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Silverlight+WCF 实战-网络象棋最终篇之对战视频-下篇[客户端发送与服务端中转](六)

2012-03-09 00:00 483 查看
本篇继上一篇:Silverlight+WCF 实战-网络象棋最终篇之对战视频-上篇[客户端开启视频/注册编号/接收视频](五)

一:对战视频 简单原理


略,内容见上篇。

二:对战视频 步骤解析:


略,内容见上篇。

三:对战视频 具体实施

1:如何打开视频


略,内容见上篇。

2:Silverlight如何使用Socket进行通讯

2.1:与远程建立链接:

2.2:注册编号[这里的规则是“房间号+棋手颜色值”]

2.3:开新线程,等待接收对方视频

2.4:将视频显示出来,需要用主线程来操作


略,以上内容见上篇。作者:路过秋天 博客:http://cyq1162.cnblogs.com/ 秋色园http://www.cyqdata.com/

3:图片压缩与视频发送

3.1:图片压缩






我们发送的视频,是通过定时器每秒截5张图发送过去的,每秒钟将产生5张图片,因此,图片压缩变的相当重要。

因此,找一种图片压缩算法,是一种开始:

一开始:是从网上down了个PngEncoder,压缩160*160的截图后,图片大小是40K,看成是4K[因为看字节时是4后面好多0,看少了一个0],兴奋的我~~~

因此一开始在本地测试是正常的,上到网上就oh..no了。

40K*5,即每秒要发送200K的数据,这样就等于把2M/200K带宽给用光了,房东那限制的512K/56K带宽,就更提不上了~~~

最后:还是用上了大伙普通通用的JpgEncoder,压缩160*160的截图后,图片大小是10K,每秒产生10K*5=50K,56K带宽刚好够用了。

由于JpgEncoder为第三方插件,因此其代码就不贴了,下面简单介绍下:






1:JpgEncoder下载后内容为:FJ.Core.dll、JpgEncoder.cs两个文件。

2:JpgEncoder.cs有一静态方法,直接可以获取Stream流:

public static Stream GetStream(WriteableBitmap bitmap)

3:没了~~~

ps:具体FJ.Core.dll、JpgEncoder.cs两个文件可以从下载源码下找到。

3.2 视频发送

为了定时发送视频,我们需要开启定时器:






System.Windows.Threading.DispatcherTimer timer;
//
全局定义

public
MainPage()
{
InitializeComponent();
timer
=

new
System.Windows.Threading.DispatcherTimer();
timer.Interval
=
TimeSpan.FromSeconds(
0.2
);
//
0.2秒一次,每秒5次

timer.Tick
+=

new
EventHandler(timer_Tick);
}

void
timer_Tick(
object
sender, EventArgs e)
{

//
这里就是发送视频的代码了

}

private

void
btnSend_Click(
object
sender, RoutedEventArgs e)
{
timer.Start();
//
点击发送视频时,启动定时器即可

}

在点击发送触发定时器时,发送视频







byte
[] content
=

new

byte
[
56

*

1024
];

int
length;

void
timer_Tick(
object
sender, EventArgs e)
{
WriteableBitmap img
=

new
WriteableBitmap(canVideo,
null
);
Stream stream
=
JpgEncoder.GetStream(img);
//
获取压缩后的流

length
=
(
int
)stream.Length;
stream.Read(content,

, length);
stream.Close();

SocketAsyncEventArgs sendEvent
=

new
SocketAsyncEventArgs();
sendEvent.SetBuffer(content,

, length);
videoSocket.SendAsync(sendEvent);
//
这里只管发送,发送后的结果不管了。

img
=

null
;
}

至此,客户端的一系列动作就完成了,包括[打开视频/注册编号/发送视频/接收视频],下面到服务端代码上场了。

4:控制台服务端Socket中转

4.1:额外的处理事件


第一:服务端需要解决跨域问题,这个看过:Silverlight+WCF 新手实例 象棋 WCF通讯跨域(十五)
--
就会明白Silverlight客户端和通讯端不在同一站点下通讯时,需要解决跨域问题了。

虽然这里没用WCF,改用Socket方式,一样需要解决跨域问题。

第二:用Socket通讯方式,还需要开启另外的943端口监听。

不过这两步,网上都有现成的代码,直接copy就可以了。

步骤如下:

1:新建控制台项目—》起名:TCPService

2:新建类文件:PolicyServer.cs,完整代码如下,大伙直接使用就可以了:





PolicyServer类与跨域xml文件


using
System;

using
System.Collections.Generic;

using
System.Linq;

using
System.Text;

using
System.Net.Sockets;

using
System.Net;

namespace
TCPService
{

class
PolicyServer
{
Socket m_listenerIPv4;
Socket m_listenerIPv6;

byte
[] m_policy;

//
pass in the path of an XML file containing the socket policy

public
PolicyServer(
string
policyContents)
{
m_policy
=
Encoding.UTF8.GetBytes(policyContents);

//
Create the Listening Sockets

m_listenerIPv4
=

new
Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
m_listenerIPv4.Bind(
new
IPEndPoint(IPAddress.Any,
943
));
m_listenerIPv4.Listen(
10
);
m_listenerIPv4.BeginAccept(
new
AsyncCallback(OnConnection), m_listenerIPv4);

//
Console.WriteLine("Listenting on IPv4 port 943.");

if
(System.Net.Sockets.Socket.OSSupportsIPv6)
{
m_listenerIPv6
=

new
Socket(AddressFamily.InterNetworkV6, SocketType.Stream, ProtocolType.Tcp);
m_listenerIPv6.Bind(
new
IPEndPoint(IPAddress.IPv6Any,
943
));
m_listenerIPv6.Listen(
10
);
m_listenerIPv6.BeginAccept(
new
AsyncCallback(OnConnection), m_listenerIPv6);

//
Console.WriteLine("Listenting on IPv6 port 943.");

}

else

{

//
Console.WriteLine("IPv6 is not supported by the system.");

}
}

//
Called when we receive a connection from a client

public

void
OnConnection(IAsyncResult res)
{
Socket listener
=
(Socket)res.AsyncState;
Socket client
=

null
;

try

{
client
=
listener.EndAccept(res);
}

catch
(SocketException)
{

return
;
}

//
handle this policy request with a PolicyConnection

PolicyConnection pc
=

new
PolicyConnection(client, m_policy);

//
look for more connections

listener.BeginAccept(
new
AsyncCallback(OnConnection), listener);
}

public

void
Close()
{
m_listenerIPv4.Close();

if
(m_listenerIPv6
!=

null
)
{
m_listenerIPv6.Close();
}
}
}

class
PolicyConnection
{
Socket m_connection;

//
buffer to receive the request from the client

byte
[] m_buffer;

int
m_received;

//
the policy to return to the client

byte
[] m_policy;

//
the request that we're expecting from the client

static

string
s_policyRequestString
=

"
<policy-file-request/>
"
;

public
PolicyConnection(Socket client,
byte
[] policy)
{
m_connection
=
client;
m_policy
=
policy;

m_buffer
=

new

byte
[s_policyRequestString.Length];
m_received
=

;

try

{

//
receive the request from the client

m_connection.BeginReceive(m_buffer,

, s_policyRequestString.Length, SocketFlags.None,
new
AsyncCallback(OnReceive),
null
);
}

catch
(SocketException)
{
m_connection.Close();
}
}

//
Called when we receive data from the client

private

void
OnReceive(IAsyncResult res)
{

try

{
m_received
+=
m_connection.EndReceive(res);

//
if we haven't gotten enough for a full request yet, receive again

if
(m_received
<
s_policyRequestString.Length)
{
m_connection.BeginReceive(m_buffer, m_received, s_policyRequestString.Length
-
m_received, SocketFlags.None,
new
AsyncCallback(OnReceive),
null
);

return
;
}

//
make sure the request is valid

string
request
=
System.Text.Encoding.UTF8.GetString(m_buffer,

, m_received);

if
(StringComparer.InvariantCultureIgnoreCase.Compare(request, s_policyRequestString)
!=

)
{
m_connection.Close();

return
;
}

//
send the policy

m_connection.BeginSend(m_policy,

, m_policy.Length, SocketFlags.None,
new
AsyncCallback(OnSend),
null
);
}

catch
(SocketException)
{
m_connection.Close();
}
}

//
called after sending the policy to the client; close the connection.

public

void
OnSend(IAsyncResult res)
{

try

{
m_connection.EndSend(res);
}

finally

{
m_connection.Close();
}
}
}

//
跨域用的xml文件,以代码的方式传入。

public

static

class
SocketPolicy
{

public

const

string
Policy
=

@"

<?xml version=""1.0"" encoding =""utf-8""?>
<access-policy>
<cross-domain-access>
<policy>
<allow-from>
<domain uri=""*"" />
</allow-from>
<grant-to>
<socket-resource port=""4502-4530"" protocol=""tcp"" />
</grant-to>
</policy>
</cross-domain-access>
</access-policy>

"
;
}
}

3:控制台启动首行代码



static

void
Main(
string
[] args)
{
PolicyServer ps
=

new
PolicyServer(SocketPolicy.Policy);
//
Silverlight跨域访问与开启943端口

}

至此,我们添加了个额外的处理类来解决943端口和跨域问题[注意上面代码中xml的端口号配置范围哦],下面开始自己的服务端处理流程

4.2:服务端处理流程

4.2.1:开启监听






namespace
TCPService
{

class
Program
{

public

static
Dictionary
<
int
, ThreadProxy
>
soketList;
//
房号+颜色值

static

void
Main(
string
[] args)
{
PolicyServer ps
=

new
PolicyServer(SocketPolicy.Policy);
//
Silverlight跨域访问及943端口

//
主线程监听

soketList
=

new
Dictionary
<
int
, ThreadProxy
>
();
Console.WriteLine(
"
TCPService正在启动运行
"
);
IPEndPoint ip
=

new
IPEndPoint(IPAddress.Any,
4505
);
//
本地任意IP及4505端口

Socket mainSocket
=

new
Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
mainSocket.Bind(ip);
mainSocket.Listen(
-
1
);

while
(
true
)
{
Socket socket
=
mainSocket.Accept();

new
ThreadProxy(socket).Run();
//
收到消息即时处理。

}
}

public

static

void
WriteLine(
string
msg)
{
Console.WriteLine(msg);
}
}

class
ThreadProxy
{

public
Socket socket;

public
ThreadProxy(Socket newSocket)
{
socket
=
newSocket;
}

public

void
Run()
{
Thread thread
=

new
Thread(
new
ThreadStart(Action));
thread.Start();
}

public

void
Action()
{
Program.WriteLine(
"
有人来了----
"
);

//
下面开启处理逻辑

}
}
}

说明:


这里要注意的是监听的端口号必须要跨域文件配置的范围内。同时用一字典泛型soketList保存了所以注册的用户通讯socket,这样可以方便查找对方的socket进行中转。

4.2.2 定义下全局变量







public
Socket socket;
//
我方的Socket

ThreadProxy youThreadProxy;
//
对方

int num;//注册的编号

byte
[] buffer
=

new

byte
[
30

*

1024
];
//
缓冲字节30K,简单说就是用户10K发送3次,这里收到满30K才转发一次

bool
firstConn
=

true
;
//
是否第一次建立链接,首次链接都是注册编号,不发送视频的;

4.2.3 处理编号注册、移除、查找对方

编号注册:







private

void
RegSocket(
string
key)
{
firstConn
=

false
;
//
注册完后,设置下标识

if
(key.Length
<

10
)
//
字节太多就是图片流了

{

if
(
int
.TryParse(key,
out
num))
{

if
(Program.soketList.ContainsKey(num))
//
之前都有人在了

{
Program.soketList[num].socket.Close();
Program.soketList[num].socket.Dispose();
Program.soketList.Remove(num);
}
Program.soketList.Add(num,
this
);
Program.WriteLine(
"
用户注册:
"

+
key);
FindYouSocket();

return
;
}
}

}

线程错误,编号移除:







private

void
OnError(ThreadProxy errorProxy,
string
errorMsg)
{

if
(errorProxy.socket
!=

null
)
{
errorProxy.socket.Close();
}
Console.WriteLine(
"
删除用户:
"

+
errorProxy.num
+
"
错误信息:
"
+
errorMsg);
Program.soketList.Remove(errorProxy.num);

}

查询对方:







private

void
FindYouSocket()
{

int
youNum
=
num
%

2

==

?
num
-

1
: num
+

1
;

if
(Program.soketList.ContainsKey(youNum))
{
youThreadProxy
=
Program.soketList[youNum];
}
}

4.2.4 主业务处理中转流程







public
ThreadProxy(Socket newSocket)
{
socket
=
newSocket;
socket.SendBufferSize
=
buffer.Length;
socket.ReceiveBufferSize
=
buffer.Length;
}

public

void
Run()
{
Thread thread
=

new
Thread(
new
ThreadStart(Action));
thread.Start();
}

public

void
Action()
{
Program.WriteLine(
"
有人来了----
"
);

try

{

while
(
true
)
{

if
(socket.Connected)
{

int
length
=

, count
=

;

do

{
System.Threading.Thread.Sleep(
20
);
//
关键点,请求太快数据接收不全

length
=
socket.Receive(buffer, count, socket.Available,

);
count
=
count
+
length;

}

while
(socket.Available
>

);

if
(count
>

1
)
{

if
(count
<

4
)
//
小字节,命令字符

{

if
(firstConn)
//
首次登陆,需要注册ID

{

string
key
=
ASCIIEncoding.ASCII.GetString(buffer,

, count);
RegSocket(key);
}
}

else

if
(youThreadProxy
==

null
)
{
Program.WriteLine(
"
没人接收。。。
"
);
FindYouSocket();
}

else

if
(youThreadProxy.canReceive)
//
对方允许接收图片发送

{
Program.WriteLine(
"
图片来了:
"

+
count);

if
(youThreadProxy.socket.Connected)
{
Program.WriteLine(
"
图片转发:
"

+
buffer.Length);

try

{
youThreadProxy.socket.Send(buffer, count,

);
}

catch
(Exception err)
{
OnError(youThreadProxy, err.Message);
}
}
}
}
}

else

{
OnError(
this
,
"
socket链接已关闭
"
);

break
;
}
}
}

catch
(Exception err)
{
OnError(
this
,err.Message);
}

}

处理流程也很简单,根据请求的字节大小来调用是“注册”还是“中转”。

至此,整个完整的视频传输篇完成了,完成的图片和上一节一样了:








最后是大家期待已久的示例源码下载:点击下载 [别忘了留下言推荐下哦^-^]

说明:视频源码中的内容会多一些,包括一开始我写的一些其它杂七杂八的代码,不过不影响整个的运行。

最后:谢谢大家对本系列的喜欢,谢谢支持~

PS:传说点一下推荐会有10个园豆,喜欢麻烦点一下“推荐”,thank you very much!!

原文链接:
http://www.cnblogs.com/cyq1162/archive/2010/12/03/1895177.html
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