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C# で作成したチェッカー ゲームを接続するために使用する必要があるクライアントおよびサーバー アプリケーションを作成しました。クライアントとサーバーを接続する必要があり、サーバーはクライアントメッセージを繰り返し送信してラベルを更新できますが、クライアントがメッセージを送信しようとするとエラーがスローされます

「ソケットが接続されておらず、(sendto 呼び出しを使用してデータグラム ソケットで送信する場合) アドレスが指定されていないため、データの送信または受信の要求は許可されませんでした。」

これまでのクライアントとサーバーは次のとおりです。

クライアント -

public partial class Form1 : Form //main form that establishes connection
{
    Form2 form2 = new Form2();
    Socket sck = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
    Socket acc = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
    IPEndPoint endPoint;
    static byte[] Buffer { get; set; }
    string text;
    public Form1()
    {
        InitializeComponent(); 
    }

    private void button1_Click_1(object sender, EventArgs e)
    {
        Thread rec = new Thread(recMsg); 
        Thread t = new Thread(ThreadProc);
        t.Start(); //starts a form that will call the sendMsg on a button click
        endPoint = new IPEndPoint(IPAddress.Parse("127.0.0.1"), 8887);

        try
        {   
            sck.Connect(endPoint);
        }
        catch
        {
            Console.WriteLine("unable to connect");
        }
        rec.Start();
        text = textBox1.Text;
        sendMsg(text);
    }
    public void sendMsg(string s)
    {
        //bool x = true;
        //while (true)
        //{
            //Thread.Sleep(500);
            //if (x == true)
            //{
                byte[] msgBuffer = Encoding.ASCII.GetBytes(s);
                sck.Send(msgBuffer); //error comes here when i try to send a message from form2 says it isn't connected and has no address
               // x = false;
            //}
        //} the commented out part doesn't effect how the send works it sends once and can't again, I think the problem is that the thread which establishes the connection dies but don't know how to solve.
    }

    public void recMsg()
    {
        while (true)
        {
            Thread.Sleep(500);
            byte[] Buffer = new byte[255];
            int rec = sck.Receive(Buffer, 0, Buffer.Length, 0);
            Array.Resize(ref Buffer, rec);
            form2.SetText(Encoding.Default.GetString(Buffer));
        }
    }

    private void button2_Click(object sender, EventArgs e)
    {
        sck.Close();
    }
    public void ThreadProc()
    {
        form2.ShowDialog();
    }
}

フォーム 2 には label1、textbox1、および button1 があり、入力を受け取って Form1 の sendMsg() を呼び出すメインの操作フォームです。

public partial class Form2 : Form
{
    delegate void SetTextCallback(string text);
    Form1 form1;

    public Form2()
    {
        InitializeComponent();
    }

    public void SetText(string text)
    {
        if (InvokeRequired)
        {
            SetTextCallback d = new SetTextCallback(SetText);
            Invoke(d, new object[] { text });
        }
        else
        {
            label1.Text = text;
        }
    }

    private void button1_Click(object sender, EventArgs e)
    {
        form1 = new Form1();
        form1.sendMsg(textBox1.Text);
    }
}

サーバ-

class Program
{
    static Form1 form1 = new Form1();
    static Form2 form2 = new Form2();
    static byte[] buffer { get; set; }
    static Socket sck, acc;
    static string name;

    static void Main(string[] args)
    {
        if (name == null)
        {
            Thread t = new Thread(ThreadProc);
            t.Start();
        }
        Thread rec = new Thread(recMsg); 
        sck = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
        sck.Bind(new IPEndPoint(0, 8887));
        Console.WriteLine("Your local IP address is: " + getIP());
        Console.WriteLine("Awaiting Connection");
        sck.Listen(0);

        acc = sck.Accept();
        Console.WriteLine(" >> Accept connection from client");
        rec.Start();
        sendMsg();
    }

    static string getIP()
    {
        string hostName = System.Net.Dns.GetHostName();
        IPHostEntry ipEntry = System.Net.Dns.GetHostEntry(hostName);
        IPAddress[] addr = ipEntry.AddressList;
        return addr[addr.Length - 1].ToString();
    }

    static void recMsg()
    {
        while (acc.Connected)
        {
            Thread.Sleep(500);
            byte[] Buffer = new byte[255];
            int rec = acc.Receive(Buffer, 0, Buffer.Length, 0);
            Array.Resize(ref Buffer, rec);
            form2.SetText(Encoding.Default.GetString(Buffer));
        }
    }

    public void btnClick(string s)
    {
        name = s;
        Console.WriteLine("Name: " + name);
        System.Threading.Thread r = new System.Threading.Thread(new System.Threading.ThreadStart(ThreadProc2));
        r.Start();
    }
    public void sendMSG(string s)
    {
            try
            {
                buffer = Encoding.Default.GetBytes(s);
                acc.Send(buffer);
            }
            catch (Exception ex)
            {
                Console.WriteLine(ex.ToString());
            }
    }

    static void sendMsg()
        {
            try
            {
                buffer = Encoding.Default.GetBytes(name);
                acc.Send(buffer);
            }
            catch (Exception ex)
            {
                Console.WriteLine(ex.ToString());
            }
    }

    public static void ThreadProc()
    {
        form1.ShowDialog();
    }

    public static void ThreadProc2()
    {
        form2.ShowDialog();
    }
}

Form1 - 名前を要求するスターター フォーム。このフォームは、最終的にチェッカー ゲームに必要になる基本サーバー上に構築するために使用するだけでスクラッチできます。

public partial class Form1 : Form
{
    Program program;

    public Form1()
    {
        InitializeComponent();
    }

    private void button1_Click(object sender, EventArgs e)
    {
        this.Hide();
        program = new Program();
        program.btnClick(textBox1.Text);
    }
}

クライアントの Form2 のようなインターフェイスとして使用される Form2 は、基本的に、sendMsg() を呼び出すラベル、テキスト ボックス、およびボタンを備えています。

public partial class Form2 : Form
{
    delegate void SetTextCallback(string text);
    Program program = new Program();

    public Form2()
    {
        InitializeComponent();
    }

    public void SetText(string text)
    {
        if (InvokeRequired)
        {
            SetTextCallback d = new SetTextCallback(SetText);
            this.Invoke(d, new object[] { text });
        }
        else
        {
            this.label2.Text = text;
        }
    }

    private void button1_Click(object sender, EventArgs e)
    {
        program.sendMSG(textBox1.Text);
    }
}

要約すると、このプログラムは接続し、サーバーはクライアントにデータを複数回送信してラベルを更新できます。クライアントは初めてサーバーにデータを送信し、次にエラーをスローします。

4

3 に答える 3

3

非同期ソケットを使用しないのはなぜですか? ここにいくつかのコードがあります:

// Server socket
class ControllerSocket : Socket, IDisposable
{
    // MessageQueue queues messages to be processed by the controller
    public Queue<MessageBase> messageQueue = null;

    // This is a list of all attached clients
    public List<Socket> clients = new List<Socket>();

    #region Events
    // Event definitions handled in the controller
    public delegate void SocketConnectedHandler(Socket socket);
    public event SocketConnectedHandler SocketConnected;

    public delegate void DataRecievedHandler(Socket socket, int bytesRead);
    public event DataRecievedHandler DataRecieved;

    public delegate void DataSentHandler(Socket socket, int length);
    public event DataSentHandler DataSent;

    public delegate void SocketDisconnectedHandler();
    public event SocketDisconnectedHandler SocketDisconnected;
    #endregion

    #region Constructor
    public ControllerSocket(int port)
        : base(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp)
    {
        // Create the message queue
        this.messageQueue = new Queue<MessageBase>();

        // Acquire the host address and port, then bind the server socket
        IPHostEntry ipHostInfo = Dns.GetHostEntry(Dns.GetHostName());
        IPAddress ipAddress = ipHostInfo.AddressList[0];
        IPEndPoint localEndPoint = new IPEndPoint(ipAddress, port);
        this.Bind(localEndPoint);
    }
    #endregion

    // Starts accepting client connections
    public void StartListening()
    {
        this.Listen(100);
        this.BeginAccept(AcceptCallback, this);
    }

    // Connects to a client
    private void AcceptCallback(IAsyncResult ar)
    {
        Socket listener = (Socket)ar.AsyncState;
        Socket socket = listener.EndAccept(ar);

        try
        {
            // Add the connected client to the list
            clients.Add(socket);

            // Notify any event handlers
            if (SocketConnected != null)
                SocketConnected(socket);

            // Create an initial state object to hold buffer and socket details
            StateObject state = new StateObject();
            state.workSocket = socket;
            state.BufferSize = 8192;

            // Begin asynchronous read
            socket.BeginReceive(state.Buffer, 0, state.BufferSize, 0,
                ReadCallback, state);
        }
        catch (SocketException)
        {
            HandleClientDisconnect(socket);
        }
        finally
        {
            // Listen for more client connections
            StartListening();
        }
    }

    // Read data from the client
    private void ReadCallback(IAsyncResult ar)
    {
        StateObject state = (StateObject)ar.AsyncState;
        Socket socket = state.workSocket;

        try
        {
            if (socket.Connected)
            {
                // Read the socket
                int bytesRead = socket.EndReceive(ar);

                // Deserialize objects
                foreach (MessageBase msg in MessageBase.Receive(socket, bytesRead, state))
                {
                    // Add objects to the message queue
                    lock (this.messageQueue)
                        messageQueue.Enqueue(msg);
                }

                // Notify any event handlers
                if (DataRecieved != null)
                    DataRecieved(socket, bytesRead);

                // Asynchronously read more client data
                socket.BeginReceive(state.Buffer, state.readOffset, state.BufferSize - state.readOffset, 0,
                    ReadCallback, state);
            }
            else
            {
                HandleClientDisconnect(socket);
            }
        }
        catch (SocketException)
        {
            HandleClientDisconnect(socket);
        }
    }

    // Send data to a specific client
    public void Send(Socket socket, MessageBase msg)
    {
        try
        {
            // Serialize the message
            byte[] bytes = msg.Serialize();

            if (socket.Connected)
            {
                // Send the message
                socket.BeginSend(bytes, 0, bytes.Length, 0, SendCallback, socket);
            }
            else
            {
                HandleClientDisconnect(socket);
            }
        }
        catch (SocketException)
        {
            HandleClientDisconnect(socket);
        }
    }

    // Broadcast data to all clients
    public void Broadcast(MessageBase msg)
    {
        try
        {
            // Serialize the message
            byte[] bytes = msg.Serialize();

            // Process all clients
            foreach (Socket client in clients)
            {
                try
                {
                    // Send the message
                    if (client.Connected)
                    {
                        client.BeginSend(bytes, 0, bytes.Length, 0, SendCallback, client);
                    }
                    else
                    {
                        HandleClientDisconnect(client);
                    }
                }
                catch (SocketException)
                {
                    HandleClientDisconnect(client);
                }
            }
        }
        catch (Exception e)
        {
            // Serialization error
            Console.WriteLine(e.ToString());
        }
    }

    // Data sent to a client socket
    private void SendCallback(IAsyncResult ar)
    {
        try
        {
            Socket socket = (Socket)ar.AsyncState;

            if (socket.Connected)
            {
                // Complete sending the data
                int bytesSent = socket.EndSend(ar);

                // Notify any attached handlers
                if (DataSent != null)
                    DataSent(socket, bytesSent);
            }
            else
            {
                HandleClientDisconnect(socket);
            }
        }
        catch (Exception e)
        {
            Console.WriteLine(e.ToString());
        }
    }

    private void HandleClientDisconnect(Socket client)
    {
        // Client socket may have shutdown unexpectedly
        if (client.Connected)
            client.Shutdown(SocketShutdown.Both);

        // Close the socket and remove it from the list
        client.Close();
        clients.Remove(client);

        // Notify any event handlers
        if (SocketDisconnected != null)
            SocketDisconnected();
    }

    // Close all client connections
    public void Dispose()
    {
        foreach (Socket client in clients)
        {
            if (client.Connected)
                client.Shutdown(SocketShutdown.Receive);

            client.Close();
        }
    }
}

// Client socket

        class ReceiverSocket : Socket
        {
            // MessageQueue queues messages to be processed by the controller
            public Queue<MessageBase> messageQueue = null;

            #region Events
            // Event definitions handled in the controller
            public delegate void SocketConnectedHandler(Socket socket);
            public event SocketConnectedHandler SocketConnected;

            public delegate void DataRecievedHandler(Socket socket, MessageBase msg);
            public event DataRecievedHandler DataRecieved;

            public delegate void DataSentHandler(Socket socket, int length);
            public event DataSentHandler DataSent;

            public delegate void SocketDisconnectedHandler();
            public event SocketDisconnectedHandler SocketDisconnected;

            private IPEndPoint remoteEP = null;
            #endregion

            #region Constructor
            public ReceiverSocket(int port)
                : base(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp)
            {
                // Create the message queue
                messageQueue = new Queue<MessageBase>();

                // Acquire the host address and port
                IPHostEntry ipHostInfo = Dns.GetHostEntry(Dns.GetHostName());
                IPAddress ipAddress = ipHostInfo.AddressList[0];
                remoteEP = new IPEndPoint(ipAddress, port);
            }
            #endregion

            // Connect to the server
            public void Connect()
            {
                this.BeginConnect(remoteEP, ConnectCallback, this);
            }

            // Server connected
            private void ConnectCallback(IAsyncResult ar)
            {
    //            Console.WriteLine("Connect Callback");

                try
                {
                    Socket client = (Socket)ar.AsyncState;
                    if (client.Connected)
                    {
                        client.EndConnect(ar);
    //                    Console.WriteLine("Connect Callback - Connected");

                        // Create an initial state object to hold buffer and socket details
                        StateObject state = new StateObject();
                        state.workSocket = client;
                        state.BufferSize = 8192;

                        // Notify any event handlers
                        if (SocketConnected != null)
                            SocketConnected(client);

                        // Begin asynchronous read
                        client.BeginReceive(state.Buffer, state.readOffset, state.BufferSize - state.readOffset, 0,
                            ReceiveCallback, state);
                    }
                    else
                    {
    //                    Console.WriteLine("Connect Callback - Reconnect");
                        Thread.Sleep(5000);
                        Connect();
                    }
                }
                catch (Exception ex)
                {
                    // Attempt server reconnect
                    Reconnect();
                }
            }

            // Read data from the server
            private void ReceiveCallback(IAsyncResult ar)
            {
                try
                {
                    StateObject state = (StateObject)ar.AsyncState;
                    Socket client = state.workSocket;

                    // Read the socket
                    if (client.Connected)
                    {
                        int bytesRead = client.EndReceive(ar);

                        // Deserialize objects
                        foreach (MessageBase msg in MessageBase.Receive(client, bytesRead, state))
                        {
                            // Add objects to the message queue
                            lock (this.messageQueue)
                                this.messageQueue.Enqueue(msg);
                        }

                        // Notify any event handlers
                        if (DataRecieved != null)
                            DataRecieved(client, null);

                        // Asynchronously read more server data
                        client.BeginReceive(state.Buffer, state.readOffset, state.BufferSize - state.readOffset, 0,
                            ReceiveCallback, state);
                    }
                    else
                    {
                        Reconnect();
                    }
                }
                catch (SocketException)
                {
                    // Attempt server reconnect
                    Reconnect();
                }
            }

            public void Send(MessageBase msg)
            {
                try
                {
                    // Serialize the message
                    byte[] bytes = msg.Serialize();

                    if (this.Connected)
                    {
                        // Send the message
                        this.BeginSend(bytes, 0, bytes.Length, 0, SendCallback, this);
                    }
                    else
                    {
                        Reconnect();
                    }
                }
                catch (SocketException sox)
                {
                    // Attempt server reconnect
                    Reconnect();
                }
                catch (Exception ex)
                {
                    int i = 0;
                }
            }

            private void SendCallback(IAsyncResult ar)
            {
                try
                {
                    Socket client = (Socket)ar.AsyncState;

                    if (client.Connected)
                    {
                        // Complete sending the data
                        int bytesSent = client.EndSend(ar);

                        // Notify any event handlers
                        if (DataSent != null)
                            DataSent(client, bytesSent);
                    }
                    else
                    {
                        Reconnect();
                    }
                }
                catch (SocketException)
                {
                    Reconnect();
                }
            }

            // Attempt to reconnect to the server
            private void Reconnect()
            {
                try
                {
                    // Disconnect the original socket
                    if (this.Connected)
                        this.Disconnect(true);

                    this.Close();

                    // Notify any event handlers
                    if (SocketDisconnected != null)
                        SocketDisconnected();
                }
                catch (Exception e)
                {
    //                Console.WriteLine(e.ToString());
                }
            }
        }

    // Encapsulates information about the socket and data buffer
public class StateObject
{
    public Socket workSocket = null;
    public int readOffset = 0;
    public StringBuilder sb = new StringBuilder();

    private int bufferSize = 0;
    public int BufferSize
    {
        set
        {
            this.bufferSize = value;
            buffer = new byte[this.bufferSize];
        }

        get { return this.bufferSize; }
    }

    private byte[] buffer = null;
    public byte[] Buffer
    {
        get { return this.buffer; }
    }
}

あなたがする必要があるのは、あなた自身のメッセージをプラグインすることだけです.

ソケット ストリームには部分的なメッセージが含まれている可能性がある (ほとんどの場合) ことに注意してください。したがって、メッセージの長さをメッセージの最初のバイトとして送信することをお勧めします。また、読み取り間で部分的なメッセージを組み立てることによって、それに応じて読み取りバッファーを管理する必要があります。次のメッセージ基本クラスを確認してください。

public partial class MessageBase
{
    // Virtual Execute method following the Command pattern
    public virtual string Execute(Socket socket) { return string.Empty; }

    protected virtual bool MustEncrypt
    {
        get { return false; }
    }

    // Binary serialization
    public byte[] Serialize()
    {
        using (MemoryStream stream = new MemoryStream())
        {
            using (DeflateStream ds = new DeflateStream(stream, CompressionMode.Compress, true))
            {
                BinaryFormatter formatter = new BinaryFormatter();
                formatter.Serialize(ds, this);
                ds.Flush();
            }

            byte[] bytes = stream.GetBuffer();
            byte[] bytes2 = new byte[stream.Length];
            Buffer.BlockCopy(bytes, 0, bytes2, 0, (int)stream.Length);
//                Array.Copy(bytes, bytes2, stream.Length);

            if (this.MustEncrypt)
                bytes2 = RijndaelEncrptor.Instance.Encrypt(bytes2);

            // Create a buffer large enough to hold the encrypted message and size bytes
            byte[] data = new byte[8 + bytes2.Length];

            // Add the message size
            BitConverter.GetBytes(bytes2.Length).CopyTo(data, 0);
            BitConverter.GetBytes(this.MustEncrypt).CopyTo(data, 4);

            // Add the message data
            bytes2.CopyTo(data, 8);
            return data;
        }
    }

    static public MessageBase Deserialize(byte[] buffer)
    {
        int length = BitConverter.ToInt32(buffer, 0);
        bool mustDecrypt = BitConverter.ToBoolean(buffer, 4);
        MessageBase b = null;

        try
        {
            b = MessageBase.Deserialize(buffer, 8, length, mustDecrypt);
        }
        catch { }

        return b;
    }

    static public MessageBase Deserialize(byte[] buffer, int offset, int length, bool mustDecrypt)
    {
        // Create a buffer and initialize it with data from
        // the input buffer offset by the specified offset amount
        // and length determined by the specified length
        byte[] data = new byte[length];
        Buffer.BlockCopy(buffer, offset, data, 0, length);
//            Array.Copy(buffer, offset, data, 0, length);

        // Decrypt message
        if (mustDecrypt)
            data = RijndaelEncrptor.Instance.Decrypt(data);

        // Deserialize the binary data into a new object of type MessageBase
        using (MemoryStream stream = new MemoryStream(data))
        {
            using (DeflateStream ds = new DeflateStream(stream, CompressionMode.Decompress, false))
            {
                BinaryFormatter formatter = new BinaryFormatter();
                try
                {
                    return formatter.Deserialize(ds) as MessageBase;
                }
                catch
                {
                    return null;
                }
            }
        }
    }

    static public IEnumerable<MessageBase> Receive(Socket client, int bytesReceived, StateObject state)
    {
        // Total buffered count is the bytes received this read
        // plus any unprocessed bytes from the last receive
        int bufferLen = bytesReceived + state.readOffset;

        // Reset the next read offset in the case
        // this recieve lands on a message boundary
        state.readOffset = 0;

        // Make sure there are bytes to read
        if (bufferLen >= 0)
        {
            // Initialize the current read position
            int readOffset = 0;

            // Process the receive buffer
            while (readOffset < bufferLen)
            {
                // Get the message size
                int length = BitConverter.ToInt32(state.Buffer, readOffset);
                bool mustDecrypt = BitConverter.ToBoolean(state.Buffer, readOffset + 4);

                // Increment the current read position by the length header
                readOffset += 8;

                // Change the buffer size if necessary
                if (length + readOffset > state.Buffer.Length)
                {
                    byte[] oldBuffer = new byte[state.BufferSize];
                    Buffer.BlockCopy(state.Buffer, 0, oldBuffer, 0, state.BufferSize);
//                        Array.Copy(state.Buffer, oldBuffer, state.BufferSize);

                    state.BufferSize = length + readOffset;
                    Buffer.BlockCopy(oldBuffer, 0, state.Buffer, 0, oldBuffer.Length);
//                        Array.Copy(oldBuffer, state.Buffer, oldBuffer.Length);
                }

                // Ensure there are enough bytes to process the message
                if (readOffset + length <= bufferLen)
                    yield return MessageBase.Deserialize(state.Buffer, readOffset, length, mustDecrypt);
                else
                {
                    // Add back the message length
                    readOffset -= 8;

                    // Reorder the receive buffer so unprocessed
                    // bytes are moved to the start of the array
                    Buffer.BlockCopy(state.Buffer, 0, state.Buffer, 0, bufferLen - readOffset);
//                        Array.Copy(state.Buffer, state.Buffer, bufferLen - readOffset);

                    // Set the receive position to the current read position
                    // This is the offset where the next socket read will start
                    state.readOffset = bufferLen - readOffset;
                    break;
                }

                // Update the read position by the message length
                readOffset += length;
            }
        }
    }
}

上記のコードでうまくいくはずです。

于 2012-04-30T20:21:26.003 に答える
0

あなたはあなたのコードがここから決して出てこないことに気づいています:

public void sendMsg(string s)
{
    bool x = true;
    while (true)
    {
        Thread.Sleep(500);
        if (x == true)
        {
            byte[] msgBuffer = Encoding.ASCII.GetBytes(s);
            sck.Send(msgBuffer);
            x = false;
        }
    }
}

これは、中断や復帰がなく、抜け出す方法がない無限ループです。ちょうどどうですか:

public void sendMsg(string s)
{
    while (true)
    {
        Thread.Sleep(500);
        byte[] msgBuffer = Encoding.ASCII.GetBytes(s);
        sck.Send(msgBuffer);
    }
}
于 2012-04-30T20:01:51.247 に答える
0

私の問題の解決策を考え出したのは、おそらくそれを行うための標準的な方法ではありませんが、うまくいきます。これは単純なチャット アプリケーションで、プレーヤー対プレーヤー ゲームをオンラインで接続して前後に移動するために使用できます。

サーバ-

using System;
using System.Net.Sockets;
using System.Text;
using System.Net;
using System.Threading;
using System.Windows.Forms;

namespace testServer
{
class Program
{
    static Form1 form1 = new Form1();
    static Form2 form2 = new Form2();
    static byte[] buffer { get; set; }
    static Socket sck, acc;
    static string name;

    public void setName(string s)
    {
        name = s;
        string[] asdf = new string[2];
    }

    static string getIP()
    {
        string hostName = System.Net.Dns.GetHostName();
        IPHostEntry ipEntry = System.Net.Dns.GetHostEntry(hostName);
        IPAddress[] addr = ipEntry.AddressList;
        return addr[addr.Length - 1].ToString();
    }

    static void Main(string[] args)
    {
        if (name == null)
        {
            Thread t = new Thread(ThreadProc);
            t.Start();
        } 
        sck = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
        sck.Bind(new IPEndPoint(0, 8888));
        Console.WriteLine("Your local IP address is: " + getIP());
        Console.WriteLine("Awaiting Connection");
        sck.Listen(100);

        acc = sck.Accept();
        Console.WriteLine(" >> Accept connection from client");
        sendMsg();
        while (acc.Connected)
        {
            Thread.Sleep(500);
            byte[] Buffer = new byte[255];
            int receive = acc.Receive(Buffer, 0, Buffer.Length, 0);
            Array.Resize(ref Buffer, receive);
            form2.SetText(Encoding.Default.GetString(Buffer));
        }
    }
    public void btnClick(string s)
    {
        name = s;
        Console.WriteLine("Name: " + name);
        System.Threading.Thread r = new System.Threading.Thread(new System.Threading.ThreadStart(ThreadProc2));
        r.Start();
    }
    public void sendMSG(string s)
    {
            try
            {
                buffer = Encoding.Default.GetBytes(s);
                acc.Send(buffer);
            }
            catch (Exception ex)
            {
                Console.WriteLine(ex.ToString());
            }
    }

    static void sendMsg()
        {
            try
            {
                buffer = Encoding.Default.GetBytes(name);
                acc.Send(buffer);
            }
            catch (Exception ex)
            {
                Console.WriteLine(ex.ToString());
            }
    }
    public static void ThreadProc()
    {
        form1.ShowDialog();
    }
    public static void ThreadProc2()
    {
        form2.ShowDialog();
    }
}
}

それがプログラムのクラスで、他のフォームは元の投稿と同じです。

クライアント-

using System;
using System.Windows.Forms;
using System.Text;
using System.Net.Sockets;
using System.Threading;

namespace testClient100
{
public partial class Form1 : Form
{
    System.Net.Sockets.TcpClient clientSocket = new System.Net.Sockets.TcpClient();
    NetworkStream serverStream = default(NetworkStream);
    string readData = null;
    string ipaddress;

    public Form1()
    {
        InitializeComponent();
    }

    private void getMessage()
    {
        while (true)
        {
            serverStream = clientSocket.GetStream();
            int buffSize = 0;
            byte[] inStream = new byte[10025];
            buffSize = clientSocket.ReceiveBufferSize;
            serverStream.Read(inStream, 0, buffSize);
            string returndata = System.Text.Encoding.ASCII.GetString(inStream);
            readData = "" + returndata;
            msg();
        }
    }

    private void msg()
    {
        if (this.InvokeRequired)
            this.Invoke(new MethodInvoker(msg));
        else
            textBox1.Text = textBox1.Text + Environment.NewLine + " >> " + readData;
    }

    private void button1_Click_1(object sender, EventArgs e)
    {
        byte[] outStream = System.Text.Encoding.ASCII.GetBytes(textBox2.Text);
        serverStream.Write(outStream, 0, outStream.Length);
        serverStream.Flush();
    }

    private void button2_Click_1(object sender, EventArgs e)
    {
        ipaddress = textBox4.Text;
        readData = "Conected to Chat Server ...";
        msg();
        clientSocket.Connect(ipaddress, 8888);
        serverStream = clientSocket.GetStream();

        byte[] outStream = System.Text.Encoding.ASCII.GetBytes(textBox3.Text);
        serverStream.Write(outStream, 0, outStream.Length);
        serverStream.Flush();

        Thread ctThread = new Thread(getMessage);
        ctThread.Start();
    }

}
}
于 2012-05-01T14:52:37.813 に答える