端,约140 KB时的实际带宽为在客户端要高得多,并且显然对服务器以及/秒。
起初我还以为它只是为这个特定的连接(在我的家,服务器在远程地点的客户端)的最大带宽,但后来我看到传输速率双打,当我打开client2
和client3
我PC并让服务器同时发送它们两个文件;它对每个客户端都是一样的,但由于它们都在同一台PC上,所以本地网络的总吞吐量翻了一番。
- 在哪里我的问题能有什么想法?如何将服务器 - >客户端传输速率提高到最大?
- 关于我的代码任何改善的基本点,将不胜感激。
这里是我的代码:
struct ReceiveBuffer
{
public const int BUFFER_SIZE = 1024 * 16;
public byte[] BUFFER;
public int ToReceive;
public MemoryStream BufStream;
public ReceiveBuffer(int toRec)
{
BUFFER = new byte[BUFFER_SIZE];
ToReceive = toRec;
BufStream = new MemoryStream(toRec);
}
}
struct SendBuffer
{
public const int BUFFER_SIZE = 1024 * 16;
public byte[] BUFFER;
public int sent;
public SendBuffer(byte[] data)
{
BUFFER = new byte[data.Length];
Buffer.BlockCopy(data, 0, BUFFER, 0, data.Length);
sent = 0;
}
}
public void ReceiveAsync()
{
try
{
socket.BeginReceive(lenBuffer, 0, 4, SocketFlags.None,
receiveCallback, null);
}
catch (SocketException se)
{
//handle disconnection
}
}
void receiveCallback(IAsyncResult ar)
{
try
{
int rec = socket.EndReceive(ar);
if (rec == 0)
{
if (Disconnected != null)
{
Disconnected(this);
return;
}
}
if (rec != 4)
{
//less than 4 bytes received...error
return;
}
receiveBuffer = new ReceiveBuffer(BitConverter.ToInt32(lenBuffer, 0));
socket.BeginReceive(receiveBuffer.BUFFER, 0,
receiveBuffer.BUFFER.Length,
SocketFlags.None, receivePacketCallback, null);
}
catch (SocketException se)
{
//raise disconnection event
}
}
void receivePacketCallback(IAsyncResult ar)
{
try
{
int rec = socket.EndReceive(ar);
if (rec <= 0)
{
return;
}
receiveBuffer.BufStream.Write(receiveBuffer.BUFFER, 0, rec);
receiveBuffer.ToReceive -= rec;
if (receiveBuffer.ToReceive > 0)
{
Array.Clear(receiveBuffer.BUFFER, 0, receiveBuffer.BUFFER.Length);
socket.BeginReceive(receiveBuffer.BUFFER, 0,
receiveBuffer.BUFFER.Length,
SocketFlags.None, receivePacketCallback, null);
return;
}
if (DataReceived != null)
{
//raise dataReceived event
}
receiveBuffer.Dispose();
if (socket !=null)
ReceiveAsync();
}
catch (SocketException se)
{
//handle disconnection
}
}
// Send Async
public void SendAsyncString(string str, CommandsToClient cmd)
{
BinaryWriter bw = new BinaryWriter(new MemoryStream());
bw.Write((int)cmd);
bw.Write((int)str.Length);
bw.Write(Encoding.ASCII.GetBytes(str));
bw.Close();
byte[] data = ((MemoryStream)(bw.BaseStream)).ToArray();
bw.BaseStream.Dispose();
SendAsync(data);
}
public void SendAsync(byte[] data)
{
int toSend;
byte[] dataWithHeader = Combine(BitConverter.GetBytes(data.Length), data);
sendBuffer = new SendBuffer(dataWithHeader);
if (sendBuffer.BUFFER.Length - sendBuffer.sent > SendBuffer.BUFFER_SIZE)
toSend = SendBuffer.BUFFER_SIZE;
else
toSend = sendBuffer.BUFFER.Length - sendBuffer.sent;
socket.BeginSend(sendBuffer.BUFFER, 0,toSend, SocketFlags.None,
sendCallback, null);
}
void sendCallback(IAsyncResult ar)
{
try
{
int bytesSent = socket.EndSend(ar);
if (bytesSent == 0)
{
//raise disconnection event
}
sendBuffer.sent += bytesSent;
if (sendBuffer.sent==sendBuffer.BUFFER.Length)
{
sendBuffer.Dispose();
return;
}
int toSend;
if (sendBuffer.BUFFER.Length - sendBuffer.sent > SendBuffer.BUFFER_SIZE)
toSend = SendBuffer.BUFFER_SIZE;
else
toSend = sendBuffer.BUFFER.Length - sendBuffer.sent;
socket.BeginSend(sendBuffer.BUFFER, sendBuffer.sent,toSend,
SocketFlags.None, sendCallback, null);
}
catch (SocketException se)
{
//hande disconnection
}
}
是否确定要编写自己的专有协议?你不能使用现有的东西吗? – 2013-03-11 07:59:25
@BasileStarynkevitch,是的。我还没有找到适合我需求的协议。 – Daniel 2013-03-11 08:31:41
所有这些都可以通过几种现有的协议完成。 – 2013-03-11 08:32:27