html5的websocket怎么建立udp连接

html5的websocket怎么建立udp连接,第1张

目前还是不支持udp。想用udp,可以使用flash.

UDP目前还未正式发布。

一个UDP的例子:

// This example shows a simple implementation of UPnP-SSDP M-SEARCH discovery using a multicast UDPSocket

var address = '239.255.255.250',

port = '1900',

serviceType = 'upnp:rootdevice',

rn = 'rn',

search = ''

// Create a new UDP client socket

var mySocket = new UDPSocket()

// Build an SSDP M-SEARCH multicast message

search += 'M-SEARCH * HTTP/1.1' + rn

search += 'ST: ' + serviceType + rn

search += 'MAN: "ssdp:discover"' + rn

search += 'HOST: ' + address + ':' + port + rn

search += 'MX: 10'

// Receive and log SSDP M-SEARCH response messages

function receiveMSearchResponses() { // While data in buffer, read and log UDP message

while (mySocket.readable.state === "readable") {

var msg = mySocket.readable.read()

console.log ('Remote address: ' + msg.remoteAddress +

' Remote port: ' + msg.remotePort +

'Message: ' + ab2str(msg.data))

// ArrayBuffer to string conversion could also be done by piping

// through a transform stream. To be updated when the Streams API

// specification has been stabilized on this point.

}

// Wait for SSDP M-SEARCH responses to arrive

mySocket.readable.wait().then(

receiveMSearchResponses,

e =>console.error("Receiving error: ", e)

)

}

// Join SSDP multicast group

mySocket.joinMulticast(address)

// Send SSDP M-SEARCH multicast message

mySocket.writeable.write(

{data : str2ab(search),

remoteAddress : address,

remotePort : port

}).then(

() =>{

// Data sent sucessfully, wait for response

console.log('M-SEARCH Sent')

receiveMSearchResponses()

},

e =>console.error("Sending error: ", e)

)

// Log result of UDP socket setup.

mySocket.opened.then(

() =>{

console.log("UDP socket created sucessfully")

},

e =>console.error("UDP socket setup failed due to error: ", e)

)

// Handle UDP socket closed, either as a result of the application

// calling mySocket.close() or an error causing the socket to be

closed.

mySocket.closed.then(

() =>{

console.log("Socket has been cleanly closed")

},

e =>console.error("Socket closed due to error: ", e)

)

相比UDP,TCP的示例代码显得简单一些

//

// This example shows a simple TCP echo client.

// The client will send "Hello World" to the server on port **9 and log

// what has been received from the server.

//

// Create a new TCP client socket and connect to remote host

var mySocket = new TCPSocket("127.0.0.1", **9)

// Send data to server

mySocket.writeable.write("Hello World").then(

() =>{

// Data sent sucessfully, wait for response

console.log("Data has been sent to server")

mySocket.readable.wait().then(

() =>{

// Data in buffer, read it

console.log("Data received from server:" + mySocket.readable.read())

// Close the TCP connection

mySocket.close()

},

e =>console.error("Receiving error: ", e)

)

},

e =>console.error("Sending error: ", e)

)

// Signal that we won't be writing any more and can close the write half of the connection.

mySocket.halfClose()

// Log result of TCP connection attempt.

mySocket.opened.then(

() =>{

console.log("TCP connection established sucessfully")

},

e =>console.error("TCP connection setup failed due to error: ", e)

)

// Handle TCP connection closed, either as a result of the application

// calling mySocket.close() or the other side closed the TCP

// connection or an error causing the TCP connection to be closed.

mySocket.closed.then(

() =>{

console.log("TCP socket has been cleanly closed")

},

e =>console.error("TCP socket closed due to error: ", e)

)

HTML5好

优点

网络标准

HTML5本身是由W3C推荐出来的,它的开发是通过谷歌、苹果,诺基亚、中国移动等几百家公司一起酝酿的技术,这个技术最大的好处在于它是一个公开的技术。换句话说,每一个公开的标准都可以根据W3C的资料库找寻根源。另一方面,W3C通过的HTML5标准也就意味着每一个浏览器或每一个平台都会去实现。

多设备跨平台

用HTML5的优点主要在于,这个技术可以进行跨平台的使用。比如你开发了一款HTML5的游戏,你可以很轻易地移植到UC的开放平台、Opera的游戏中心、Facebook应用平台,甚至可以通过封装的技术发放到App Store或Google Play上,所以它的跨平台性非常强大,这也是大多数人对HTML5有兴趣的主要原因。

自适应网页设计

很早就有人设想,能不能“一次设计,普遍适用”,让同一张网页自动适应不同大小的屏幕,根据屏幕宽度,自动调整布局(layout)。

lass Program

{

static List<AppSession>_sessions = new List<AppSession>()

static void Main(string[] args)

{

Console.WriteLine("Press any key to start the server!")

Console.ReadKey()

Console.WriteLine()

var appServer = new AppServer()

/*

name: 服务器实例的名称

serverType: 服务器实例的类型的完整名称

serverTypeName: 所选用的服务器类型在 serverTypes 节点的名字,配置节点 serverTypes 用于定义所有可用的服务器类型,我们将在后面再做详细介绍

ip: 服务器监听的ip地址。你可以设置具体的地址,也可以设置为下面的值 Any - 所有的IPv4地址 IPv6Any - 所有的IPv6地址

port: 服务器监听的端口

listenBacklog: 监听队列的大小

mode: Socket服务器运行的模式, Tcp (默认) 或者 Udp

disabled: 服务器实例是否禁用了

startupOrder: 服务器实例启动顺序, bootstrap 将按照此值的顺序来启动多个服务器实例

sendTimeOut: 发送数据超时时间

sendingQueueSize: 发送队列最大长度, 默认值为5

maxConnectionNumber: 可允许连接的最大连接数

receiveBufferSize: 接收缓冲区大小

sendBufferSize: 发送缓冲区大小

syncSend: 是否启用同步发送模式, 默认值: false

logCommand: 是否记录命令执行的记录

logBasicSessionActivity: 是否记录session的基本活动,如连接和断开

clearIdleSession: true 或 false, 是否定时清空空闲会话,默认值是 false

clearIdleSessionInterval: 清空空闲会话的时间间隔, 默认值是120, 单位为秒

idleSessionTimeOut: 会话空闲超时时间当此会话空闲时间超过此值,同时clearIdleSession被配置成true时,此会话将会被关闭默认值为300,单位为秒

security: Empty, Tls, Ssl3. Socket服务器所采用的传输层加密协议,默认值为空

maxRequestLength: 最大允许的请求长度,默认值为1024

textEncoding: 文本的默认编码,默认值是 ASCII

defaultCulture: 此服务器实例的默认 thread culture, 只在.Net 4.5中可用而且在隔离级别为 'None' 时无效

disableSessionSnapshot: 是否禁用会话快照, 默认值为 false.

sessionSnapshotInterval: 会话快照时间间隔, 默认值是 5, 单位为秒

keepAliveTime: 网络连接正常情况下的keep alive数据的发送间隔, 默认值为 600, 单位为秒

keepAliveInterval: Keep alive失败之后, keep alive探测包的发送间隔,默认值为 60, 单位为秒

*/

var serverConfig = new ServerConfig

{

Port = 4141, //set the listening port

Ip = "Any",

Name = "XHS_Server",

//Other configuration options

Mode = SocketMode.Tcp,

MaxConnectionNumber = 100,

IdleSessionTimeOut = 600,

TextEncoding = "UTF-8",

SyncSend = true,

SendBufferSize = 1024,

ReceiveBufferSize = 1024,

LogBasicSessionActivity = true,

LogAllSocketException = true,

KeepAliveTime = 300

}

serverConfig.SyncSend = true


欢迎分享,转载请注明来源:内存溢出

原文地址: http://outofmemory.cn/zaji/7172436.html

(0)
打赏 微信扫一扫 微信扫一扫 支付宝扫一扫 支付宝扫一扫
上一篇 2023-04-02
下一篇 2023-04-02

发表评论

登录后才能评论

评论列表(0条)

保存