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基于C#的內(nèi)網(wǎng)穿透學(xué)習(xí)筆記(附源碼)

 _明心見性_ 2021-12-02
如何讓兩臺(tái)處在不同內(nèi)網(wǎng)的主機(jī)直接互連,?你需要內(nèi)網(wǎng)穿透,!
 
     上圖是一個(gè)非完整版內(nèi)外網(wǎng)通訊圖由內(nèi)網(wǎng)端先發(fā)起,內(nèi)網(wǎng)設(shè)備192.168.1.2:6677發(fā)送數(shù)據(jù)到外網(wǎng)時(shí)候必須經(jīng)過nat會(huì)轉(zhuǎn)換成對(duì)應(yīng)的外網(wǎng)ip+端口,,然后在發(fā)送給外網(wǎng)設(shè)備,外網(wǎng)設(shè)備回復(fù)數(shù)據(jù)也是發(fā)給你的外網(wǎng)ip+端口,。這只是單向的內(nèi)去外,那反過來,,如果外網(wǎng)的設(shè)備需要主動(dòng)訪問我局域網(wǎng)里的某一個(gè)設(shè)備是無法訪問的,因?yàn)檫@個(gè)時(shí)候還沒做nat轉(zhuǎn)換所以外網(wǎng)不知道你內(nèi)網(wǎng)設(shè)備的應(yīng)用具體對(duì)應(yīng)的是哪個(gè)端口,,這個(gè)時(shí)候我們就需要內(nèi)網(wǎng)穿透了,內(nèi)網(wǎng)穿透也叫NAT穿透,;
       穿透原理
       如上圖所示經(jīng)NAT轉(zhuǎn)換后的內(nèi)外網(wǎng)地址+端口,會(huì)緩存一段時(shí)間,,在這段時(shí)間內(nèi)192.168.1.2:6677和112.48.69.2020:8899的映射關(guān)系會(huì)一直存在,,這樣你的內(nèi)網(wǎng)主機(jī)就得到一個(gè)外網(wǎng)地址,,這個(gè)對(duì)應(yīng)關(guān)系又根據(jù)NAT轉(zhuǎn)換方法類型的不同,得用對(duì)應(yīng)的方式實(shí)現(xiàn)打洞,,NAT轉(zhuǎn)換方法類型有下列幾種(來源百度百科NAT):
     (1)Full cone NAT:即著名的一對(duì)一(one-to-one)NAT。
       一旦一個(gè)內(nèi)部地址(iAddr:port1)映射到外部地址(eAddr:port2),,所有發(fā)自iAddr:port1的包都經(jīng)由eAddr:port2向外發(fā)送。任意外部主機(jī)都能通過給eAddr:port2發(fā)包到iAddr:port1(純天然不用打洞?。?/span>

     (2)Address-Restricted cone NAT :限制地址,,即只接收曾經(jīng)發(fā)送到對(duì)端的IP地址來的數(shù)據(jù)包。

 

       一旦一個(gè)內(nèi)部地址(iAddr:port1)映射到外部地址(eAddr:port2),,所有發(fā)自iAddr:port1的包都經(jīng)由eAddr:port2向外發(fā)送。任意外部主機(jī)(hostAddr:any)都能通過給eAddr:port2發(fā)包到達(dá)iAddr:port1的前提是:iAddr:port1之前發(fā)送過包到hostAddr:any. "any"也就是說端口不受限制(只需知道某個(gè)轉(zhuǎn)換后的外網(wǎng)ip+端口即可,。)

 

      (3)Port-Restricted cone NAT:類似受限制錐形NAT(Restricted cone NAT),,但是還有端口限制。

 

        一旦一個(gè)內(nèi)部地址(iAddr:port1)映射到外部地址(eAddr:port2),,所有發(fā)自iAddr:port1的包都經(jīng)由eAddr:port2向外發(fā)送,。一個(gè)外部主機(jī)(hostAddr:port3)能夠發(fā)包到達(dá)iAddr:port1的前提是:iAddr:port1之前發(fā)送過包到hostAddr:port3.(雙方需要各自知道對(duì)方轉(zhuǎn)換后的外網(wǎng)ip+端口,,然后一方先發(fā)一次嘗試連接,另一方在次連接過來的時(shí)候就能直接連通了,。)

      (4)Symmetric NAT(對(duì)稱NAT)

 

       每一個(gè)來自相同內(nèi)部IP與port的請(qǐng)求到一個(gè)特定目的地的IP地址和端口,映射到一個(gè)獨(dú)特的外部來源的IP地址和端口,。
       同一個(gè)內(nèi)部主機(jī)發(fā)出一個(gè)信息包到不同的目的端,不同的映射使用外部主機(jī)收到了一封包從一個(gè)內(nèi)部主機(jī)可以送一封包回來(只能和Full cone NAT連,沒法打洞,手機(jī)流量開熱點(diǎn)就是,,同一個(gè)本地端口連接不同的服務(wù)器得到的外網(wǎng)第地址和IP不同!)
例子:
下面用一個(gè)例子演示下“受限制錐形NAT”的打洞,,實(shí)現(xiàn)了這個(gè)它前面兩個(gè)類型也能通用,。對(duì)稱型的話不考慮,打不了洞,。我們知道要實(shí)現(xiàn)兩臺(tái)“受限制錐形NAT”互連重點(diǎn)就是要知道對(duì)
方轉(zhuǎn)換后的外網(wǎng)IP+端口,這樣我們可以:
1. 準(zhǔn)備一臺(tái)Full cone NAT 類型的外網(wǎng)服務(wù)端,,接受來自兩個(gè)客戶端的連接,,并對(duì)應(yīng)告知對(duì)方ip+端口,;
2.知道了對(duì)方ip+端口 需要設(shè)置socke:Socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true);這樣才能端口復(fù)用,;目的就是讓連接對(duì)外的端口一致,;
3.最后,我們可以讓兩臺(tái)客戶端互相連接,,或者一臺(tái)先發(fā)一個(gè)請(qǐng)求,打個(gè)洞,;另一個(gè)在去連接;
代碼:
1.TCP+IOCP方式,,相對(duì) “面向?qū)ο蟆钡貙?shí)現(xiàn)穿透!
服務(wù)端 ServerListener類,,用SocketAsyncEventArgs:
 
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  1   /// <summary>
  2     /// 打洞服務(wù)端,非常的簡單,,接收兩個(gè)連接并且轉(zhuǎn)發(fā)給對(duì)方;
  3     /// </summary>
  4     public class ServerListener : IServerListener
  5     {
  6         IPEndPoint EndPoint { get; set; }
  7         //消息委托
  8         public delegate void EventMsg(object sender, string e);
  9         public static object obj = new object();
 10         //通知消息
 11         public event EventMsg NoticeMsg;
 12         //接收事件
 13         public event EventMsg ReceivedMsg;
 14         /// <summary>
 15         /// 上次鏈接的
 16         /// </summary>
 17         private Socket Previous;
 18         public ServerListener(IPEndPoint endpoint)
 19         {
 20             this.EndPoint = endpoint;
 21         }
 22         private Socket listener;
 23         public void Start()
 24         {
 25             this.listener = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
 26             var connectArgs = new SocketAsyncEventArgs();            
 27             listener.Bind(EndPoint);
 28             listener.Listen(2);
 29             EndPoint = (IPEndPoint)listener.LocalEndPoint; 
 30             connectArgs.Completed += OnAccept;
 31             //是否同步就完成了,,同步完成需要自己觸發(fā)
 32             if (!listener.AcceptAsync(connectArgs))
 33                 OnAccept(listener, connectArgs);
 34         }
 35         byte[] bytes = new byte[400];
 36         private void OnAccept(object sender, SocketAsyncEventArgs e)
 37         {
 38             Socket socket = null;
 39             try
 40             {
 41                 var remoteEndPoint1 = e.AcceptSocket.RemoteEndPoint.ToString();
 42                 NoticeMsg?.Invoke(sender, $"客戶端:{remoteEndPoint1}連接上我了!\r\n");
 43                 SocketAsyncEventArgs readEventArgs = new SocketAsyncEventArgs();
 44                 readEventArgs.Completed += OnSocketReceived;
 45                 readEventArgs.UserToken = e.AcceptSocket;
 46                 readEventArgs.SetBuffer(bytes, 0, 400);
 47                 if (!e.AcceptSocket.ReceiveAsync(readEventArgs))
 48                     OnSocketReceived(e.AcceptSocket, readEventArgs);
 49                 lock (obj)
 50                 {
 51                     socket = e.AcceptSocket;
 52                     //上次有鏈接并且鏈接還”健在“
 53                     if (Previous == null||! Previous.Connected)
 54                     {
 55                         Previous = e.AcceptSocket;
 56                     }
 57                     else
 58                     {
 59                         //Previous.SendAsync()..?
 60                         Previous.Send(Encoding.UTF8.GetBytes(remoteEndPoint1 + "_1"));
 61                         socket.Send(Encoding.UTF8.GetBytes(Previous.RemoteEndPoint.ToString() + "_2"));
 62                         NoticeMsg?.Invoke(sender, $"已經(jīng)通知雙方!\r\n");
 63                         Previous = null;
 64                     }
 65                 } 
 66                
 67                 e.AcceptSocket = null;
 68                 if (e.SocketError != SocketError.Success)
 69                     throw new SocketException((int)e.SocketError);
 70                 
 71                 if(!listener.AcceptAsync(e))
 72                     OnAccept(listener, e);
 73             }
 74             catch
 75             {
 76                 socket?.Close();
 77         }
 78 
 79         }
 80         public void Close()
 81         {
 82             using (listener)
 83             {
 84                // listener.Shutdown(SocketShutdown.Both);
 85                 listener.Close();
 86             }
 87             //throw new NotImplementedException();
 88         }
 89         /// <summary>
 90         /// 此處留有一個(gè)小BUG,,接收的字符串大于400的時(shí)候會(huì)有問題,;可以參考客戶端修改
 91         /// </summary>
 92         public void OnSocketReceived(object sender, SocketAsyncEventArgs e)
 93         {            
 94             Socket socket = e.UserToken as Socket;            
 95             var remoteEndPoint = socket.RemoteEndPoint.ToString();
 96             try
 97             { 
 98                 if (e.BytesTransferred > 0 && e.SocketError == SocketError.Success)
 99                 {
100                     
101                     ReceivedMsg?.Invoke(sender, $"收到:{remoteEndPoint}發(fā)來信息:{Encoding.UTF8.GetString(e.Buffer, 0, e.BytesTransferred)}\r\n");                 
102  
103                 }
104                 else
105                 {
106                     socket?.Close();
107                     NoticeMsg?.Invoke(sender, $"鏈接:{remoteEndPoint}釋放啦,!\r\n");
108                     return;
109                 }
110                 if (!socket.ReceiveAsync(e))
111                     OnSocketReceived(socket, e);
112             }
113             catch
114             {
115                 socket?.Close();
116             }
117             
118             //{
119             //    if (!((Socket)sender).AcceptAsync(e))
120             //        OnSocketReceived(sender, e);
121             //}
122             //catch
123             //{
124             //    return;
125             //}
126         }
127     }
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2.客戶端類 PeerClient用BeginReceive和EndReceive實(shí)現(xiàn)異步,;

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  public class StateObject
    {
        public Socket workSocket = null;
        public const int BufferSize = 100;
        public byte[] buffer = new byte[BufferSize];
        public List<byte> buffers = new List<byte>();
        //是不是和服務(wù)器的鏈接
        public bool IsServerCon = false;
    }
    /// <summary>
    /// 打洞節(jié)點(diǎn)客戶端 實(shí)現(xiàn)的功能:
    /// 連接服務(wù)器獲取對(duì)方節(jié)點(diǎn)ip 
    /// 請(qǐng)求對(duì)方ip(打洞)
    /// 根據(jù)條件判斷是監(jiān)聽連接還是監(jiān)聽等待連接
    /// </summary>
    public class PeerClient : IPeerClient
    {
        //ManualResetEvent xxxxDone =  new ManualResetEvent(false);
        //Semaphore 
        /// <summary>
        /// 當(dāng)前鏈接
        /// </summary>
        public Socket Client { get;private set; }

        #region 服務(wù)端
        public string ServerHostName { get;private set; }
        public int ServerPort { get; private set; }
        #endregion

        #region 接收和通知事件
        public delegate void EventMsg(object sender, string e);
        //接收事件
        public event EventMsg ReceivedMsg;
        //通知消息
        public event EventMsg NoticeMsg;
        #endregion

        //本地綁定的節(jié)點(diǎn)
        private IPEndPoint LocalEP;

        public PeerClient(string hostname, int port)
        {
            Client = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
            this.ServerHostName = hostname;
            this.ServerPort = port;

        }
        /// <summary>
        /// 初始化客戶端(包括啟動(dòng))
        /// </summary>
        public void Init()
        {
            try
            {
                Client.Connect(ServerHostName, ServerPort);
            }
            catch (SocketException ex)
            {
                NoticeMsg?.Invoke(Client, $"連接服務(wù)器失?。ex},!\r\n");
                throw;
            }
            catch (Exception ex)
            {
                NoticeMsg?.Invoke(Client, $"連接服務(wù)器失敗,!{ex},!\r\n");
                throw;
            }
            NoticeMsg?.Invoke(Client, $"連接上服務(wù)器了,!\r\n");
            var _localEndPoint = Client.LocalEndPoint.ToString();
            LocalEP = new IPEndPoint(IPAddress.Parse(_localEndPoint.Split(':')[0])
                , int.Parse(_localEndPoint.Split(':')[1]));
            Receive(Client);

        }
        private void Receive(Socket client)
        {
            try
            {
                StateObject state = new StateObject();
                state.workSocket = client;
                state.IsServerCon = true;
                client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
                    new AsyncCallback(ReceiveCallback), state);
            }
            catch (Exception e)
            {
                NoticeMsg?.Invoke(Client, $"接收消息出錯(cuò)了{(lán)e}!\r\n");
            }
        }
        private void ReceiveCallback(IAsyncResult ar)
        {
            try
            {
                var state = (StateObject)ar.AsyncState;
                Socket _client = state.workSocket;
                //因?yàn)榈竭@邊的經(jīng)常Connected 還是true
                //if (!_client.Connected)
                //{
                //    _client.Close();
                //    return;
                //}
                SocketError error = SocketError.Success;
                int bytesRead = _client.EndReceive(ar,out error);
                if (error == SocketError.ConnectionReset)
                {
                    NoticeMsg?.Invoke(Client, $"鏈接已經(jīng)釋放,!\r\n");
                    _client.Close();
                    _client.Dispose();
                    return;
                }
                if (SocketError.Success!= error)
                {
                    throw new SocketException((int)error);
                }
                var arr = state.buffer.AsQueryable().Take(bytesRead).ToArray();
                state.buffers.AddRange(arr);

                if (bytesRead >= state.buffer.Length)
                {
                    _client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
                      new AsyncCallback(ReceiveCallback), state);
                    ////state.buffers.CopyTo(state.buffers.Count, state.buffer, 0, bytesRead);
                    //_client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
                    //    new AsyncCallback(ReceiveCallback), state);
                }
                else
                {
                    var _msg = Encoding.UTF8.GetString(state.buffers.ToArray());
                    ReceivedMsg?.Invoke(_client, _msg);
                    if (state.IsServerCon)
                    {
                        _client.Shutdown(SocketShutdown.Both);
                        _client.Close();
                        int retryCon = _msg.Contains("_1") ? 1 : 100;
                        _msg = _msg.Replace("_1", "").Replace("_2", "");
                        TryConnection(_msg.Split(':')[0], int.Parse(_msg.Split(':')[1]), retryCon);
                        return;
                    }
                    state = new StateObject();
                    state.IsServerCon = false;
                    state.workSocket = _client;
                    _client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
                     new AsyncCallback(ReceiveCallback), state);

                }
            }             
            catch (SocketException ex)
            {
                //10054
                NoticeMsg?.Invoke(Client, $"鏈接已經(jīng)釋放!{ex},!\r\n");

            }
            catch (Exception e)
            {
                NoticeMsg?.Invoke(Client, $"接收消息出錯(cuò)了2{e},!\r\n");
            }
        }
        /// <summary>
        /// 打洞或者嘗試鏈接
        /// </summary>
        private void TryConnection(string remoteHostname, int remotePort,int retryCon)
        {
            Client = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
            Client.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true);
            var _iPRemotePoint = new IPEndPoint(IPAddress.Parse(remoteHostname), remotePort);
            Client.Bind(LocalEP);
            System.Threading.Thread.Sleep(retryCon==1?1:3*1000);
            for (int i = 0; i < retryCon; i++)
            {
                try
                {
                    Client.Connect(_iPRemotePoint);
                    NoticeMsg?.Invoke(Client, $"已經(jīng)連接上:{remoteHostname}:{remotePort},!\r\n");
                    StateObject state = new StateObject();
                    state.workSocket = Client;
                    state.IsServerCon = false;
                    Client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
                     new AsyncCallback(ReceiveCallback), state);
                    return;
                }
                catch
                {
                    NoticeMsg?.Invoke(Client, $"嘗試第{i+1}次鏈接:{remoteHostname}:{remotePort},!\r\n");
                }
            }
            if (retryCon==1)
            {
                Listening(LocalEP.Port);
                return;
            }
            NoticeMsg?.Invoke(Client, $"嘗試了{(lán)retryCon}次都沒有辦法連接到:{remoteHostname}:{remotePort},,涼了!\r\n");

        }
        /// <summary>
        /// 如果連接不成功,,因?yàn)槭孪扔写蚨催^了,,根據(jù)條件監(jiān)聽 等待對(duì)方連接來
        /// </summary>
        private void Listening(int Port)
        {
            try
            {
                Client = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
                Client.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true);
                Client.Bind(new IPEndPoint(IPAddress.Any, Port));
                Client.Listen((int)SocketOptionName.MaxConnections);
                NoticeMsg?.Invoke(Client, $"開始偵聽斷開等待鏈接過來!\r\n");
                StateObject state = new StateObject();
                state.IsServerCon = false;
                var _socket = Client.Accept();//只有一個(gè)鏈接 不用BeginAccept
                Client.Close();//關(guān)系現(xiàn)有偵聽
                Client = _socket;
                state.workSocket = Client;
                NoticeMsg?.Invoke(Client, $"接收到來自{Client.RemoteEndPoint}的連接,!\r\n");
                Client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
                    new AsyncCallback(ReceiveCallback), state);
            }
            catch (Exception ex)
            {

                NoticeMsg?.Invoke(Client, $"監(jiān)聽出錯(cuò)了{(lán)ex}涼了,!\r\n");
            }
            //scoket.send



        }
        /// <summary>
        /// 本例子只存在一個(gè)成功的鏈接,對(duì)成功的連接發(fā)送消息,!
        /// </summary>
        /// <param name="strMsg"></param>
        public void Send(string strMsg)
        { 
            byte[] bytes = Encoding.UTF8.GetBytes(strMsg); 
            Client.BeginSend(bytes, 0, bytes.Length, 0,
                new AsyncCallback(SendCallback), Client);
        }
        private void SendCallback(IAsyncResult ar)
        {
            try
            { 
                Socket _socket = (Socket)ar.AsyncState;
                //if(ar.IsCompleted)
                _socket.EndSend(ar); 
            }
            catch (Exception e)
            {
                NoticeMsg?.Invoke(Client, $"發(fā)送消息出錯(cuò)了{(lán)e},!\r\n");
            }
        }
    }
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完整代碼:

 https:///qqljcn/zsg_-peer-to-peer

二、面向過程方式:

Task+(TcpClient+TcpListener )|(UdpClient)實(shí)現(xiàn) tcp|udp的打洞,!這個(gè)就不貼代碼了直接放碼云連接

 https:///qqljcn/zsg_-peer-to-peer_-lite

三,、說明: 

1.本人是個(gè)老菜鳥代碼僅供參考,,都是挺久以前寫的也沒有經(jīng)過嚴(yán)格的測(cè)試僅能演示這個(gè)例子,,有不成熟的地方,煩請(qǐng)各位大神海涵指教,;

2.不要都用本機(jī)試這個(gè)例子,,本機(jī)不走nat

3.然后udp因?yàn)槭菬o連接的所以打孔成功后不要等太久再發(fā)消息,nat緩存一過就失效了,!

4.確定自己不是對(duì)稱型nat的話,,如果打洞不成功,那就多試幾次! 

5 .我這個(gè)例子代碼名字叫 PeerToPeer 但不是真的p2p,, 微軟提供了p2p的實(shí)現(xiàn) 在using System.Net.PeerToPeer命名空間下,。

 

以上是通過nat的方式,另外還有一種方式是,,通過一個(gè)有外網(wǎng)ip的第三方服務(wù)器轉(zhuǎn)發(fā)像 花生殼,、nat123這類軟件,也有做個(gè)小程序,,并且自己在用以后演示,;

 

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