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iOS网络编程笔记——Socket编程

一、什么是Socket通信:

      Socket是网络上的两个程序,通过一个双向的通信连接,实现数据的交换。这个双向连路的一端称为socket。socket通常用来实现客户方和服务方的连接。socket是TCP/IP协议的一个十分流行的编程接口。一个socket由一个IP地址和一个端口号唯一确定。TCP/IP协议的传输层又有两种协议:TCP(传输控制协议)和UDP(用户数据报协议)。TCP是基于连接的,而UDP是无连接的;TCP对系统资源的要求较多,而UDP少;TCP保证数据的正确性而UDP可能丢包;TCP保证数据顺序而UDP不保证。

二、Socket编程:

2.1  服务器端监听某个端口是否有连接请求。服务器端程序处于堵塞状态,直到客户端像服务器端发出连接请求,服务器端接受请求才能向下运行。一旦连接建立起来,通过socket可以获得输入输出流对象。借助于输入输出流对象就可以实现与客户端的通信,最后不要忘记关闭socket和释放一些资源(包括关闭输入/输出流)。

2.2  客户端流程是先指定要通信的服务器IP地址、端口和采用的传输协议(TCP/UDP),向服务器发出连接请求,服务器有应答请求之后,就会建立连接。之后与服务器端一样。

三、 iOS网络编程的层次结构:

(1)Foundation:提供了 NSStream,Bonjour,GameKit,基于Core Foundation框架实现。

(2)Core Foundation:提供了CFStream,CFNetServices,面向C语言实现。

(3)BSD Socket :面向C实现,完全使用C编写。

四、实例:NSStream&CFStream实现TCP Socket服务器端

#import <CoreFoundation/CoreFoundation.h>
#include <sys/socket.h>
#include <netinet/in.h>

#define PORT 8080

void AcceptCallBack(CFSocketRef, CFSocketCallBackType, CFDataRef, const void *, void *);

void WriteStreamClientCallBack(CFWriteStreamRef stream, CFStreamEventType eventType, void *);

void ReadStreamClientCallBack (CFReadStreamRef stream, CFStreamEventType eventType,void *);

int main(int argc, const char * argv[])
{
    /* 定义一个Server Socket引用 */
    CFSocketRef sserver;

    /* 创建socket context */
    CFSocketContext CTX = { 0, NULL, NULL, NULL, NULL };
    
    /* 创建server socket  TCP IPv4 设置回调函数 */
    sserver = CFSocketCreate(NULL, PF_INET, SOCK_STREAM, IPPROTO_TCP,
                             kCFSocketAcceptCallBack, (CFSocketCallBack)AcceptCallBack, &CTX);
    if (sserver == NULL)
        return -1;
    
    
    /* 设置是否重新绑定标志 */
    int yes = 1;    
    /* 设置socket属性 SOL_SOCKET是设置tcp SO_REUSEADDR是重新绑定,yes 是否重新绑定*/
    setsockopt(CFSocketGetNative(sserver), SOL_SOCKET, SO_REUSEADDR,
               (void *)&yes, sizeof(yes));
    
    /* 设置端口和地址 */
    struct sockaddr_in addr;
    memset(&addr, 0, sizeof(addr));             //memset函数对指定的地址进行内存拷贝
    addr.sin_len = sizeof(addr);
    addr.sin_family = AF_INET;                  //AF_INET是设置 IPv4
    addr.sin_port = htons(PORT);                //htons函数 无符号短整型数转换成“网络字节序”
    addr.sin_addr.s_addr = htonl(INADDR_ANY);   //INADDR_ANY有内核分配,htonl函数 无符号长整型数转换成“网络字节序”
        
    /* 从指定字节缓冲区复制,一个不可变的CFData对象*/
    CFDataRef address = CFDataCreate(kCFAllocatorDefault, (UInt8*)&addr, sizeof(addr));
    
    /* 设置Socket*/
    if (CFSocketSetAddress(sserver, (CFDataRef)address) != kCFSocketSuccess) {
        fprintf(stderr, "Socket绑定失败\n");
        CFRelease(sserver);
        return -1;
    }
    
    /* 创建一个Run Loop Socket源 */
    CFRunLoopSourceRef sourceRef = CFSocketCreateRunLoopSource(kCFAllocatorDefault, sserver, 0);
    /* Socket源添加到Run Loop中 */
    CFRunLoopAddSource(CFRunLoopGetCurrent(), sourceRef, kCFRunLoopCommonModes);
    CFRelease(sourceRef);
    
    printf("Socket listening on port %d\n", PORT);
    /* 运行Loop */
    CFRunLoopRun();
    
    
}

/* 接收客户端请求后,回调函数  */
void AcceptCallBack(
                    CFSocketRef socket,
                    CFSocketCallBackType type,
                    CFDataRef address,
                    const void *data,
                    void *info)
{
    CFReadStreamRef readStream = NULL;
    CFWriteStreamRef writeStream = NULL;
    
    /* data 参数涵义是,如果是kCFSocketAcceptCallBack类型,data是CFSocketNativeHandle类型的指针 */
    CFSocketNativeHandle sock = *(CFSocketNativeHandle *) data;
    
    /* 创建读写Socket流 */
    CFStreamCreatePairWithSocket(kCFAllocatorDefault, sock,
                                 &readStream, &writeStream);
    
    if (!readStream || !writeStream) {
        close(sock);
        fprintf(stderr, "CFStreamCreatePairWithSocket() 失败\n");
        return;
    }
    
    CFStreamClientContext streamCtxt = {0, NULL, NULL, NULL, NULL};
    // 注册两种回调函数
    CFReadStreamSetClient(readStream, kCFStreamEventHasBytesAvailable, ReadStreamClientCallBack, &streamCtxt);
    CFWriteStreamSetClient(writeStream, kCFStreamEventCanAcceptBytes, WriteStreamClientCallBack, &streamCtxt);
    
    //加入到循环当中
    CFReadStreamScheduleWithRunLoop(readStream, CFRunLoopGetCurrent(),kCFRunLoopCommonModes);
    CFWriteStreamScheduleWithRunLoop(writeStream, CFRunLoopGetCurrent(),kCFRunLoopCommonModes);
    
    CFReadStreamOpen(readStream);
    CFWriteStreamOpen(writeStream);
    
}

/* 读取流操作 客户端有数据过来时候调用 */
void ReadStreamClientCallBack(CFReadStreamRef stream, CFStreamEventType eventType, void* clientCallBackInfo){
    
    UInt8 buff[255];
    CFReadStreamRef inputStream = stream;
    
    if(NULL != inputStream)
    {        
        CFReadStreamRead(stream, buff, 255);        
        printf("接受到数据:%s\n",buff);        
        CFReadStreamClose(inputStream);
        CFReadStreamUnscheduleFromRunLoop(inputStream, CFRunLoopGetCurrent(),kCFRunLoopCommonModes);
        inputStream = NULL;
    }
}

/* 写入流操作 客户端在读取数据时候调用 */
void WriteStreamClientCallBack(CFWriteStreamRef stream, CFStreamEventType eventType, void* clientCallBackInfo)
{
    CFWriteStreamRef    outputStream = stream;
    //输出
    UInt8 buff[] = "Hello Client!";
    if(NULL != outputStream)
    {
        CFWriteStreamWrite(outputStream, buff, strlen((const char*)buff)+1);
        //关闭输出流
        CFWriteStreamClose(outputStream);
        CFWriteStreamUnscheduleFromRunLoop(outputStream, CFRunLoopGetCurrent(),kCFRunLoopCommonModes);
        outputStream = NULL;
    }
}

NSStream&CFSteam实现TCP Socket客户端

#import "ViewController.h"

@interface ViewController ()

@end

@implementation ViewController

- (void)viewDidLoad
{
    [super viewDidLoad];
}

- (void)didReceiveMemoryWarning
{
    [super didReceiveMemoryWarning];
}

- (void)initNetworkCommunication
{
    
    CFReadStreamRef readStream;
    CFWriteStreamRef writeStream;
    CFStreamCreatePairWithSocketToHost(NULL, (CFStringRef)@"192.168.1.112", PORT, &readStream, &writeStream);
    
    _inputStream = (__bridge_transfer NSInputStream *)readStream;
    _outputStream = (__bridge_transfer NSOutputStream
                     *)writeStream;
    [_inputStream setDelegate:self];
    [_outputStream setDelegate:self];
    [_inputStream scheduleInRunLoop:[NSRunLoop currentRunLoop]
                            forMode:NSDefaultRunLoopMode];
    [_outputStream scheduleInRunLoop:[NSRunLoop currentRunLoop]
                             forMode:NSDefaultRunLoopMode];
    [_inputStream open];
    [_outputStream open];
    
}
-(void)close
{
    [_outputStream close];
    [_outputStream removeFromRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
    [_outputStream setDelegate:nil];
    [_inputStream close];
    [_inputStream removeFromRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
    [_inputStream setDelegate:nil];
}

- (IBAction)sendData:(id)sender {
    flag = 0;
    [self initNetworkCommunication];
    
}

- (IBAction)receiveData:(id)sender {
    flag = 1;
    [self initNetworkCommunication];
    
}


-(void)stream:(NSStream *)theStream handleEvent:(NSStreamEvent)streamEvent {
    NSString *event;
    switch (streamEvent) {
        case NSStreamEventNone:
            event = @"NSStreamEventNone";
            break;
        case NSStreamEventOpenCompleted:
            event = @"NSStreamEventOpenCompleted";
            break;
        case NSStreamEventHasBytesAvailable:
            event = @"NSStreamEventHasBytesAvailable";
            if (flag ==1 && theStream == _inputStream) {
                NSMutableData *input = [[NSMutableData alloc] init];
                uint8_t buffer[1024];
                NSInteger len;
                while([_inputStream hasBytesAvailable])
                {
                    len = [_inputStream read:buffer maxLength:sizeof(buffer)];
                    if (len > 0)
                    {
                        [input appendBytes:buffer length:len];
                    }
                }
                NSString *resultstring = [[NSString alloc] initWithData:input encoding:NSUTF8StringEncoding];
                NSLog(@"接收:%@",resultstring);
                _message.text = resultstring;
            }
            break;
        case NSStreamEventHasSpaceAvailable:
            event = @"NSStreamEventHasSpaceAvailable";
            if (flag ==0 && theStream == _outputStream) {
                //输出
                UInt8 buff[] = "Hello Server!";
                [_outputStream write:buff maxLength: strlen((const char*)buff)+1];
                 //必须关闭输出流否则,服务器端一直读取不会停止,
                _tipMessage.text = @"发送成功!";
                [_outputStream close];
            }
            break;
        case NSStreamEventErrorOccurred:
            event = @"NSStreamEventErrorOccurred";
            [self close];
            break;
        case NSStreamEventEndEncountered:
            event = @"NSStreamEventEndEncountered";
            NSLog(@"Error:%ld:%@",[[theStream streamError] code], [[theStream streamError] localizedDescription]);
            break;
        default:
            [self close];
            event = @"Unknown";
            break;
    }
    NSLog(@"event------%@",event);
}

      实际上,socket编程是一种网络编程的标准,客户端和服务器端可以不受编程语言的限制完全自由的通信。客户端可以是oc编写的iOS程序,服务端可以是java编写的程序,通信双方定义好数据交互格式就可以了。

五、最后说一下Socket连接与http连接

    由于通常情况下Socket连接就是TCP连接,因此Socket连接一旦建立,通信双方即可开始相互发送数据内容,直到双方连接断开。但在实际网络应用中,客户端到服务器之间的通信往往需要穿越多个中间节点,例如路由器、网关、防火墙等,大部分防火墙默认会关闭长时间处于非活跃状态的连接而导致Socket 连接断连,因此需要通过轮询告诉网络,该连接处于活跃状态。

    而HTTP连接使用的是“请求—响应”的方式,不仅在请求时需要先建立连接,而且需要客户端向服务器发出请求后,服务器端才能回复数据。很多情况下,需要服务器端主动向客户端推送数据,保持客户端与服务器数据的实时与同步。此时若双方建立的是Socket连接,服务器就可以直接将数据传送给客户端;若双方建立的是HTTP连接,则服务器需要等到客户端发送一次请求后才能将数据传回给客户端,因此,客户端定时向服务器端发送连接请求,不仅可以保持在线,同时也是在“询问”服务器是否有新的数据,如果有就将数据传给客户端。

注:源码参考自《iOS网络编程与云端应用最佳实践》

 

iOS网络编程笔记——Socket编程