一、基础环境搭建
1.1 创建WinForm项目
- 打开Visual Studio,创建新的Windows Forms应用程序项目
- 添加必要的UI控件:
- 两个TextBox(用于IP和端口输入)
- 两个Button(启动服务/连接服务)
- 一个RichTextBox(显示通讯日志)
- 一个TextBox(消息输入)
- 发送按钮
![图片[1]_C# WinForm实现Socket异步通讯的完整指南_知途无界](https://zhituwujie.com/wp-content/uploads/2025/08/d2b5ca33bd20250829114319.png)
1.2 添加必要的命名空间
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
二、服务端实现
2.1 服务端核心类
public class AsyncSocketServer
{
private Socket _serverSocket;
private RichTextBox _logBox;
private List<Socket> _clientSockets = new List<Socket>();
public AsyncSocketServer(RichTextBox logBox)
{
_logBox = logBox;
}
public void Start(string ip, int port)
{
try
{
IPAddress ipAddress = IPAddress.Parse(ip);
IPEndPoint localEndPoint = new IPEndPoint(ipAddress, port);
_serverSocket = new Socket(ipAddress.AddressFamily,
SocketType.Stream,
ProtocolType.Tcp);
_serverSocket.Bind(localEndPoint);
_serverSocket.Listen(10);
AppendLog($"服务已启动,监听 {ip}:{port}");
// 开始异步接受客户端连接
_serverSocket.BeginAccept(new AsyncCallback(AcceptCallback), _serverSocket);
}
catch (Exception ex)
{
AppendLog($"服务启动失败: {ex.Message}");
}
}
private void AcceptCallback(IAsyncResult ar)
{
try
{
Socket listener = (Socket)ar.AsyncState;
Socket clientSocket = listener.EndAccept(ar);
_clientSockets.Add(clientSocket);
AppendLog($"客户端连接: {clientSocket.RemoteEndPoint}");
// 开始接收数据
StateObject state = new StateObject();
state.WorkSocket = clientSocket;
clientSocket.BeginReceive(state.Buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
// 继续接受其他客户端连接
_serverSocket.BeginAccept(new AsyncCallback(AcceptCallback), _serverSocket);
}
catch (Exception ex)
{
AppendLog($"接受连接错误: {ex.Message}");
}
}
private void ReceiveCallback(IAsyncResult ar)
{
try
{
StateObject state = (StateObject)ar.AsyncState;
Socket clientSocket = state.WorkSocket;
int bytesRead = clientSocket.EndReceive(ar);
if (bytesRead > 0)
{
string content = Encoding.UTF8.GetString(state.Buffer, 0, bytesRead);
AppendLog($"收到消息: {content}");
// 广播消息给所有客户端
Broadcast(content);
// 继续接收数据
clientSocket.BeginReceive(state.Buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
}
else
{
// 客户端断开连接
_clientSockets.Remove(clientSocket);
clientSocket.Shutdown(SocketShutdown.Both);
clientSocket.Close();
AppendLog("客户端断开连接");
}
}
catch (Exception ex)
{
AppendLog($"接收数据错误: {ex.Message}");
}
}
private void Broadcast(string message)
{
byte[] byteData = Encoding.UTF8.GetBytes(message);
foreach (Socket client in _clientSockets)
{
try
{
client.BeginSend(byteData, 0, byteData.Length, 0,
new AsyncCallback(SendCallback), client);
}
catch
{
// 处理发送失败的客户端
_clientSockets.Remove(client);
}
}
}
private void SendCallback(IAsyncResult ar)
{
try
{
Socket client = (Socket)ar.AsyncState;
int bytesSent = client.EndSend(ar);
}
catch (Exception ex)
{
AppendLog($"发送数据错误: {ex.Message}");
}
}
private void AppendLog(string message)
{
if (_logBox.InvokeRequired)
{
_logBox.Invoke(new Action<string>(AppendLog), message);
}
else
{
_logBox.AppendText($"{DateTime.Now}: {message}\n");
}
}
}
// 辅助类,用于保存状态
public class StateObject
{
public Socket WorkSocket = null;
public const int BufferSize = 1024;
public byte[] Buffer = new byte[BufferSize];
}
三、客户端实现
3.1 客户端核心类
public class AsyncSocketClient
{
private Socket _clientSocket;
private RichTextBox _logBox;
public AsyncSocketClient(RichTextBox logBox)
{
_logBox = logBox;
}
public void Connect(string ip, int port)
{
try
{
IPAddress ipAddress = IPAddress.Parse(ip);
IPEndPoint remoteEP = new IPEndPoint(ipAddress, port);
_clientSocket = new Socket(ipAddress.AddressFamily,
SocketType.Stream,
ProtocolType.Tcp);
// 异步连接
_clientSocket.BeginConnect(remoteEP,
new AsyncCallback(ConnectCallback),
_clientSocket);
}
catch (Exception ex)
{
AppendLog($"连接错误: {ex.Message}");
}
}
private void ConnectCallback(IAsyncResult ar)
{
try
{
Socket client = (Socket)ar.AsyncState;
client.EndConnect(ar);
AppendLog($"已连接到服务器 {client.RemoteEndPoint}");
// 开始接收数据
StateObject state = new StateObject();
state.WorkSocket = client;
client.BeginReceive(state.Buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
}
catch (Exception ex)
{
AppendLog($"连接回调错误: {ex.Message}");
}
}
private void ReceiveCallback(IAsyncResult ar)
{
try
{
StateObject state = (StateObject)ar.AsyncState;
Socket client = state.WorkSocket;
int bytesRead = client.EndReceive(ar);
if (bytesRead > 0)
{
string content = Encoding.UTF8.GetString(state.Buffer, 0, bytesRead);
AppendLog($"收到消息: {content}");
// 继续接收数据
client.BeginReceive(state.Buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
}
else
{
// 服务器断开连接
client.Shutdown(SocketShutdown.Both);
client.Close();
AppendLog("服务器断开连接");
}
}
catch (Exception ex)
{
AppendLog($"接收数据错误: {ex.Message}");
}
}
public void Send(string message)
{
try
{
byte[] byteData = Encoding.UTF8.GetBytes(message);
_clientSocket.BeginSend(byteData, 0, byteData.Length, 0,
new AsyncCallback(SendCallback), _clientSocket);
}
catch (Exception ex)
{
AppendLog($"发送数据错误: {ex.Message}");
}
}
private void SendCallback(IAsyncResult ar)
{
try
{
Socket client = (Socket)ar.AsyncState;
int bytesSent = client.EndSend(ar);
}
catch (Exception ex)
{
AppendLog($"发送回调错误: {ex.Message}");
}
}
private void AppendLog(string message)
{
if (_logBox.InvokeRequired)
{
_logBox.Invoke(new Action<string>(AppendLog), message);
}
else
{
_logBox.AppendText($"{DateTime.Now}: {message}\n");
}
}
}
四、UI界面整合
4.1 服务端界面代码
public partial class ServerForm : Form
{
private AsyncSocketServer _server;
public ServerForm()
{
InitializeComponent();
}
private void btnStart_Click(object sender, EventArgs e)
{
string ip = txtIP.Text;
int port = int.Parse(txtPort.Text);
_server = new AsyncSocketServer(rtbLog);
_server.Start(ip, port);
}
private void btnSend_Click(object sender, EventArgs e)
{
if (_server != null && !string.IsNullOrEmpty(txtMessage.Text))
{
_server.Broadcast(txtMessage.Text);
rtbLog.AppendText($"{DateTime.Now}: 发送消息: {txtMessage.Text}\n");
txtMessage.Clear();
}
}
}
4.2 客户端界面代码
public partial class ClientForm : Form
{
private AsyncSocketClient _client;
public ClientForm()
{
InitializeComponent();
}
private void btnConnect_Click(object sender, EventArgs e)
{
string ip = txtIP.Text;
int port = int.Parse(txtPort.Text);
_client = new AsyncSocketClient(rtbLog);
_client.Connect(ip, port);
}
private void btnSend_Click(object sender, EventArgs e)
{
if (_client != null && !string.IsNullOrEmpty(txtMessage.Text))
{
_client.Send(txtMessage.Text);
rtbLog.AppendText($"{DateTime.Now}: 发送消息: {txtMessage.Text}\n");
txtMessage.Clear();
}
}
}
五、通讯流程详解
5.1 服务端工作流程
sequenceDiagram
participant UI as 服务端界面
participant Server as 异步服务端
participant Client as 客户端
UI->>Server: 启动服务(IP, Port)
Server->>Server: 创建Socket并绑定
Server->>Server: 开始监听(BeginAccept)
Client->>Server: 连接请求
Server->>Server: 接受连接(BeginAccept回调)
Server->>Client: 确认连接
Server->>Server: 开始接收数据(BeginReceive)
Client->>Server: 发送数据
Server->>Server: 接收数据(BeginReceive回调)
Server->>UI: 显示接收的消息
Server->>Client: 广播消息给所有客户端
5.2 客户端工作流程
sequenceDiagram
participant UI as 客户端界面
participant Client as 异步客户端
participant Server as 服务端
UI->>Client: 连接服务(IP, Port)
Client->>Server: 发起连接(BeginConnect)
Server->>Client: 接受连接
Client->>UI: 显示连接成功
Client->>Client: 开始接收数据(BeginReceive)
UI->>Client: 发送消息
Client->>Server: 发送数据(BeginSend)
Server->>Client: 广播消息
Client->>UI: 显示接收的消息
六、高级功能扩展
6.1 心跳检测机制
// 在服务端StateObject类中添加
public DateTime LastActiveTime { get; set; }
// 修改ReceiveCallback
private void ReceiveCallback(IAsyncResult ar)
{
// ...原有代码...
state.LastActiveTime = DateTime.Now;
// ...原有代码...
}
// 添加心跳检测方法
private void CheckHeartbeat()
{
while (true)
{
Thread.Sleep(30000); // 每30秒检测一次
foreach (Socket client in _clientSockets.ToList())
{
var state = (StateObject)client.AsyncState;
if ((DateTime.Now - state.LastActiveTime).TotalSeconds > 60)
{
// 超时断开
_clientSockets.Remove(client);
client.Shutdown(SocketShutdown.Both);
client.Close();
AppendLog($"客户端 {client.RemoteEndPoint} 心跳超时断开");
}
}
}
}
6.2 消息加密传输
// 添加加密解密方法
private string Encrypt(string plainText)
{
// 使用AES等加密算法
byte[] encryptedBytes = ...;
return Convert.ToBase64String(encryptedBytes);
}
private string Decrypt(string cipherText)
{
// 解密过程
byte[] cipherBytes = Convert.FromBase64String(cipherText);
return Encoding.UTF8.GetString(decryptedBytes);
}
// 修改发送和接收方法
private void ReceiveCallback(IAsyncResult ar)
{
// ...原有代码...
string encryptedContent = Encoding.UTF8.GetString(state.Buffer, 0, bytesRead);
string content = Decrypt(encryptedContent);
// ...原有代码...
}
private void Broadcast(string message)
{
string encryptedMessage = Encrypt(message);
byte[] byteData = Encoding.UTF8.GetBytes(encryptedMessage);
// ...原有代码...
}
七、常见问题解决方案
7.1 跨线程UI更新问题
// 使用Control.Invoke确保线程安全
private void AppendLog(string message)
{
if (_logBox.InvokeRequired)
{
_logBox.Invoke(new Action<string>(AppendLog), message);
}
else
{
_logBox.AppendText($"{DateTime.Now}: {message}\n");
}
}
7.2 Socket异常处理
// 所有Socket操作都应包含try-catch
try
{
// Socket操作代码
}
catch (SocketException se)
{
AppendLog($"Socket异常: {se.SocketErrorCode} - {se.Message}");
}
catch (Exception ex)
{
AppendLog($"错误: {ex.Message}");
}
7.3 资源释放
// 在Form关闭时释放资源
protected override void OnFormClosing(FormClosingEventArgs e)
{
base.OnFormClosing(e);
try
{
if (_server != null)
{
foreach (Socket client in _server.ClientSockets)
{
client.Shutdown(SocketShutdown.Both);
client.Close();
}
_server.ServerSocket.Close();
}
if (_client != null)
{
_client.ClientSocket.Shutdown(SocketShutdown.Both);
_client.ClientSocket.Close();
}
}
catch { }
}
八、性能优化建议
8.1 缓冲区管理
// 使用更大的缓冲区提高性能
public class StateObject
{
public const int BufferSize = 8192; // 8KB缓冲区
// ...其他成员...
}
// 接收数据时调整
client.BeginReceive(state.Buffer, 0, StateObject.BufferSize, SocketFlags.None,
new AsyncCallback(ReceiveCallback), state);
8.2 异步发送队列
// 添加发送队列避免并发问题
private Queue<byte[]> _sendQueue = new Queue<byte[]>();
private bool _isSending = false;
public void Send(string message)
{
byte[] data = Encoding.UTF8.GetBytes(message);
lock (_sendQueue)
{
_sendQueue.Enqueue(data);
if (!_isSending)
{
_isSending = true;
ThreadPool.QueueUserWorkItem(SendNext);
}
}
}
private void SendNext(object state)
{
byte[] data;
lock (_sendQueue)
{
if (_sendQueue.Count == 0)
{
_isSending = false;
return;
}
data = _sendQueue.Dequeue();
}
try
{
_clientSocket.BeginSend(data, 0, data.Length, SocketFlags.None,
new AsyncCallback(SendCallback), null);
}
catch
{
// 处理错误
_isSending = false;
}
}
private void SendCallback(IAsyncResult ar)
{
try
{
_clientSocket.EndSend(ar);
ThreadPool.QueueUserWorkItem(SendNext);
}
catch
{
_isSending = false;
}
}
九、完整项目结构
9.1 项目文件结构
SocketCommunication/
├── Server/
│ ├── ServerForm.cs
│ ├── AsyncSocketServer.cs
│ └── StateObject.cs
├── Client/
│ ├── ClientForm.cs
│ ├── AsyncSocketClient.cs
│ └── StateObject.cs
└── Common/
├── EncryptionHelper.cs
└── Logger.cs
9.2 类关系图
classDiagram
class ServerForm{
+AsyncSocketServer _server
+btnStart_Click()
+btnSend_Click()
}
class AsyncSocketServer{
-Socket _serverSocket
-List~Socket~ _clientSockets
+Start()
-AcceptCallback()
-ReceiveCallback()
-Broadcast()
}
class ClientForm{
+AsyncSocketClient _client
+btnConnect_Click()
+btnSend_Click()
}
class AsyncSocketClient{
-Socket _clientSocket
+Connect()
-ConnectCallback()
-ReceiveCallback()
+Send()
}
class StateObject{
+Socket WorkSocket
+byte[] Buffer
+DateTime LastActiveTime
}
ServerForm --> AsyncSocketServer
ClientForm --> AsyncSocketClient
AsyncSocketServer --> StateObject
AsyncSocketClient --> StateObject
关键实现要点:
- 使用异步模式避免UI阻塞
- 状态对象保持回调上下文
- 跨线程UI更新必须使用Invoke
- 所有Socket操作都需要异常处理
- 合理管理Socket资源生命周期
扩展建议:
- 添加消息协议(如长度前缀)
- 实现断线重连机制
- 增加用户认证功能
- 支持文件传输
- 添加消息历史记录
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