解决MySql布尔型新旧版本兼容问题,采用枚举来表示布尔型的数据表。由正向工程赋值
大石头 authored at 2018-05-15 21:21:05
29.55 KiB
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using System.Collections.Concurrent;
using System.Net;
using System.Net.Sockets;
using System.Text;
using NewLife.Collections;
using NewLife.Data;
using NewLife.Log;
using NewLife.Model;

namespace NewLife.Net;

/// <summary>增强的UDP服务器</summary>
/// <remarks>
/// <para>封装了UDP服务器功能,支持同时作为服务端和客户端使用。</para>
/// <para>功能特性:</para>
/// <list type="bullet">
/// <item>支持UDP广播和组播</item>
/// <item>自动管理UDP会话</item>
/// <item>支持地址重用(快速重启)</item>
/// <item>支持环回数据过滤</item>
/// </list>
/// <para>接收模式二选一:默认自动接收(打开后启动接收环走事件推送,不允许拉取);打开前设置 AutoReceive=false 则只允许同步/异步拉取(直读Socket)。</para>
/// </remarks>
public class UdpServer : SessionBase, ISocketServer, ILogFeature
{
    #region 属性
    /// <summary>会话超时时间(秒)</summary>
    /// <remarks>
    /// 对于每一个会话连接,如果超过该时间仍然没有收到任何数据,则断开会话连接。
    /// </remarks>
    public Int32 SessionTimeout { get; set; }

    /// <summary>是否接收来自自己广播的环回数据</summary>
    /// <remarks>默认false,不接收自己发出的广播数据</remarks>
    public Boolean Loopback { get; set; }

    /// <summary>地址重用</summary>
    /// <remarks>
    /// <para>主要应用于网络服务器重启交替。默认false。</para>
    /// <para>一个端口释放后会等待两分钟之后才能再被使用,SO_REUSEADDR是让端口释放后立即就可以被再次使用。</para>
    /// <para>SO_REUSEADDR用于对TCP套接字处于TIME_WAIT状态下的socket,才可以重复绑定使用。</para>
    /// </remarks>
    public Boolean ReuseAddress { get; set; }

    /// <summary>最大并行接收数。接收环并发待收的报文数量,默认CPU*1.6</summary>
    /// <remarks>小于等于0时按1处理。仅控制接收环并行度,接收模式由 <see cref="SessionBase.AutoReceive"/> 决定</remarks>
    public Int32 MaxAsync
    {
        get => MaxReceiveCount;
        set => MaxReceiveCount = value > 0 ? value : 1;
    }
    #endregion

    #region 构造
    /// <summary>实例化增强UDP服务器</summary>
    public UdpServer()
    {
        Local.Type = NetType.Udp;
        Remote.Type = NetType.Udp;
        _Sessions = new SessionCollection(this);

        SessionTimeout = SocketSetting.Current.SessionTimeout;

        // 处理UDP最大并发接收
        MaxAsync = Environment.ProcessorCount * 16 / 10;

        if (SocketSetting.Current.Debug) Log = XTrace.Log;
    }

    /// <summary>使用监听端口初始化</summary>
    /// <param name="listenPort">监听端口</param>
    public UdpServer(Int32 listenPort) : this() => Port = listenPort;

    /// <summary>销毁资源</summary>
    /// <param name="disposing">是否释放托管资源</param>
    protected override void Dispose(Boolean disposing)
    {
        base.Dispose(disposing);

        if (Active) Close(GetType().Name + (disposing ? "Dispose" : "GC"));

        _Sessions.Dispose();
    }
    #endregion

    #region 方法
    /// <summary>打开</summary>
    /// <param name="cancellationToken">取消通知</param>
    protected override Task<Boolean> OnOpenAsync(CancellationToken cancellationToken)
    {
        var sock = Client;
        if (sock == null || !sock.IsBound)
        {
            var uri = Remote;
            // 根据目标地址适配本地IPv4/IPv6
            if (Local.Address.IsAny() && uri != null && !uri.Address.IsAny())
            {
                Local.Address = Local.Address.GetRightAny(uri.Address.AddressFamily);
            }

            Client = sock = NetHelper.CreateUdp(Local.Address.IsIPv4());

            try
            {
                // 地址重用,主要应用于网络服务器重启交替。前一个进程关闭时,端口在短时间内处于TIME_WAIT,导致新进程无法监听。
                // 启用地址重用后,即使旧进程未退出,新进程也可以监听,但只有旧进程退出后,新进程才能接受对该端口的连接请求
                if (ReuseAddress) sock.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true);

                // 无需设置SocketOptionName.PacketInformation,在ReceiveMessageFromAsync时会自动设置
                //if (sock.AddressFamily == AddressFamily.InterNetwork)
                //    sock.SetSocketOption(SocketOptionLevel.IP, SocketOptionName.PacketInformation, true);
            }
            catch (Exception ex)
            {
                // 有些平台不支持地址重用,比如旧版A2上的Ubuntu16,但是云服务器的Linux都支持
                XTrace.WriteLine(ex.Message);
            }

            // 打开前本地端口为 0,说明未指定监听端口(纯客户端模式)。首次判定后保持,重开时不再依赖已被赋值的端口
            if (Local.Port == 0) _autoLocalPort = true;

            sock.Bind(Local.EndPoint);

            if (Local.Port == 0 && sock.LocalEndPoint is IPEndPoint ep)
                Local.Port = ep.Port;

            // 客户端模式连接远端:发送走已连接路径(免每包 SendTo 序列化 SocketAddress),接收也只收该远端数据。
            // 指定了本地端口的实例可能同时监听(双角色),保持 SendTo 与全量接收语义
            if (_autoLocalPort && !Runtime.Mono && Remote != null && Remote.EndPoint is IPEndPoint remoteEP)
                TryConnect(sock, remoteEP);

            WriteLog("Open {0}", this);
        }

        return Task.FromResult(true);
    }

    /// <summary>客户端模式连接远端,收发都限定到该端点。广播/组播地址不能连接,保持 SendTo 语义</summary>
    /// <param name="sock">底层Socket</param>
    /// <param name="remote">远端端点</param>
    private void TryConnect(Socket sock, IPEndPoint remote)
    {
        if (remote.Port <= 0 || remote.Address.IsAny()) return;

        var buf = remote.Address.GetAddressBytes();
        if (buf.Length == 4)
        {
            // 广播与组播地址不能连接,否则无法再向该地址发送
            if (buf[0] >= 224 && buf[0] <= 239) return;
            if (buf[3] == 255) return;
        }
        else if (remote.Address.IsIPv6Multicast) return;

        try
        {
            sock.Connect(remote);
        }
        catch (Exception ex)
        {
            // 少数平台不支持连接(如未开广播的子网地址),回退 SendTo 发送路径即可
            WriteLog("Connect {0} 失败:{1}", remote, ex.Message);
        }
    }

    /// <summary>关闭</summary>
    /// <param name="reason">关闭原因。便于日志分析</param>
    /// <param name="cancellationToken">取消通知</param>
    protected override Task<Boolean> OnCloseAsync(String reason, CancellationToken cancellationToken)
    {
        var sock = Client;
        if (sock != null)
        {
            WriteLog("Close {0} {1}", reason, this);

            try
            {
                // 以客户端模式工作时,发空包通知服务端结束会话。
                // 注意:本方法处于 Dispose 流程内(Disposed 已置位),不能用 Send——其守卫会直接抛 ObjectDisposedException,
                // 而异常被本 catch 吞掉后,下面的收尾步骤全部跳过,套接字与本地端口泄漏。这里改走不带守卫的 OnSend。
                var remote = Remote;
                if (remote != null && !remote.Address.IsAny() && remote.Port != 0)
                {
                    OnSend(Pool.Empty);
                }
            }
            catch (Exception ex)
            {
                if (!ex.IsDisposed()) OnError("Close", ex);
                //if (ThrowException) throw;
            }
            finally
            {
                // 收尾与发送成败无关:无论通知服务端是否成功,都必须释放套接字并清理会话
                Client = null;

                CloseAllSession();

                sock.Shutdown();
            }
        }

        return Task.FromResult(true);
    }
    #endregion

    #region 发送
    /// <summary>发送数据</summary>
    /// <remarks>
    /// 目标地址由<seealso cref="SessionBase.Remote"/>决定
    /// </remarks>
    /// <param name="data">数据包</param>
    /// <returns>是否成功</returns>
    protected override Int32 OnSend(IPacket data) => OnSend(data, Remote.EndPoint);

    /// <summary>发送数据</summary>
    /// <remarks>
    /// 目标地址由<seealso cref="SessionBase.Remote"/>决定
    /// </remarks>
    /// <param name="data">数据包</param>
    /// <returns>是否成功</returns>
    protected override Int32 OnSend(ArraySegment<Byte> data) => OnSend(data, Remote.EndPoint);

    /// <summary>发送数据</summary>
    /// <remarks>
    /// 目标地址由<seealso cref="SessionBase.Remote"/>决定
    /// </remarks>
    /// <param name="data">数据包</param>
    /// <returns>是否成功</returns>
    protected override Int32 OnSend(ReadOnlySpan<Byte> data) => OnSend(data, Remote.EndPoint);

    internal Int32 OnSend(IPacket pk, IPEndPoint remote)
    {
        var count = pk.Total;

        using var span = Tracer?.NewSpan($"net:{Name}:Send", count + "", count);

        try
        {
            var rs = 0;
            // 服务端关闭时 OnCloseAsync 先将 Client 置 null 再通知会话,存在短暂竞态窗口:
            // 若此时仍有 IOCP 线程执行 OnReceive → Send,会触发 NullReferenceException 或 throw。
            // 静默返回 -1 代替 throw,避免关闭期间产生无意义的错误日志。
            if (Client is not { } sock) return -1;
            lock (_sendLock)
            {
                // Linux+Mono 的Connected总是true,需要特殊处理
                var connected = sock.Connected;
                if (Runtime.Mono && Runtime.Linux)
                {
                    try
                    {
                        var r = sock.RemoteEndPoint;
                        connected = r is IPEndPoint ep && !ep.Address.IsAny() && ep.Port > 0;
                    }
                    catch
                    {
                        connected = false;
                    }
                }
                if (connected && !sock.EnableBroadcast)
                {
                    if (Log.Enable && LogSend) WriteLog("Send [{0}]: {1}", count, pk.ToHex(LogDataLength));

                    if (count == 0)
                        rs = sock.Send(Pool.Empty);
                    else if (pk.Next == null && pk.TryGetArray(out var segment))
                        rs = sock.Send(segment.Array!, segment.Offset, segment.Count, SocketFlags.None);
#if NETCOREAPP || NETSTANDARD2_1
                    else if (pk.TryGetSpan(out var data))
                        rs = sock.Send(data);
#endif
                    else
                        rs = sock.Send(pk.ToSegments(), SocketFlags.None);
                }
                else
                {
                    sock.CheckBroadcast(remote.Address);
                    if (Log.Enable && LogSend) WriteLog("Send {2} [{0}]: {1}", count, pk.ToHex(LogDataLength), remote);

                    if (count == 0)
                        rs = sock.SendTo(Pool.Empty, remote);
                    else if (pk.Next == null && pk.TryGetArray(out var segment))
                        rs = sock.SendTo(segment.Array!, segment.Offset, segment.Count, SocketFlags.None, remote);
#if NET6_0_OR_GREATER
                    else if (pk.TryGetSpan(out var data))
                        rs = sock.SendTo(data, remote);
#endif
                    else
                        rs = sock.SendTo(pk.ToArray(), 0, count, SocketFlags.None, remote);
                }
            }

            return rs;
        }
        catch (Exception ex)
        {
            // 发生异常时,全量数据写入埋点
            span?.SetError(ex, pk);

            if (!ex.IsDisposed())
            {
                OnError("Send", ex);
            }
            return -1;
        }
    }

    internal Int32 OnSend(Byte[] data, Int32 offset, Int32 count, IPEndPoint remote)
    {
#if NET6_0_OR_GREATER
        return OnSend(new ReadOnlySpan<Byte>(data, offset, count), remote);
#else
        return OnSend(new ArraySegment<Byte>(data, offset, count), remote);
#endif
    }

    internal Int32 OnSend(ArraySegment<Byte> data, IPEndPoint remote)
    {
        var count = data.Count;
        var logCount = count > LogDataLength ? count : LogDataLength;

        using var span = Tracer?.NewSpan($"net:{Name}:Send", count + "", count);

        try
        {
            var rs = 0;
            // 服务端关闭时 Client 先被置 null,静默返回 -1 代替 throw
            if (Client is not { } sock) return -1;
            lock (_sendLock)
            {
                if (sock.Connected && !sock.EnableBroadcast)
                {
                    if (Log.Enable && LogSend) WriteLog("Send [{0}]: {1}", count, data.Array.ToHex(data.Offset, logCount));

                    rs = sock.Send(data.Array!, data.Offset, data.Count, SocketFlags.None);
                }
                else
                {
                    sock.CheckBroadcast(remote.Address);
                    if (Log.Enable && LogSend) WriteLog("Send {2} [{0}]: {1}", count, data.Array.ToHex(data.Offset, logCount), remote);

                    rs = sock.SendTo(data.Array!, data.Offset, data.Count, SocketFlags.None, remote);
                }
            }

            return rs;
        }
        catch (Exception ex)
        {
            // 发生异常时,全量数据写入埋点
            span?.SetError(ex, data.Array.ToHex(data.Offset, data.Count));

            if (!ex.IsDisposed())
            {
                OnError("Send", ex);
            }
            return -1;
        }
    }

    internal Int32 OnSend(ReadOnlySpan<Byte> data, IPEndPoint remote)
    {
        var count = data.Length;

        using var span = Tracer?.NewSpan($"net:{Name}:Send", count + "", count);

        try
        {
            var rs = 0;
            // 服务端关闭时 Client 先被置 null,静默返回 -1 代替 throw
            if (Client is not { } sock) return -1;
            lock (_sendLock)
            {
                if (sock.Connected && !sock.EnableBroadcast)
                {
                    if (Log.Enable && LogSend) WriteLog("Send [{0}]: {1}", count, data.ToHex(LogDataLength));

#if NETCOREAPP || NETSTANDARD2_1_OR_GREATER
                    rs = sock.Send(data, SocketFlags.None);
#else
                    rs = sock.Send(data.ToArray(), SocketFlags.None);
#endif
                }
                else
                {
                    sock.CheckBroadcast(remote.Address);
                    if (Log.Enable && LogSend) WriteLog("Send {2} [{0}]: {1}", count, data.ToHex(LogDataLength), remote);

#if NET6_0_OR_GREATER
                    rs = sock.SendTo(data, SocketFlags.None, remote);
#else
                    rs = sock.SendTo(data.ToArray(), SocketFlags.None, remote);
#endif
                }
            }

            return rs;
        }
        catch (Exception ex)
        {
            // 发生异常时,全量数据写入埋点
            span?.SetError(ex, data.ToHex());

            if (!ex.IsDisposed())
            {
                OnError("Send", ex);
            }
            return -1;
        }
    }

    /// <summary>发送消息并等待响应。必须调用会话的发送,否则配对会失败</summary>
    /// <param name="message">消息</param>
    /// <param name="cancellationToken">取消通知</param>
    /// <returns></returns>
    public override ValueTask<Object> SendMessageAsync(Object message, CancellationToken cancellationToken = default) => CreateSession(null, Remote.EndPoint).SendMessageAsync(message, cancellationToken);
    #endregion

    #region 接收
    internal override Boolean OnReceiveAsync(SocketAsyncEventArgs se)
    {
        if (!Active || Client is not { } sock) return false;

        // 每次接收以后,这个会被设置为远程地址,这里重置一下,以防万一。
        // 注意:运行时在完成回调中“就地”更新该端点对象,且对象会随接收结果成为会话的远程端点被长期保留,
        // 因此每次重投都必须新建对象;不能复用同一实例重置,否则会改到其它会话的端点。
        se.RemoteEndPoint = new IPEndPoint(IPAddress.Any.GetRightAny(Local.EndPoint.AddressFamily), 0);

        // 在StarAgent中,此时可能收到广播包,SocketFlags是Broadcast,需要清空,否则报错“参考的对象类型不支持尝试的操作”
        se.SocketFlags = SocketFlags.None;

        //return Client.ReceiveFromAsync(se);
        // Android 不支持 ReceiveMessageFromAsync 方法
        if (Runtime.Mono)
            return sock.ReceiveFromAsync(se);
        else
            return sock.ReceiveMessageFromAsync(se);
    }

    /// <summary>预处理</summary>
    /// <param name="pk">数据包</param>
    /// <param name="local">接收数据的本地地址</param>
    /// <param name="remote">远程地址</param>
    /// <returns>将要处理该数据包的会话</returns>
    internal protected override ISocketSession? OnPreReceive(IPacket pk, IPAddress local, IPEndPoint remote)
    {
        // 过滤自己广播的环回数据。放在这里,兼容UdpSession
        if (!Loopback && remote.Port == Port)
        {
            if (!Local.Address.IsAny())
            {
                if (remote.Address.Equals(Local.Address)) return null;
            }
            else
            {
                foreach (var item in NetHelper.GetIPsWithCache())
                {
                    if (remote.Address.Equals(item)) return null;
                }
            }
        }

        // 为该连接单独创建一个会话,方便直接通信
        return CreateSession(local, remote);
    }

    /// <summary>处理收到的数据</summary>
    /// <param name="e">接收事件参数</param>
    protected override Boolean OnReceive(ReceivedEventArgs e)
    {
        var pk = e.Packet;

        var remote = e.Remote;

        // 为该连接单独创建一个会话,方便直接通信
        var session = remote == null ? null : CreateSession(e.Local, remote);
        // 数据直接转交给会话,不再经过事件,那样在会话较多时极为浪费资源
        if (session is UdpSession us)
        {
            // 协议模式:消息在会话内分发并升格到服务器层(RaiseReceiveInternal),原始数据报不再重复抛出
            var processed = us.OnReceive(e);
            if (!processed) RaiseReceive(session, e);
        }
        else
        {
            // 没有匹配到任何会话时,才在这里显示日志。理论上不存在这个可能性
            if (Log.Enable && LogReceive && pk != null) WriteLog("Recv [{0}]: {1}", pk.Length, pk.ToHex(LogDataLength));

            if (session != null) RaiseReceive(session, e);
        }

        return true;
    }

    /// <summary>收到异常时如何处理。Tcp/Udp客户端默认关闭会话,但是Udp服务端不能关闭服务器,仅关闭会话</summary>
    /// <param name="se"></param>
    /// <returns>是否当作异常处理并结束会话</returns>
    internal override Boolean OnReceiveError(SocketAsyncEventArgs se)
    {
        // 缓冲区不足时,加大
        if (se.SocketError == SocketError.MessageSize && BufferSize < 1024 * 1024) BufferSize *= 2;

        // Udp服务器不能关闭自己,但是要关闭会话
        // Udp客户端一般不关闭自己
        if (se.SocketError is not SocketError.ConnectionReset and
            not SocketError.ConnectionAborted
            ) return true;

        // 关闭相应会话
        var sessions = _Sessions;
        if (sessions != null)
        {
            var ep = se.RemoteEndPoint as IPEndPoint;
            var ss = ep != null ? sessions.Get(ep) : null;
            ss?.Dispose();
        }
        // 无论如何,Udp都不关闭自己
        return false;
    }
    #endregion

    #region 会话
    /// <summary>新会话时触发</summary>
    public event EventHandler<SessionEventArgs>? NewSession;

    private readonly SessionCollection _Sessions;
    /// <summary>会话集合。用地址端口作为标识,业务应用自己维持地址端口与业务主键的对应关系。</summary>
    public IDictionary<String, ISocketSession> Sessions => _Sessions;

    /// <summary>停机时是否排空各会话的发送队列。默认 false</summary>
    /// <remarks>
    /// <para>默认 false:批量停机直接中止发送队列,不做逐会话限时排空。逐个等待会让停机总耗时随会话数线性放大
    /// (1000 会话 × 3 秒 ≈ 50 分钟),而停机场景对端往往已不可达,排队数据本就送不出去。</para>
    /// <para>需要“停机前尽力发完”时置为 true。</para>
    /// </remarks>
    public Boolean DrainOnShutdown
    {
        get => _Sessions.DrainOnShutdown;
        set => _Sessions.DrainOnShutdown = value;
    }

    // 广播会话按端口索引。并发字典:无锁快路径读取与加锁写入并存,普通字典会在并发读写时损坏结构
    private readonly ConcurrentDictionary<Int32, ISocketSession> _broadcasts = [];

    /// <summary>发送锁。同一监听Socket上的所有发送(含各 UdpSession)均经此串行化;不用 Socket 实例作锁,避免外部代码对同一对象加锁导致死锁</summary>
    private readonly Object _sendLock = new();

    /// <summary>本地端口由系统自动分配(未指定监听端口,纯客户端模式)。首次打开时判定,决定是否连接远端</summary>
    private Boolean _autoLocalPort;

    Int32 g_ID = 0;
    /// <summary>创建会话</summary>
    /// <param name="local">接收数据的本地地址</param>
    /// <param name="remoteEP">远程地址</param>
    /// <returns></returns>
    public virtual ISocketSession CreateSession(IPAddress? local, IPEndPoint remoteEP)
    {
        if (Disposed) throw new ObjectDisposedException(GetType().Name);

        var sessions = _Sessions;
        //if (sessions == null) return null;

        // 平均执行耗时260.80ns,其中55%花在sessions.Get上面,Get里面有加锁操作

        if (!Active)
        {
            // 根据目标地址适配本地IPv4/IPv6
            Local.Address = Local.Address.GetRightAny(remoteEP.AddressFamily);

            if (!Open()) throw new InvalidOperationException($"Open {Local} error");
        }

        // 需要查找已有会话,已有会话不存在时才创建新会话
        // 端点键快路径:免去每包拼接字符串键(IPEndPoint.ToString 的多次字符串分配)
        var session = sessions.Get(remoteEP);
        // 是否匹配广播端口
        var port = remoteEP.Port;
        if (session != null || _broadcasts.TryGetValue(port, out session)) return session;

        // 相同远程地址可能同时发来多个数据包,而底层采取多线程方式同时调度,导致创建多个会话
        lock (sessions)
        {
            // 需要查找已有会话,已有会话不存在时才创建新会话
            session = sessions.Get(remoteEP);
            if (session != null || _broadcasts.TryGetValue(port, out session)) return session;

            var us = new UdpSession(this, local, remoteEP)
            {
                Log = Log,
                LogSend = LogSend,
                LogReceive = LogReceive,
                Tracer = Tracer,
            };

            session = us;

            //us.ID = g_ID++;
            // 会话改为原子操作,避免多线程冲突
            us.ID = Interlocked.Increment(ref g_ID);
            us.Tracer = Tracer;

            // 必须在加入会话集合前完成启动和事件订阅。
            // sessions.Add 会将会话插入 ConcurrentDictionary,随后其他 IOCP 线程可在 lock 外通过 sessions.Get 找到该会话并立即调用 OnReceive。
            // 若此时 us.Start() 尚未执行(Received 事件未订阅),则首批数据包会静默丢弃。
            us.Start();

            // 触发新会话事件(用户代码如 EchoSession 在此处通过 NewSession 订阅 Ss_Received)
            NewSession?.Invoke(this, new SessionEventArgs(session));

            if (sessions.Add(session))
            {
                // 广播地址,接受任何地址响应数据
                if (Equals(remoteEP.Address, IPAddress.Broadcast))
                {
                    _broadcasts[port] = session;
                    session.OnDisposed += (s, e) =>
                    {
                        if (s is UdpSession ss) _broadcasts.TryRemove(ss.Remote.Port, out _);
                    };
                }
            }
        }

        return session;
    }

    private void CloseAllSession()
    {
        var sessions = _Sessions;
        if (sessions != null)
        {
            if (sessions.Count > 0)
            {
                WriteLog("准备释放会话{0}个!", sessions.Count);
                sessions.CloseAll(nameof(CloseAllSession));
                sessions.Dispose();
                sessions.Clear();
            }
        }
    }
    #endregion

    #region IServer接口
    void IServer.Start() => Open();

    void IServer.Stop(String? reason) => Close(reason ?? "Stop");
    #endregion

    #region 辅助
    /// <summary>已重载。</summary>
    /// <returns></returns>
    public override String ToString()
    {
        var ss = Sessions;
        if (ss != null && ss.Count > 0)
            return $"{Local} [{ss.Count}]";
        else
            return Local.ToString();
    }
    #endregion
}

/// <summary>Udp扩展</summary>
public static class UdpHelper
{
    /// <summary>发送数据流</summary>
    /// <param name="udp"></param>
    /// <param name="stream"></param>
    /// <param name="remoteEP"></param>
    /// <returns>返回自身,用于链式写法</returns>
    public static UdpClient Send(this UdpClient udp, Stream stream, IPEndPoint? remoteEP = null)
    {
        Int64 total = 0;

        using var buffer = Pool.Rent(1472);

        while (true)
        {
            var n = stream.Read(buffer, 0, buffer.Length);
            if (n <= 0) break;

            udp.Send(buffer, n, remoteEP);
            total += n;

            if (n < buffer.Length) break;
        }

        return udp;
    }

    /// <summary>向指定目的地发送信息</summary>
    /// <param name="udp"></param>
    /// <param name="buffer">缓冲区</param>
    /// <param name="remoteEP"></param>
    /// <returns>返回自身,用于链式写法</returns>
    public static UdpClient Send(this UdpClient udp, Byte[] buffer, IPEndPoint? remoteEP = null)
    {
        udp.Send(buffer, buffer.Length, remoteEP);
        return udp;
    }

    /// <summary>向指定目的地发送信息</summary>
    /// <param name="udp"></param>
    /// <param name="message"></param>
    /// <param name="encoding">文本编码,默认null表示UTF-8编码</param>
    /// <param name="remoteEP"></param>
    /// <returns>返回自身,用于链式写法</returns>
    public static UdpClient Send(this UdpClient udp, String message, Encoding? encoding = null, IPEndPoint? remoteEP = null)
    {
        if (encoding == null)
            Send(udp, Encoding.UTF8.GetBytes(message), remoteEP);
        else
            Send(udp, encoding.GetBytes(message), remoteEP);
        return udp;
    }

    /// <summary>广播数据包</summary>
    /// <param name="udp"></param>
    /// <param name="buffer">缓冲区</param>
    /// <param name="port"></param>
    public static UdpClient Broadcast(this UdpClient udp, Byte[] buffer, Int32 port)
    {
        if (udp.Client != null && udp.Client.LocalEndPoint != null)
        {
            if (udp.Client.LocalEndPoint is IPEndPoint ip && !ip.Address.IsIPv4())
                throw new NotSupportedException("IPv6 does not support broadcasting!");
        }

        if (!udp.EnableBroadcast) udp.EnableBroadcast = true;

        udp.Send(buffer, buffer.Length, new IPEndPoint(IPAddress.Broadcast, port));

        return udp;
    }

    /// <summary>广播字符串</summary>
    /// <param name="udp"></param>
    /// <param name="message"></param>
    /// <param name="port"></param>
    public static UdpClient Broadcast(this UdpClient udp, String message, Int32 port)
    {
        var buffer = Encoding.UTF8.GetBytes(message);
        return Broadcast(udp, buffer, port);
    }

    /// <summary>接收字符串</summary>
    /// <param name="udp"></param>
    /// <param name="encoding">文本编码,默认null表示UTF-8编码</param>
    /// <returns></returns>
    public static String ReceiveString(this UdpClient udp, Encoding? encoding = null)
    {
        IPEndPoint? ep = null;
        var buffer = udp.Receive(ref ep);
        if (buffer == null || buffer.Length <= 0) return String.Empty;

        encoding ??= Encoding.UTF8;
        return encoding.GetString(buffer);
    }
}