Socket.Listen(int backlog)可以指定等待连接的队列长度,根据操作系统的不同,backlog 参数被限制为不同的值。您可以指定更大的值,但 backlog 将受操作系统的限制。默认是系统允许的最大值MaxConnections
另外,用异步处理,多半是每个连接独立线程,线程那么多,也会影响效率
就好像在搞DDOS攻击

解决方案 »

  1.   


    我指定的backlog是1w, 不小了吧? 我用的异步, 但是只用一个线程(底层怎么实现的我就不知道了)是不是accept的太慢了, 导致连接被挂起来了?
      

  2.   

    代码来喽! 我也是下别人的
     /// <summary>
        /// 基于SocketAsyncEventArgs 实现 IOCP 服务器
        /// </summary>
        internal sealed class IoServer
        {
            /// <summary>
            /// 监听Socket,用于接受客户端的连接请求
            /// </summary>
            private Socket listenSocket;        /// <summary>
            /// 用于服务器执行的互斥同步对象
            /// </summary>
            private static Mutex mutex = new Mutex();        /// <summary>
            /// 用于每个I/O Socket操作的缓冲区大小
            /// </summary>
            private Int32 bufferSize;        /// <summary>
            /// 服务器上连接的客户端总数
            /// </summary>
            private Int32 numConnectedSockets;        /// <summary>
            /// 服务器能接受的最大连接数量
            /// </summary>
            private Int32 numConnections;        /// <summary>
            /// 完成端口上进行投递所用的IoContext对象池
            /// </summary>
            private IoContextPool ioContextPool;        public MainForm mainForm;        /// <summary>
            /// 构造函数,建立一个未初始化的服务器实例
            /// </summary>
            /// <param name="numConnections">服务器的最大连接数据</param>
            /// <param name="bufferSize"></param>
            internal IoServer(Int32 numConnections, Int32 bufferSize)
            {
                this.numConnectedSockets = 0;
                this.numConnections = numConnections;
                this.bufferSize = bufferSize;            this.ioContextPool = new IoContextPool(numConnections);            // 为IoContextPool预分配SocketAsyncEventArgs对象
                for (Int32 i = 0; i < this.numConnections; i++)
                {
                    SocketAsyncEventArgs ioContext = new SocketAsyncEventArgs();
                    ioContext.Completed += new EventHandler<SocketAsyncEventArgs>(OnIOCompleted);
                    ioContext.SetBuffer(new Byte[this.bufferSize], 0, this.bufferSize);                // 将预分配的对象加入SocketAsyncEventArgs对象池中
                    this.ioContextPool.Add(ioContext);
                }
            }        /// <summary>
            /// 当Socket上的发送或接收请求被完成时,调用此函数
            /// </summary>
            /// <param name="sender">激发事件的对象</param>
            /// <param name="e">与发送或接收完成操作相关联的SocketAsyncEventArg对象</param>
            private void OnIOCompleted(object sender, SocketAsyncEventArgs e)
            {
                // Determine which type of operation just completed and call the associated handler.
                switch (e.LastOperation)
                {
                    case SocketAsyncOperation.Receive:
                        this.ProcessReceive(e);
                        break;
                    case SocketAsyncOperation.Send:
                        this.ProcessSend(e);
                        break;
                    default:
                        throw new ArgumentException("The last operation completed on the socket was not a receive or send");
                }
            }        /// <summary>
            ///接收完成时处理函数
            /// </summary>
            /// <param name="e">与接收完成操作相关联的SocketAsyncEventArg对象</param>
            private void ProcessReceive(SocketAsyncEventArgs e)
            {
                // 检查远程主机是否关闭连接
                if (e.BytesTransferred > 0)
                {
                    if (e.SocketError == SocketError.Success)
                    {
                        Socket s = (Socket)e.UserToken;
                        //判断所有需接收的数据是否已经完成
                        if (s.Available == 0)
                        {
                            byte[] buffer = new byte[e.BytesTransferred];
                            Array.Copy(e.Buffer, buffer, e.BytesTransferred);
                            string str = Encoding.ASCII.GetString(buffer);                        MainForm.lBps += str.Length;                        // 设置发送数据
                            Array.Copy(e.Buffer, 0, e.Buffer, e.BytesTransferred, e.BytesTransferred);
                            e.SetBuffer(e.Offset, e.BytesTransferred * 2);
                            if (!s.SendAsync(e))        //投递发送请求,这个函数有可能同步发送出去,这时返回false,并且不会引发SocketAsyncEventArgs.Completed事件
                            {
                                // 同步发送时处理发送完成事件
                                this.ProcessSend(e);
                            }
                        }
                        else if (!s.ReceiveAsync(e))    //为接收下一段数据,投递接收请求,这个函数有可能同步完成,这时返回false,并且不会引发SocketAsyncEventArgs.Completed事件
                        {
                            // 同步接收时处理接收完成事件
                            this.ProcessReceive(e);
                        }
                    }
                    else
                    {
                        this.ProcessError(e);
                    }
                }
                else
                {
                    this.CloseClientSocket(e);
                }
            }        /// <summary>
            /// 发送完成时处理函数
            /// </summary>
            /// <param name="e">与发送完成操作相关联的SocketAsyncEventArg对象</param>
            private void ProcessSend(SocketAsyncEventArgs e)
            {
                if (e.SocketError == SocketError.Success)
                {
                    Socket s = (Socket)e.UserToken;                //接收时根据接收的字节数收缩了缓冲区的大小,因此投递接收请求时,恢复缓冲区大小
                    e.SetBuffer(0, bufferSize);
                    if (!s.ReceiveAsync(e))     //投递接收请求
                    {
                        // 同步接收时处理接收完成事件
                        this.ProcessReceive(e);
                    }
                }
                else
                {
                    this.ProcessError(e);
                }
            }        /// <summary>
            /// 处理socket错误
            /// </summary>
            /// <param name="e"></param>
            private void ProcessError(SocketAsyncEventArgs e)
            {
                Socket s = e.UserToken as Socket;
                IPEndPoint localEp = s.LocalEndPoint as IPEndPoint;            this.CloseClientSocket(s, e);            string outStr = String.Format("套接字错误 {0}, IP {1}, 操作 {2}。", (Int32)e.SocketError, localEp, e.LastOperation);
                mainForm.Invoke(mainForm.setlistboxcallback, outStr);
                //Console.WriteLine("Socket error {0} on endpoint {1} during {2}.", (Int32)e.SocketError, localEp, e.LastOperation);
            }        /// <summary>
            /// 关闭socket连接
            /// </summary>
            /// <param name="e">SocketAsyncEventArg associated with the completed send/receive operation.</param>
            private void CloseClientSocket(SocketAsyncEventArgs e)
            {
                Socket s = e.UserToken as Socket;
                this.CloseClientSocket(s, e);
            }        private void CloseClientSocket(Socket s, SocketAsyncEventArgs e)
            {
                Interlocked.Decrement(ref this.numConnectedSockets);            // SocketAsyncEventArg 对象被释放,压入可重用队列。
                this.ioContextPool.Push(e);            
                string outStr = String.Format("客户 {0} 断开, 共有 {1} 个连接。", s.RemoteEndPoint.ToString(), this.numConnectedSockets);
                mainForm.Invoke(mainForm.setlistboxcallback, outStr);            
                //Console.WriteLine("A client has been disconnected from the server. There are {0} clients connected to the server", this.numConnectedSockets);
                try
                {
                    s.Shutdown(SocketShutdown.Send);
                }
                catch (Exception)
                {
                    // Throw if client has closed, so it is not necessary to catch.
                }
                finally
                {
                    s.Close();
                }
            }
      

  3.   



            /// <summary>
            /// accept 操作完成时回调函数
            /// </summary>
            /// <param name="sender">Object who raised the event.</param>
            /// <param name="e">SocketAsyncEventArg associated with the completed accept operation.</param>
            private void OnAcceptCompleted(object sender, SocketAsyncEventArgs e)
            {
                this.ProcessAccept(e);
            }        /// <summary>
            /// 监听Socket接受处理
            /// </summary>
            /// <param name="e">SocketAsyncEventArg associated with the completed accept operation.</param>
            private void ProcessAccept(SocketAsyncEventArgs e)
            {
                Socket s = e.AcceptSocket;
                if (s.Connected)
                {
                    try
                    {
                        SocketAsyncEventArgs ioContext = this.ioContextPool.Pop();
                        if (ioContext != null)
                        {
                            // 从接受的客户端连接中取数据配置ioContext
                            ++MainForm.lAll;                        ioContext.UserToken = s;
                            Interlocked.Increment(ref MainForm.lCount);
                            Interlocked.Increment(ref this.numConnectedSockets);
                            //string outStr = String.Format("客户 {0} 连入, 共有 {1} 个连接。",  s.RemoteEndPoint.ToString(),this.numConnectedSockets);
                            //mainForm.Invoke(mainForm.setlistboxcallback,outStr);
                            //Console.WriteLine("Client connection accepted. There are {0} clients connected to the server",
                                //this.numConnectedSockets);                        if (!s.ReceiveAsync(ioContext))
                            {
                                this.ProcessReceive(ioContext);
                            }
                        }
                        else        //已经达到最大客户连接数量,在这接受连接,发送“连接已经达到最大数”,然后断开连接
                        {
                            s.Send(Encoding.Default.GetBytes("连接已经达到最大数!"));
                            string outStr = String.Format("连接已满,拒绝 {0} 的连接。", s.RemoteEndPoint);
                            mainForm.Invoke(mainForm.setlistboxcallback, outStr);
                            s.Close();
                       }
                    }
                    catch (SocketException ex)
                    {
                        Socket token = e.UserToken as Socket;
                        string outStr = String.Format("接收客户 {0} 数据出错, 异常信息: {1} 。", token.RemoteEndPoint, ex.ToString());
                        mainForm.Invoke(mainForm.setlistboxcallback, outStr);
                        //Console.WriteLine("Error when processing data received from {0}:\r\n{1}", token.RemoteEndPoint, ex.ToString());
                    }
                    catch (Exception ex)
                    {
                        mainForm.Invoke(mainForm.setlistboxcallback, "异常:" + ex.ToString());
                    }
                    // 投递下一个接受请求
                    this.StartAccept(e);
                }
            }        /// <summary>
            /// 从客户端开始接受一个连接操作
            /// </summary>
            /// <param name="acceptEventArg">The context object to use when issuing 
            /// the accept operation on the server's listening socket.</param>
            private void StartAccept(SocketAsyncEventArgs acceptEventArg)
            {
                if (acceptEventArg == null)
                {
                    acceptEventArg = new SocketAsyncEventArgs();
                    acceptEventArg.Completed += new EventHandler<SocketAsyncEventArgs>(OnAcceptCompleted);
                }
                else
                {
                    // 重用前进行对象清理
                    acceptEventArg.AcceptSocket = null;
                }            if (!this.listenSocket.AcceptAsync(acceptEventArg))
                {
                    this.ProcessAccept(acceptEventArg);
                }
            }        /// <summary>
            /// 启动服务,开始监听
            /// </summary>
            /// <param name="port">Port where the server will listen for connection requests.</param>
            internal void Start(Int32 port)
            {
                // 获得主机相关信息
                IPAddress[] addressList = Dns.GetHostEntry(Environment.MachineName).AddressList;
                IPEndPoint localEndPoint = new IPEndPoint(IPAddress.Parse("192.168.0.253"), 55001);//addressList[addressList.Length - 1], port);            // 创建监听socket
                this.listenSocket = new Socket(localEndPoint.AddressFamily, SocketType.Stream, ProtocolType.Tcp);
                this.listenSocket.ReceiveBufferSize = this.bufferSize;
                this.listenSocket.SendBufferSize = this.bufferSize;            this.listenSocket.Bind(localEndPoint);            // 开始监听
                this.listenSocket.Listen(this.numConnections);            // 在监听Socket上投递一个接受请求。
                this.StartAccept(null);            // Blocks the current thread to receive incoming messages.
                mutex.WaitOne();
            }        /// <summary>
            /// 停止服务
            /// </summary>
            internal void Stop()
            {
                this.listenSocket.Close();
                mutex.ReleaseMutex();
            }    } /// <summary>
        /// 与每个客户Socket相关联,进行Send和Receive投递时所需要的参数
        /// </summary>
        internal sealed class IoContextPool
        {
            List<SocketAsyncEventArgs> pool;        //为每一个Socket客户端分配一个SocketAsyncEventArgs,用一个List管理,在程序启动时建立。
            Int32 capacity;                         //pool对象池的容量
            Int32 boundary;                         //已分配和未分配对象的边界,大的是已经分配的,小的是未分配的        internal IoContextPool(Int32 capacity)
            {
                this.pool = new List<SocketAsyncEventArgs>(capacity);
                this.boundary = 0;
                this.capacity = capacity;
            }        /// <summary>
            /// 往pool对象池中增加新建立的对象,因为这个程序在启动时会建立好所有对象,
            /// 故这个方法只在初始化时会被调用,因此,没有加锁。
            /// </summary>
            /// <param name="arg"></param>
            /// <returns></returns>
            internal bool Add(SocketAsyncEventArgs arg)
            {
                if (arg != null && pool.Count < capacity)
                {
                    pool.Add(arg);
                    boundary++;
                    return true;
                }
                else
                    return false;
            }        /// <summary>
            /// 取出集合中指定对象,内部使用
            /// </summary>
            /// <param name="index"></param>
            /// <returns></returns>
            //internal SocketAsyncEventArgs Get(int index)
            //{
            //    if (index >= 0 && index < capacity)
            //        return pool[index];
            //    else
            //        return null;
            //}        /// <summary>
            /// 从对象池中取出一个对象,交给一个socket来进行投递请求操作
            /// </summary>
            /// <returns></returns>
            internal SocketAsyncEventArgs Pop()
            {
                lock (this.pool)
                {
                    if (boundary > 0)
                    {
                        --boundary;
                        return pool[boundary];
                    }
                    else
                        return null;
                }
            }        /// <summary>
            /// 一个socket客户断开,与其相关的IoContext被释放,重新投入Pool中,备用。
            /// </summary>
            /// <param name="arg"></param>
            /// <returns></returns>
            internal bool Push(SocketAsyncEventArgs arg)
            {
                if (arg != null)
                {
                    lock (this.pool)
                    {
                        int index = this.pool.IndexOf(arg, boundary);  //找出被断开的客户,此处一定能查到,因此index不可能为-1,必定要大于0。
                        if (index == boundary)         //正好是边界元素
                            boundary++;
                        else
                        {
                            this.pool[index] = this.pool[boundary];     //将断开客户移到边界上,边界右移
                            this.pool[boundary++] = arg;
                        }
                    }
                    return true;
                }
                else
                    return false;
            }
        }private IoServer iocp = new IoServer(10000, 10240);
    iocp.Start(55001);
      

  4.   

    private IoServer iocp = new IoServer(10000, 10240);
    你的缓冲区设太小了,调大一些试试看。
    private IoServer iocp = new IoServer(10000, 1024*1024);
      

  5.   

    前段时间研究了一下,卡在了双工通信的发送操作上,我想设置两个异步操作池,一个用于接收,一个用于发送,但发现不好实现数据发送的功能,感觉要先做一个发送缓冲队列,要发送的数据压入这个队列(主要是发送操作的buffer大小是固定的,但发送的数据可能会超过这个大小,需要手动分拆,这块我没法写出优雅的代码,感觉很乱),不知有没有高人指点一二?
      

  6.   

    我模拟的客户端有读数据库, 我邮箱:[email protected]
      

  7.   

    我用的就是MSDN上的示例代码,BTW,你那段代码其实也是MSDN的示例。有数据库读取的话,怀疑还是缓冲区不够,导致服务端来不及处理。
      

  8.   


    var socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
    socket.Bind(new IPEndPoint(IPAddress.Any, int.Parse(txt_port.Text)));
    socket.Listen(10000);
    socket.BeginAccept(new AsyncCallback(ClientAccepted), socket);
     public void ClientAccepted(IAsyncResult ar)
     {
                var socket = ar.AsyncState as Socket;
     }
    我这连接1W个 没什么问题..