稳扎稳打Silverlight(55) - 4.0通信之对UDP协议的支持:“源特定多播”
2010-10-12 12:29:58 来源:WEB开发网2、客户端
UdpPacketEventArgs.cs
代码
using System;
using System.Net;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Documents;
using System.Windows.Ink;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Animation;
using System.Windows.Shapes;
namespace Silverlight40.Communication
{
public class UdpPacketEventArgs : EventArgs
{
// UDP 包的内容
public string Message { get; set; }
// UDP 包的来源的 IPEndPoint
public IPEndPoint Source { get; set; }
public UdpPacketEventArgs(byte[] data, IPEndPoint source)
{
this.Message = System.Text.Encoding.UTF8.GetString(data, 0, data.Length);
this.Source = source;
}
}
}
UdpSingleSourceMulticastChannel.cs
代码
/*
* 通过 UdpSingleSourceMulticastClient 实现 SSM(Source Specific Multicast),即“源特定多播”
* 多播组基于 IGMP(Internet Group Management Protocol),即“Internet组管理协议”
*
* UdpSingleSourceMulticastClient - 一个从单一源接收多播信息的客户端,即 SSM 客户端
* BeginJoinGroup(), EndJoinGroup() - 加入“源”的异步方法
* BeginReceiveFromSource(), EndReceiveFromSource() - 从“源”接收信息的异步方法
* BeginSendToSource(), EndSendToSource() - 发送信息到“源”的异步方法
* ReceiveBufferSize - 接收信息的缓冲区大小
* SendBufferSize - 发送信息的缓冲区大小
*
* 本例为一个通过 UdpSingleSourceMulticastClient 实现 SSM 客户端的帮助类
*/
using System;
using System.Net;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Documents;
using System.Windows.Ink;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Animation;
using System.Windows.Shapes;
using System.Text;
using System.Net.Sockets;
namespace Silverlight40.Communication
{
public class UdpSingleSourceMulticastChannel : IDisposable
{
// 多播源的端口
private int _serverPort = 3004;
private UdpSingleSourceMulticastClient _client;
// 接收信息的缓冲区
private byte[] _buffer;
// 此客户端是否加入了多播组
private bool _isJoined;
// 多播源的地址
private IPAddress _sourceAddress;
/// <summary>
/// 构造函数
/// </summary>
/// <param name="sourceAddress">“源”的地址</param>
/// <param name="groupAddress">多播组的地址</param>
/// <param name="port">客户端端口</param>
/// <param name="maxMessageSize">接收信息的缓冲区大小</param>
public UdpSingleSourceMulticastChannel(IPAddress sourceAddress, IPAddress groupAddress, int port, int maxMessageSize)
{
_sourceAddress = sourceAddress;
_buffer = new byte[maxMessageSize];
// 实例化 SSM 客户端,需要指定的参数为:多播源的地址;多播组的地址;客户端端口
_client = new UdpSingleSourceMulticastClient(sourceAddress, groupAddress, port);
}
// 收到多播信息后触发的事件
public event EventHandler<UdpPacketEventArgs> Received;
private void OnReceived(IPEndPoint source, byte[] data)
{
var handler = Received;
if (handler != null)
handler(this, new UdpPacketEventArgs(data, source));
}
// 加入多播组后触发的事件
public event EventHandler Opening;
private void OnOpening()
{
var handler = Opening;
if (handler != null)
handler(this, EventArgs.Empty);
}
// 断开多播组后触发的事件
public event EventHandler Closing;
private void OnClosing()
{
var handler = Closing;
if (handler != null)
handler(this, EventArgs.Empty);
}
/// <summary>
/// 加入多播组
/// </summary>
public void Open()
{
if (!_isJoined)
{
_client.BeginJoinGroup(
result =>
{
_client.EndJoinGroup(result);
_isJoined = true;
Deployment.Current.Dispatcher.BeginInvoke(
() =>
{
OnOpening();
Receive();
});
}, null);
}
}
public void Close()
{
_isJoined = false;
OnClosing();
Dispose();
}
/// <summary>
/// 发送信息到“源”
/// </summary>
public void Send(string msg)
{
if (_isJoined)
{
byte[] data = Encoding.UTF8.GetBytes(msg);
// 需要指定多播源的端口
_client.BeginSendToSource(data, 0, data.Length, _serverPort,
result =>
{
_client.EndSendToSource(result);
}, null);
}
}
/// <summary>
/// 接收从“源”发过来的广播信息
/// </summary>
private void Receive()
{
if (_isJoined)
{
Array.Clear(_buffer, 0, _buffer.Length);
_client.BeginReceiveFromSource(_buffer, 0, _buffer.Length,
result =>
{
int sourcePort;
// 接收到广播信息后,可获取到“源”的端口
_client.EndReceiveFromSource(result, out sourcePort);
Deployment.Current.Dispatcher.BeginInvoke(
() =>
{
OnReceived(new IPEndPoint(_sourceAddress, sourcePort), _buffer);
Receive();
});
}, null);
}
}
public void Dispose()
{
if (_client != null)
_client.Dispose();
}
}
}
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