WebSocket , C#实现服务端
2017-08-23 15:47
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最近测试了一下WebSocket , 服务端WebSocket使用C#的原生ssocket实现。前端使用js的WebSocket
值得提醒的是本次测试的重点:
①:前端和后端额外的握手
②:后端取得前端数据后如何解析
③:后端往前端发数据的打包流程
后端Socket核心
①:关于握手(websocket存在第四次额外的握手),客户端请求连接服务器后,服务器会根据客户端发来的信息,生成一个握手信息发给客户端完成最后一次额外的握手。
以下是服务端生成握手信息的核心代码 :
客户端 (index.html)
服务端
客户端
实现了一次完美的通讯。
值得提醒的是本次测试的重点:
①:前端和后端额外的握手
②:后端取得前端数据后如何解析
③:后端往前端发数据的打包流程
后端Socket核心
using System; using System.ComponentModel; using System.Net; using System.Net.Sockets; using System.Security.Cryptography; using System.Text; using System.Text.RegularExpressions; using System.Threading; using System.Linq; using SWebSocketLib.com; namespace SWebSocketLib { /// <summary> /// WebSocket /// </summary> public sealed class WebSocket_Service { byte[] buffer = new byte[1024]; private Socket _listener = null;//服务端Socket private readonly IPEndPoint _ip_port = null; private readonly int _listen_count = 0; private Action<Socket_CallBack_Type, Object, Socket> _callback = null; public WebSocket_Service( IPEndPoint ip_port , Action<Socket_CallBack_Type , Object , Socket> callback ,int listen_count = 100 ) { this._ip_port = ip_port; this._callback = callback; this._listen_count = listen_count; } /// <summary> /// 启动监听 /// </summary> public void Start() { if (this._listener == null) this._listener = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); this._listener.Bind(this._ip_port); this._listener.Listen(this._listen_count); this.accept(); } /// <summary> /// 等待连接 /// </summary> private void accept() { Console.WriteLine("等待客户端连接...."); Socket sc = _listener.Accept();//接受一个连接 Console.WriteLine("接受到了客户端:" + sc.RemoteEndPoint.ToString() + "连接...."); this.Receive2HandShake(sc); } #region 正式接收客户端信息 private void Receive2Msg(Socket client) { Console.WriteLine("等待客户端数据...."); int length = client.Receive(buffer);//接受客户端信息 if (length > 0) { string clientMsg = AnalyticData(buffer, length); Console.WriteLine("接受到客户端数据:" + clientMsg); if (clientMsg == @"Hello , I am Egret Test By Aonaufly") { this._callback(Socket_CallBack_Type.connect_succ, null, client);//发送连接成功信息 } //this.Receive2Msg(client); } else { client.Disconnect(true); } } #endregion #region 向服务端发送信息 public void Send2Msg(Socket client, string clientMsg) { Console.WriteLine("==发送数据:" + clientMsg + " 至客户端...."); byte[] body = Encoding.UTF8.GetBytes(clientMsg); byte[] c = this.PackData(body); Console.WriteLine("数据的大小 : {0} / 包的大小 : {1}", body.Length , c.Length); client.Send(c); } #endregion #region 接收客户端发来的握手信息并返回握手信息 /// <summary> /// 第四次握手信息处理 /// </summary> /// <param name="client"></param> private void Receive2HandShake(Socket client) { int length = client.Receive(buffer); if (length > 0) { client.Send(PackHandShakeData(GetSecKeyAccetp(buffer, length))); Console.WriteLine("已经发送握手协议了...."); this.Receive2Msg(client); } else { client.Disconnect(true); } } #endregion #region WebSocket的的四次额外握手信息 /// <summary> /// 打包握手信息 /// </summary> /// <param name="secKeyAccept"></param> /// <returns></returns> private static byte[] PackHandShakeData(string secKeyAccept) { var responseBuilder = new StringBuilder(); responseBuilder.Append("HTTP/1.1 101 Switching Protocols" + Environment.NewLine); responseBuilder.Append("Upgrade: websocket" + Environment.NewLine); responseBuilder.Append("Connection: Upgrade" + Environment.NewLine); responseBuilder.Append("Sec-WebSocket-Accept: " + secKeyAccept + Environment.NewLine + Environment.NewLine); return Encoding.UTF8.GetBytes(responseBuilder.ToString()); } /// <summary> /// 生成Sec-WebSocket-Accept /// </summary> /// <param name="handShakeText">客户端握手信息</param> /// <returns>Sec-WebSocket-Accept</returns> private static string GetSecKeyAccetp(byte[] handShakeBytes, int bytesLength) { string handShakeText = Encoding.UTF8.GetString(handShakeBytes, 0, bytesLength); string key = string.Empty; Regex r = new Regex(@"Sec\-WebSocket\-Key:(.*?)\r\n"); Match m = r.Match(handShakeText); if (m.Groups.Count != 0) { key = Regex.Replace(m.Value, @"Sec\-WebSocket\-Key:(.*?)\r\n", "$1").Trim(); } byte[] encryptionString = SHA1.Create().ComputeHash(Encoding.ASCII.GetBytes(key + "258EAFA5-E914-47DA-95CA-C5AB0DC85B11")); return Convert.ToBase64String(encryptionString); } #endregion #region 解析客户端数据 /// <summary> /// 解析客户端数据包 /// </summary> /// <param name="recBytes">服务器接收的数据包</param> /// <param name="recByteLength">有效数据长度</param> /// <returns></returns> private string AnalyticData(byte[] recBytes, int recByteLength) { if (recByteLength < 2) { return string.Empty; } bool fin = (recBytes[0] & 0x80) == 0x80; // 1bit,1表示最后一帧 if (!fin) { return string.Empty;// 超过一帧暂不处理 } bool mask_flag = (recBytes[1] & 0x80) == 0x80; // 是否包含掩码 if (!mask_flag) { return string.Empty;// 不包含掩码的暂不处理 } int payload_len = recBytes[1] & 0x7F; // 数据长度 byte[] masks = new byte[4]; byte[] payload_data; if (payload_len == 126) { Array.Copy(recBytes, 4, masks, 0, 4); payload_len = (UInt16)(recBytes[2] << 8 | recBytes[3]); payload_data = new byte[payload_len]; Array.Copy(recBytes, 8, payload_data, 0, payload_len); } else if (payload_len == 127) { Array.Copy(recBytes, 10, masks, 0, 4); byte[] uInt64Bytes = new byte[8]; for (int i = 0; i < 8; i++) { uInt64Bytes[i] = recBytes[9 - i]; } UInt64 len = BitConverter.ToUInt64(uInt64Bytes, 0); payload_data = new byte[len]; for (UInt64 i = 0; i < len; i++) { payload_data[i] = recBytes[i + 14]; } } else { Array.Copy(recBytes, 2, masks, 0, 4); payload_data = new byte[payload_len]; Array.Copy(recBytes, 6, payload_data, 0, payload_len); } for (var i = 0; i < payload_len; i++) { payload_data[i] = (byte)(payload_data[i] ^ masks[i % 4]); } return Encoding.UTF8.GetString(payload_data); } #endregion #region 打包要发送的数据 /// <summary> /// 打包服务器数据 /// </summary> /// <param name="message">需要打包的数据(通讯用)</param> /// <returns>数据包</returns> private byte[] PackData(byte[] message) { byte[] contentBytes = null; if (message.Length < 126) { contentBytes = new byte[message.Length + 2]; contentBytes[0] = 0x81; contentBytes[1] = (byte)message.Length; Array.Copy(message, 0, contentBytes, 2, message.Length); } else if (message.Length < 0xFFFF) { contentBytes = new byte[message.Length + 4]; contentBytes[0] = 0x81; contentBytes[1] = 126; contentBytes[2] = (byte)(message.Length & 0xFF); contentBytes[3] = (byte)(message.Length >> 8 & 0xFF); Array.Copy(message, 0, contentBytes, 4, message.Length); } else { contentBytes = new byte[message.Length + 10]; contentBytes[0] = 0x81; contentBytes[1] = 127; byte[] ulonglen = BitConverter.GetBytes((long)message.Length); contentBytes[2] = ulonglen[7]; contentBytes[3] = ulonglen[6]; contentBytes[4] = ulonglen[5]; contentBytes[5] = ulonglen[4]; contentBytes[6] = ulonglen[3]; contentBytes[7] = ulonglen[2]; contentBytes[8] = ulonglen[1]; contentBytes[9] = ulonglen[0]; Array.Copy(message, 0, contentBytes, 10, message.Length); } return contentBytes; } #endregion } /// <summary> /// Socket回调类型 /// </summary> public enum Socket_CallBack_Type : uint { [Description("连接成功")] connect_succ = 0, [Description("连接失败")] connect_fail = 1, [Description("接收返回")] receive = 2, [Description("发送返回")] send = 3, [Description("客户端被迫断开")] client_passive_off = 4, [Description("客户端主动断开")] client_active_off = 5 } }讲解 :
①:关于握手(websocket存在第四次额外的握手),客户端请求连接服务器后,服务器会根据客户端发来的信息,生成一个握手信息发给客户端完成最后一次额外的握手。
以下是服务端生成握手信息的核心代码 :
/// <summary> /// 打包握手信息 /// </summary> /// <param name="secKeyAccept"></param> /// <returns></returns> private static byte[] PackHandShakeData(string secKeyAccept) { var responseBuilder = new StringBuilder(); responseBuilder.Append("HTTP/1.1 101 Switching Protocols" + Environment.NewLine); responseBuilder.Append("Upgrade: websocket" + Environment.NewLine); responseBuilder.Append("Connection: Upgrade" + Environment.NewLine); responseBuilder.Append("Sec-WebSocket-Accept: " + secKeyAccept + Environment.NewLine + Environment.NewLine); return Encoding.UTF8.GetBytes(responseBuilder.ToString()); } /// <summary> /// 生成Sec-WebSocket-Accept /// </summary> /// <param name="handShakeText">客户端握手信息</param> /// <returns>Sec-WebSocket-Accept</returns> private static string GetSecKeyAccetp(byte[] handShakeBytes, int bytesLength) { string handShakeText = Encoding.UTF8.GetString(handShakeBytes, 0, bytesLength); string key = string.Empty; Regex r = new Regex(@"Sec\-WebSocket\-Key:(.*?)\r\n"); Match m = r.Match(handShakeText); if (m.Groups.Count != 0) { key = Regex.Replace(m.Value, @"Sec\-WebSocket\-Key:(.*?)\r\n", "$1").Trim(); } byte[] encryptionString = SHA1.Create().ComputeHash(Encoding.ASCII.GetBytes(key + "258EAFA5-E914-47DA-95CA-C5AB0DC85B11")); return Convert.ToBase64String(encryptionString); }②:关于解析客户端发来的信息(目前只解析成String , 可以在此方法上扩展的)
/// <summary> /// 解析客户端数据包 /// </summary> /// <param name="recBytes">服务器接收的数据包</param> /// <param name="recByteLength">有效数据长度</param> /// <returns></returns> private string AnalyticData(byte[] recBytes, int recByteLength) { if (recByteLength < 2) { return string.Empty; } bool fin = (recBytes[0] & 0x80) == 0x80; // 1bit,1表示最后一帧 if (!fin) { return string.Empty;// 超过一帧暂不处理 } bool mask_flag = (recBytes[1] & 0x80) == 0x80; // 是否包含掩码 if (!mask_flag) { return string.Empty;// 不包含掩码的暂不处理 } int payload_len = recBytes[1] & 0x7F; // 数据长度 byte[] masks = new byte[4]; byte[] payload_data; if (payload_len == 126) { Array.Copy(recBytes, 4, masks, 0, 4); payload_len = (UInt16)(recBytes[2] << 8 | recBytes[3]); payload_data = new byte[payload_len]; Array.Copy(recBytes, 8, payload_data, 0, payload_len); } else if (payload_len == 127) { Array.Copy(recBytes, 10, masks, 0, 4); byte[] uInt64Bytes = new byte[8]; for (int i = 0; i < 8; i++) { uInt64Bytes[i] = recBytes[9 - i]; } UInt64 len = BitConverter.ToUInt64(uInt64Bytes, 0); payload_data = new byte[len]; for (UInt64 i = 0; i < len; i++) { payload_data[i] = recBytes[i + 14]; } } else { Array.Copy(recBytes, 2, masks, 0, 4); payload_data = new byte[payload_len]; Array.Copy(recBytes, 6, payload_data, 0, payload_len); } for (var i = 0; i < payload_len; i++) { payload_data[i] = (byte)(payload_data[i] ^ masks[i % 4]); } return Encoding.UTF8.GetString(payload_data); }③:发送到客户端的信息也是需要打包的
/// <summary> /// 打包服务器数据 /// </summary> /// <param name="message">需要打包的数据(通讯用)</param> /// <returns>数据包</returns> private byte[] PackData(byte[] message) { byte[] contentBytes = null; if (message.Length < 126) { contentBytes = new byte[message.Length + 2]; contentBytes[0] = 0x81; contentBytes[1] = (byte)message.Length; Array.Copy(message, 0, contentBytes, 2, message.Length); } else if (message.Length < 0xFFFF) { contentBytes = new byte[message.Length + 4]; contentBytes[0] = 0x81; contentBytes[1] = 126; contentBytes[2] = (byte)(message.Length & 0xFF); contentBytes[3] = (byte)(message.Length >> 8 & 0xFF); Array.Copy(message, 0, contentBytes, 4, message.Length); } else { contentBytes = new byte[message.Length + 10]; contentBytes[0] = 0x81; contentBytes[1] = 127; byte[] ulonglen = BitConverter.GetBytes((long)message.Length); contentBytes[2] = ulonglen[7]; contentBytes[3] = ulonglen[6]; contentBytes[4] = ulonglen[5]; contentBytes[5] = ulonglen[4]; contentBytes[6] = ulonglen[3]; contentBytes[7] = ulonglen[2]; contentBytes[8] = ulonglen[1]; contentBytes[9] = ulonglen[0]; Array.Copy(message, 0, contentBytes, 10, message.Length); } return contentBytes; }
客户端 (index.html)
<!DOCTYPE html> <html> <head> <meta charset="utf-8"/> <title>Testing websockets</title> </head> <body> <button id="start">click to start</button> <div id="messages"></div> <script type="text/javascript"> var button = document.getElementById("start"); button.onclick = function () { var websocketAddr = "ws://192.168.1.104:6065/"; var webSocket = new WebSocket(websocketAddr); webSocket.onopen = function (event) { document.getElementById('messages').innerHTML = '消息通道开启,可以发送消息了'; webSocket.send('Hello , I am Egret Test By Aonaufly'); }; webSocket.onmessage = function (event) { document.getElementById('messages').innerHTML += '<br />来自服务器的消息' + event.data; }; webSocket.onerror = function (event) { alert(event.data); }; } </script> </body> </html>测试结果:
服务端
客户端
实现了一次完美的通讯。
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