c# sockets networking uwp udp

c# - Rendimiento de rendimiento UDP pobre utilizando las API UWP DatagramSocket y Socket



sockets networking (0)

Tengo un código de cliente y servidor C # .NET UDP básico y estoy tratando de portarlo a UWP. Para UWP, experimenté con DatagramSocket y la clase Socket regular. Veo casi un 40% de caída de paquetes en los paquetes UDP entrantes en el servidor UWP usando la clase DatagramSocket. Si uso Sockets UWP, veo la pérdida de paquetes de alrededor del 70%. El antiguo código .NET muestra 0% de pérdida de paquete.

Estoy pensando que tal vez no estoy usando las API de UWP correctamente y, por lo tanto, estoy obteniendo un bajo rendimiento. ¿Podría alguien guiarme sobre cómo mejorar el rendimiento del servidor UWP?

En este momento, todas las pruebas se realizan usando loop-back. UWP no permite el retorno de bucle por defecto, por lo que me siguen las instrucciones mencionadas aquí para habilitar el bucle de retorno.

El servidor escucha el paquete en el puerto 50000 y el código del Cliente envía paquetes de alrededor de 60 bytes al servidor desde 50001.

El código de cliente de C # .NET está a continuación:

try { byte[] buffer = new byte[1024]; IPEndPoint localEP = new IPEndPoint(IPAddress.Any, 50001); IPAddress remoteIp = System.Net.IPAddress.Parse("127.0.0.1"); IPEndPoint remoteEP = new IPEndPoint(remoteIp, 50000); Socket sender = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp); try { sender.Bind(localEP); for(int i = 0; i < 10000; i++) { //Thread.Sleep(1); // Encode the data string into a byte array. string ClientReq = "Client Request:: " + i.ToString() + " "+ Guid.NewGuid().ToString(); byte[] msg = Encoding.ASCII.GetBytes(ClientReq); // Send the data through the socket. int sentBytes = sender.SendTo(msg, remoteEP); Console.WriteLine("{0}::{1} Client Request ({2} bytes):: {3}.", remoteEP.Address.ToString(), remoteEP.Port.ToString(), sentBytes, ClientReq ); } // Release the socket. sender.Close(); //Console.ReadKey(); } catch(ArgumentNullException ane) { Console.WriteLine("ArgumentNullException : {0}", ane.ToString()); } catch(SocketException se) { Console.WriteLine("SocketException : {0}", se.ToString()); } catch(Exception e) { Console.WriteLine("Unexpected exception : {0}", e.ToString()); } } catch(Exception e) { Console.WriteLine(e.ToString()); }

C # .NET Server Code:

byte[] buffer = new Byte[1024]; IPAddress LocalIp = IPAddress.Any; //System.Net.IPAddress.Parse("127.0.0.1"); IPEndPoint localEndPoint = new IPEndPoint(LocalIp, 50000); // Create a UDP/IP socket. Socket listener = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp ); // Bind the socket to the local endpoint and // listen for incoming connections. try { listener.Bind(localEndPoint); Console.WriteLine("Bind Complete"); int messagesReceived = 0; while(true) { EndPoint receiveEP = new IPEndPoint(IPAddress.Any, 0); int receivedBytes = listener.ReceiveFrom(buffer, ref receiveEP); messagesReceived++; IPEndPoint receiveIPEP = receiveEP as IPEndPoint; Console.WriteLine("{0}::{1}::{2} Client Request ({3} bytes):: {4}.", messagesReceived, receiveIPEP.Address.ToString(), receiveIPEP.Port.ToString(), receivedBytes, System.Text.Encoding.UTF8.GetString(buffer, 0, receivedBytes)); } } catch(Exception e) { Console.WriteLine(e.ToString()); }

Con este código anterior, veo que todos los 10000 paquetes se reciben en el servidor.

UWP DatagramSocket Code: DgSocket = new DatagramSocket(); DgSocket.MessageReceived += SocketListener_MessageReceived; await DgSocket.BindServiceNameAsync("50000"); private async void SocketListener_MessageReceived(DatagramSocket sender, DatagramSocketMessageReceivedEventArgs args) { uint datalen = args.GetDataReader().UnconsumedBufferLength; DataReader reader = args.GetDataReader(); byte[] dataBuffer = new byte[reader.UnconsumedBufferLength]; reader.ReadBytes(dataBuffer); await this.Dispatcher.RunAsync(CoreDispatcherPriority.Normal, () => { lock(_lockObject) { DgPackets++; DgPacketList.Add(Encoding.ASCII.GetString(dataBuffer)); } }); }

Código de socket UWP:

public void SetupSimpleSocketListener() { try { IPAddress LocalIp = IPAddress.Any; IPEndPoint localEndPoint = new IPEndPoint(LocalIp, 50000); SimpleSocket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp ); byte[] buffer = new Byte[1024]; SimpleSocket.Bind(localEndPoint); Debug.WriteLine("Bind Complete"); SocketAsyncEventArgs sockarg = new SocketAsyncEventArgs(); sockarg.Completed += Sockarg_Completed; sockarg.RemoteEndPoint = new IPEndPoint(IPAddress.Any, 0); sockarg.SetBuffer(buffer, 0, buffer.Length); if(!SimpleSocket.ReceiveFromAsync(sockarg)) { Sockarg_Completed(this, sockarg); } } catch(Exception e) { Debug.WriteLine(e.ToString()); } } private async void Sockarg_Completed(object sender, SocketAsyncEventArgs e) { await this.Dispatcher.RunAsync(CoreDispatcherPriority.Normal, () => { lock(_lockObject) { SimpleSocketPackets++; SimpleSocketPacketList.Add(Encoding.ASCII.GetString(e.Buffer, 0, e.BytesTransferred)); } }); if(e.SocketError == System.Net.Sockets.SocketError.Success) { if(!SimpleSocket.ReceiveFromAsync(e)) { Sockarg_Completed(this, e); } } }

He publicado el código fuente completo en github :