重新封装SocketManager

This commit is contained in:
Mili 2023-03-11 01:05:33 +08:00
parent f0362e7257
commit 0e106b2676
28 changed files with 811 additions and 634 deletions

View File

@ -34,15 +34,24 @@ namespace Milimoe.FunGame.Core.Api.Transmittal
return _LastestResult;
}
public bool Dispose()
private bool IsDisposed = false;
public void Dispose()
{
return MailManager.Dispose(this);
Dispose(true);
GC.SuppressFinalize(this);
}
void IDisposable.Dispose()
protected void Dispose(bool Disposing)
{
if (!IsDisposed)
{
if (Disposing)
{
MailManager.Dispose(this);
GC.SuppressFinalize(this);
}
}
IsDisposed = true;
}
}
}

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@ -0,0 +1,13 @@
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Core.Interface.Base
{
public interface IClientSocket : ISocket
{
public bool Receiving { get; }
public void StartReceiving(Task t);
public SocketResult Send(SocketMessageType type, params object[] objs);
public Library.Common.Network.SocketObject Receive();
public void BindEvent(Delegate Method, bool Remove = false);
}
}

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@ -12,10 +12,6 @@ namespace Milimoe.FunGame.Core.Interface.Base
public string ServerName { get; }
public string ServerNotice { get; }
public bool Connected => Instance != null && Instance.Connected;
public bool Receiving { get; }
public SocketResult Send(SocketMessageType type, params object[] objs);
public Library.Common.Network.SocketObject Receive();
public void Close();
public void StartReceiving(Task t);
}
}

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@ -1,6 +1,6 @@
using Milimoe.FunGame.Core.Library.Common.Network;
namespace Milimoe.FunGame.Desktop.Library.Interface
namespace Milimoe.FunGame.Core.Interface.Base
{
public interface ISocketHandler
{

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@ -0,0 +1,10 @@
namespace Milimoe.FunGame.Core.Library.Common.Architecture
{
public abstract class BaseController
{
/// <summary>
/// 重写此方法并调用Model的Dispose方法否则将无法正常将监听Socket的事件移除
/// </summary>
public abstract void Dispose();
}
}

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@ -0,0 +1,67 @@
using Milimoe.FunGame.Core.Interface.Base;
using Milimoe.FunGame.Core.Library.Common.Network;
using Milimoe.FunGame.Core.Service;
namespace Milimoe.FunGame.Core.Library.Common.Architecture
{
public class BaseModel : ISocketHandler, IDisposable
{
/// <summary>
/// Socket
/// </summary>
private readonly Socket _Socket;
/// <summary>
/// 继承请调用base构造
/// </summary>
/// <param name="socket">Socket</param>
public BaseModel(Socket? socket)
{
if (socket != null)
{
_Socket = socket;
socket.BindEvent(new SocketManager.SocketReceiveHandler(SocketHandler));
}
else throw new SocketCreateReceivingException();
}
/// <summary>
/// 继承请重写此方法
/// </summary>
/// <param name="SocketObject">SocketObject</param>
public virtual void SocketHandler(SocketObject SocketObject)
{
}
/// <summary>
/// 判断是否已经Disposed
/// </summary>
private bool IsDisposed = false;
/// <summary>
/// 公开的Dispose方法
/// </summary>
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
/// <summary>
/// 关闭时
/// </summary>
/// <param name="Disposing"></param>
protected void Dispose(bool Disposing)
{
if (!IsDisposed)
{
if (Disposing)
{
_Socket.BindEvent(new SocketManager.SocketReceiveHandler(SocketHandler), true);
}
}
IsDisposed = true;
}
}
}

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@ -4,7 +4,7 @@ using Milimoe.FunGame.Core.Service;
namespace Milimoe.FunGame.Core.Library.Common.Network
{
public class ClientSocket : ISocket
public class ClientSocket : IClientSocket
{
public System.Net.Sockets.Socket Instance { get; }
public int Runtime { get; } = (int)SocketRuntimeType.Server;
@ -62,6 +62,18 @@ namespace Milimoe.FunGame.Core.Library.Common.Network
return SocketResult.NotSent;
}
public void BindEvent(Delegate Method, bool Remove = false)
{
if (!Remove)
{
SocketManager.SocketReceive += (SocketManager.SocketReceiveHandler)Method;
}
else
{
SocketManager.SocketReceive -= (SocketManager.SocketReceiveHandler)Method;
}
}
public void StartReceiving(Task t)
{
_Receiving = true;

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@ -15,12 +15,10 @@ namespace Milimoe.FunGame.Core.Library.Common.Network
public string ServerName { get; } = "";
public string ServerNotice { get; } = "";
public bool Connected => Instance != null && Instance.Connected;
public bool Receiving => _Receiving;
public List<BaseModel> GetUsersList => OnlineUsers.GetList();
public int UsersCount => OnlineUsers.Count;
private readonly ThreadManager OnlineUsers;
private bool _Receiving = false;
private ServerSocket(System.Net.Sockets.Socket Instance, int ServerPort, int MaxConnection = 0)
{
@ -72,26 +70,11 @@ namespace Milimoe.FunGame.Core.Library.Common.Network
return OnlineUsers[UserName];
}
public SocketResult Send(SocketMessageType type, params object[] objs)
{
throw new ListeningSocketCanNotSendException();
}
public SocketObject Receive()
{
throw new ListeningSocketCanNotSendException();
}
public void Close()
{
Instance?.Close();
}
public void StartReceiving(Task t)
{
throw new ListeningSocketCanNotSendException();
}
public static string GetTypeString(SocketMessageType type)
{
return Socket.GetTypeString(type);

View File

@ -4,7 +4,7 @@ using Milimoe.FunGame.Core.Service;
namespace Milimoe.FunGame.Core.Library.Common.Network
{
public class Socket : ISocket, ISocketHeartBeat
public class Socket : IClientSocket, ISocketHeartBeat
{
public System.Net.Sockets.Socket Instance { get; }
public int Runtime { get; } = (int)SocketRuntimeType.Client;
@ -72,6 +72,18 @@ namespace Milimoe.FunGame.Core.Library.Common.Network
}
}
public void BindEvent(Delegate Method, bool Remove = false)
{
if (!Remove)
{
SocketManager.SocketReceive += (SocketManager.SocketReceiveHandler)Method;
}
else
{
SocketManager.SocketReceive -= (SocketManager.SocketReceiveHandler)Method;
}
}
public void CheckHeartBeatFaileds()
{
if (HeartBeatFaileds >= 3) Close();

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@ -1,4 +1,5 @@
using Milimoe.FunGame.Core.Library.Constant;
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Core.Library.Common.Network
{
@ -7,12 +8,30 @@ namespace Milimoe.FunGame.Core.Library.Common.Network
public SocketMessageType SocketType { get; } = SocketMessageType.Unknown;
public Guid Token { get; } = Guid.Empty;
public object[] Parameters { get; } = Array.Empty<object>();
public int Length { get; } = 0;
public SocketObject(SocketMessageType type, Guid token, params object[] parameters)
{
SocketType = type;
Token = token;
Parameters = parameters;
Length = parameters.Length;
}
/// <summary>
/// 从参数列表中获取指定类型的参数
/// </summary>
/// <typeparam name="T">类型</typeparam>
/// <param name="index">索引</param>
/// <returns>类型的参数</returns>
/// <exception cref="IndexOutOfArrayLengthException">索引超过数组上限</exception>
public T? GetParam<T>(int index)
{
if (index < Parameters.Length)
{
return NetworkUtility.ConvertJsonObject<T>(Parameters[index]);
}
throw new IndexOutOfArrayLengthException();
}
}
}

View File

@ -14,5 +14,7 @@ namespace Milimoe.FunGame.Core.Library.Constant
public const int MaxTask_1C2G = 10;
public const int MaxThread_General = 20;
public const int MaxTask_4C4G = 40;
public const int SocketByteSize = 2048;
}
}

View File

@ -129,4 +129,14 @@
{
public override string Message => "无法创建Smtp服务 (#10026)";
}
public class IndexOutOfArrayLengthException : Exception
{
public override string Message => "索引超过数组长度上限 (#10027)";
}
public class SocketCreateReceivingException : Exception
{
public override string Message => "无法创建监听套接字 (#10027)";
}
}

View File

@ -162,7 +162,7 @@ namespace Milimoe.FunGame.Core.Service
if (Socket != null)
{
// 从服务器接收消息
byte[] buffer = new byte[2048];
byte[] buffer = new byte[General.SocketByteSize];
int length = Socket.Receive(buffer);
if (length > 0)
{
@ -172,6 +172,8 @@ namespace Milimoe.FunGame.Core.Service
{
result = new Library.Common.Network.SocketObject(json.MessageType, json.Token, json.Parameters);
}
// 客户端接收消息广播ScoketObject到每个UIModel
OnSocketReceive(result);
return result;
}
}
@ -189,7 +191,7 @@ namespace Milimoe.FunGame.Core.Service
if (ClientSocket != null)
{
// 从客户端接收消息
byte[] buffer = new byte[2048];
byte[] buffer = new byte[General.SocketByteSize];
int length = ClientSocket.Receive(buffer);
if (length > 0)
{
@ -238,38 +240,23 @@ namespace Milimoe.FunGame.Core.Service
#region
/// <summary>
/// 异步监听事件
/// 监听事件的委托
/// </summary>
/// <typeparam name="T">结果类</typeparam>
/// <param name="type">通信类型</param>
/// <param name="objs">参数</param>
/// <returns>结果</returns>
internal delegate Task<T> SocketHandler<T>(Library.Common.Network.SocketObject SocketObject);
/// <param name="SocketObject">SocketObject</param>
internal delegate void SocketReceiveHandler(Library.Common.Network.SocketObject SocketObject);
/// <summary>
/// 异步监听事件
/// 监听事件
/// </summary>
/// <param name="type">通信类型</param>
/// <param name="objs">参数</param>
/// <returns>线程</returns>
internal delegate Task SocketHandler(Library.Common.Network.SocketObject SocketObject);
internal static event SocketReceiveHandler? SocketReceive;
/// <summary>
/// 监听没有返回值的事件
/// 触发异步监听事件
/// </summary>
internal static event SocketHandler? SocketReceiveAsync;
/// <summary>
/// 触发异步无返回值事件
/// </summary>
/// <param name="type">通信类型</param>
/// <param name="objs">参数</param>
internal static void OnSocketReceiveAsync(Library.Common.Network.SocketObject SocketObject)
/// <param name="SocketObject">SocketObject</param>
internal static void OnSocketReceive(Library.Common.Network.SocketObject SocketObject)
{
if (SocketReceiveAsync != null)
{
SocketReceiveAsync.Invoke(SocketObject);
}
SocketReceive?.Invoke(SocketObject);
}
#endregion

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@ -1,12 +1,26 @@
using Milimoe.FunGame.Core.Library.Common.Event;
using Milimoe.FunGame.Core.Library.Common.Architecture;
using Milimoe.FunGame.Desktop.Library;
using Milimoe.FunGame.Desktop.Library.Component;
using Milimoe.FunGame.Desktop.Model;
using Milimoe.FunGame.Desktop.UI;
namespace Milimoe.FunGame.Desktop.Controller
{
public class LoginController
public class LoginController : BaseController
{
private readonly LoginModel LoginModel;
public LoginController()
{
LoginModel = new LoginModel();
}
public override void Dispose()
{
LoginModel.Dispose();
}
public static bool LoginAccount(params object[]? objs)
{
if (RunTime.Login?.OnBeforeLoginEvent(new GeneralEventArgs()) == Core.Library.Constant.EventResult.Fail) return false;

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@ -1,13 +1,12 @@
using Milimoe.FunGame.Core.Library.Common.Event;
using Milimoe.FunGame.Core.Library.Common.Architecture;
using Milimoe.FunGame.Core.Library.Constant;
using Milimoe.FunGame.Desktop.Library;
using Milimoe.FunGame.Desktop.Library.Interface;
using Milimoe.FunGame.Desktop.Model;
using Milimoe.FunGame.Desktop.UI;
namespace Milimoe.FunGame.Desktop.Controller
{
public class MainController : IMain
public class MainController : BaseController
{
public bool Connected => Do<bool>(MainInvokeType.Connected);
@ -20,6 +19,11 @@ namespace Milimoe.FunGame.Desktop.Controller
MainModel = new MainModel(Main);
}
public override void Dispose()
{
MainModel.Dispose();
}
/**
* Model的方法
*/
@ -28,58 +32,11 @@ namespace Milimoe.FunGame.Desktop.Controller
object result = new();
switch(DoType)
{
case MainInvokeType.GetServerConnection:
result = MainModel.GetServerConnection();
break;
case MainInvokeType.Connect:
result = MainModel.Connect();
if ((ConnectResult)result != ConnectResult.Success)
{
Main.OnFailedConnectEvent(new GeneralEventArgs());
Main.OnAfterConnectEvent(new GeneralEventArgs());
}
break;
case MainInvokeType.Connected:
result = MainModel.Connected;
break;
case MainInvokeType.Disconnect:
if (Main.OnBeforeDisconnectEvent(new GeneralEventArgs()) == EventResult.Fail) return (T)result;
MainModel.Disconnect();
break;
case MainInvokeType.Disconnected:
break;
case MainInvokeType.WaitConnectAndSetYellow:
break;
case MainInvokeType.WaitLoginAndSetYellow:
break;
case MainInvokeType.SetGreenAndPing:
break;
case MainInvokeType.SetGreen:
break;
case MainInvokeType.SetYellow:
break;
case MainInvokeType.SetRed:
break;
case MainInvokeType.LogOut:
if (Main.OnBeforeLogoutEvent(new GeneralEventArgs()) == EventResult.Fail) return (T)result;
result = MainModel.LogOut();
break;
case MainInvokeType.Close:
result = MainModel.Close();
break;
case MainInvokeType.IntoRoom:
if (Main.OnBeforeIntoRoomEvent(new GeneralEventArgs()) == EventResult.Fail) return (T)result;
result = MainModel.IntoRoom();
@ -97,66 +54,11 @@ namespace Milimoe.FunGame.Desktop.Controller
return (T)result;
}
public bool GetServerConnection()
{
return Do<bool>(MainInvokeType.GetServerConnection);
}
public ConnectResult Connect()
{
return Do<ConnectResult>(MainInvokeType.Connect);
}
public void Disconnect()
{
Do<object>(MainInvokeType.Disconnect);
}
public void Disconnected()
{
Do<object>(MainInvokeType.Disconnected);
}
public void SetWaitConnectAndSetYellow()
{
throw new NotImplementedException();
}
public void SetWaitLoginAndSetYellow()
{
throw new NotImplementedException();
}
public void SetGreenAndPing()
{
throw new NotImplementedException();
}
public void SetGreen()
{
throw new NotImplementedException();
}
public void SetYellow()
{
throw new NotImplementedException();
}
public void SetRed()
{
throw new NotImplementedException();
}
public bool LogOut()
{
return Do<bool>(MainInvokeType.LogOut);
}
public bool Close()
{
return Do<bool>(MainInvokeType.Close);
}
public bool IntoRoom()
{
return Do<bool>(MainInvokeType.IntoRoom);

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@ -3,11 +3,11 @@ using Milimoe.FunGame.Desktop.Library;
using Milimoe.FunGame.Desktop.Model;
using Milimoe.FunGame.Core.Library.Constant;
using Milimoe.FunGame.Desktop.UI;
using Milimoe.FunGame.Core.Library.Common.Network;
using Milimoe.FunGame.Core.Library.Common.Architecture;
namespace Milimoe.FunGame.Desktop.Controller
{
public class RegisterController
public class RegisterController : BaseController
{
private readonly Register Register;
private readonly RegisterModel RegModel;
@ -18,9 +18,9 @@ namespace Milimoe.FunGame.Desktop.Controller
RegModel = new RegisterModel(reg);
}
public void SocketHandler(SocketMessageType type, params object[]? objs)
public override void Dispose()
{
RegModel.SocketHandler(type, objs);
RegModel.Dispose();
}
public bool Reg(params object[]? objs)

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@ -0,0 +1,100 @@
using Milimoe.FunGame.Core.Library.Common.Event;
using Milimoe.FunGame.Core.Library.Constant;
using Milimoe.FunGame.Desktop.Model;
using Milimoe.FunGame.Desktop.UI;
namespace Milimoe.FunGame.Desktop.Controller
{
public class RunTimeController
{
public bool Connected => Do<bool>(MainInvokeType.Connected);
private RunTimeModel RunTimeModel { get; }
private Main Main { get; }
public RunTimeController(Main Main)
{
this.Main = Main;
RunTimeModel = new RunTimeModel(Main);
}
/**
* Model的方法
*/
private T Do<T>(MainInvokeType DoType, params object[] args)
{
object result = new();
switch (DoType)
{
case MainInvokeType.GetServerConnection:
result = RunTimeModel.GetServerConnection();
break;
case MainInvokeType.Connect:
result = RunTimeModel.Connect();
if ((ConnectResult)result != ConnectResult.Success)
{
Main.OnFailedConnectEvent(new GeneralEventArgs());
Main.OnAfterConnectEvent(new GeneralEventArgs());
}
break;
case MainInvokeType.Connected:
result = RunTimeModel.Connected;
break;
case MainInvokeType.Disconnect:
if (Main.OnBeforeDisconnectEvent(new GeneralEventArgs()) == EventResult.Fail) return (T)result;
RunTimeModel.Disconnect();
break;
case MainInvokeType.Disconnected:
break;
case MainInvokeType.Close:
if (args != null && args.Length > 0)
{
RunTimeModel.Error((Exception)args[0]);
result = true;
}
else
result = RunTimeModel.Close();
break;
default:
break;
}
return (T)result;
}
public bool GetServerConnection()
{
return Do<bool>(MainInvokeType.GetServerConnection);
}
public ConnectResult Connect()
{
return Do<ConnectResult>(MainInvokeType.Connect);
}
public void Disconnect()
{
Do<object>(MainInvokeType.Disconnect);
}
public void Disconnected()
{
Do<object>(MainInvokeType.Disconnected);
}
public bool Close()
{
return Do<bool>(MainInvokeType.Close);
}
public bool Error(Exception e)
{
return Do<bool>(MainInvokeType.Close, e);
}
}
}

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@ -16,7 +16,7 @@ namespace Milimoe.FunGame.Desktop.Library.Base
{
if (AfterLogin != null)
{
return AfterLogin(this, e);
return AfterLogin.Invoke(this, e);
}
else return EventResult.NoEventImplement;
}
@ -25,7 +25,7 @@ namespace Milimoe.FunGame.Desktop.Library.Base
{
if (BeforeLogin != null)
{
return BeforeLogin(this, e);
return BeforeLogin.Invoke(this, e);
}
else return EventResult.NoEventImplement;
}
@ -34,7 +34,7 @@ namespace Milimoe.FunGame.Desktop.Library.Base
{
if (FailedLogin != null)
{
return FailedLogin(this, e);
return FailedLogin.Invoke(this, e);
}
else return EventResult.NoEventImplement;
}
@ -43,7 +43,7 @@ namespace Milimoe.FunGame.Desktop.Library.Base
{
if (SucceedLogin != null)
{
return SucceedLogin(this, e);
return SucceedLogin.Invoke(this, e);
}
else return EventResult.NoEventImplement;
}

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@ -56,11 +56,8 @@ namespace Milimoe.FunGame.Desktop.Library.Component
/// </summary>
protected virtual void FormClosedEvent(object? sender, FormClosedEventArgs e)
{
Dispose();
if (GetType() == typeof(ShowMessage))
if (GetType() != typeof(ShowMessage))
{
return;
}
Singleton.Remove(this);
if (GetType() == typeof(Main))
{
@ -90,6 +87,8 @@ namespace Milimoe.FunGame.Desktop.Library.Component
{
RunTime.UserCenter = null;
}
Dispose();
}
}
/// <summary>

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@ -7,6 +7,7 @@
public class RunTime
{
public static Core.Library.Common.Network.Socket? Socket { get; set; } = null;
public static Controller.RunTimeController? Connector { get; set; } = null;
public static UI.Main? Main { get; set; } = null;
public static UI.Login? Login { get; set; } = null;
public static UI.Register? Register { get; set; } = null;

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@ -1,24 +0,0 @@
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Desktop.Library.Interface
{
public interface IMain
{
public bool Connected { get; }
public bool GetServerConnection();
public ConnectResult Connect();
public void Disconnect();
public void Disconnected();
public void SetWaitConnectAndSetYellow();
public void SetWaitLoginAndSetYellow();
public void SetGreenAndPing();
public void SetGreen();
public void SetYellow();
public void SetRed();
public bool LogOut();
public bool Close();
public bool IntoRoom();
public bool Chat(string msg);
}
}

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@ -1,20 +1,55 @@
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Common.Event;
using Milimoe.FunGame.Core.Library.Common.Architecture;
using Milimoe.FunGame.Core.Library.Common.Network;
using Milimoe.FunGame.Core.Library.Constant;
using Milimoe.FunGame.Core.Library.Exception;
using Milimoe.FunGame.Desktop.Controller;
using Milimoe.FunGame.Desktop.Library;
using Milimoe.FunGame.Desktop.Library.Component;
using Milimoe.FunGame.Desktop.UI;
namespace Milimoe.FunGame.Desktop.Model
{
/// <summary>
/// 请不要越过Controller直接调用Model中的方法。
/// </summary>
public class LoginModel
public class LoginModel : BaseModel
{
public LoginModel() : base(RunTime.Socket)
{
}
public override void SocketHandler(SocketObject SocketObject)
{
try
{
SocketMessageType type = SocketObject.SocketType;
object[] objs = SocketObject.Parameters;
switch (SocketObject.SocketType)
{
case SocketMessageType.Login:
SocketHandler_Login(SocketObject);
break;
case SocketMessageType.CheckLogin:
SocketHandler_CheckLogin(SocketObject);
break;
}
}
catch (Exception e)
{
RunTime.WritelnSystemInfo(e.GetErrorInfo());
}
}
public static bool LoginAccount(params object[]? objs)
{
try
{
Core.Library.Common.Network.Socket? Socket = RunTime.Socket;
Socket? Socket = RunTime.Socket;
if (Socket != null && objs != null)
{
string username = "";
@ -41,7 +76,7 @@ namespace Milimoe.FunGame.Desktop.Model
{
try
{
Core.Library.Common.Network.Socket? Socket = RunTime.Socket;
Socket? Socket = RunTime.Socket;
if (Socket != null && objs != null)
{
Guid key = Guid.Empty;
@ -58,5 +93,53 @@ namespace Milimoe.FunGame.Desktop.Model
}
return false;
}
private void SocketHandler_Login(SocketObject SocketObject)
{
Guid key = Guid.Empty;
string? msg = "";
// 返回一个Key再发回去给服务器就行了
if (SocketObject.Length > 0) key = SocketObject.GetParam<Guid>(0);
if (SocketObject.Length > 1) msg = SocketObject.GetParam<string>(1);
// 如果返回了msg说明验证错误。
if (msg != null && msg.Trim() != "")
{
ShowMessage.ErrorMessage(msg, "登录失败");
RunTime.Login?.OnFailedLoginEvent(new GeneralEventArgs());
RunTime.Login?.OnAfterLoginEvent(new GeneralEventArgs());
}
else
{
if (key != Guid.Empty)
{
Config.Guid_LoginKey = key;
LoginController.CheckLogin(key);
}
else
{
ShowMessage.ErrorMessage("登录失败!!", "登录失败", 5);
RunTime.Login?.OnFailedLoginEvent(new GeneralEventArgs());
RunTime.Login?.OnAfterLoginEvent(new GeneralEventArgs());
}
}
}
private void SocketHandler_CheckLogin(SocketObject SocketObject)
{
// 返回的objs是该Login的User对象的各个属性
object[] objs = SocketObject.Parameters;
if (objs != null && objs.Length > 0)
{
// 创建User对象并返回到Main
RunTime.Main?.UpdateUI(MainInvokeType.SetUser, new object[] { Factory.New<User>(objs) });
RunTime.Login?.OnSucceedLoginEvent(new GeneralEventArgs());
RunTime.Login?.OnAfterLoginEvent(new GeneralEventArgs());
return;
}
ShowMessage.ErrorMessage("登录失败!!", "登录失败", 5);
RunTime.Login?.OnFailedLoginEvent(new GeneralEventArgs());
RunTime.Login?.OnAfterLoginEvent(new GeneralEventArgs());
}
}
}

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@ -1,29 +1,19 @@
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Common.Event;
using Milimoe.FunGame.Core.Library.Common.Event;
using Milimoe.FunGame.Core.Library.Common.Architecture;
using Milimoe.FunGame.Core.Library.Common.Network;
using Milimoe.FunGame.Core.Library.Constant;
using Milimoe.FunGame.Core.Library.Exception;
using Milimoe.FunGame.Desktop.Controller;
using Milimoe.FunGame.Desktop.Library;
using Milimoe.FunGame.Desktop.Library.Component;
using Milimoe.FunGame.Desktop.Library.Interface;
using Milimoe.FunGame.Desktop.UI;
using static System.Windows.Forms.VisualStyles.VisualStyleElement.ListView;
using static System.Windows.Forms.VisualStyles.VisualStyleElement.StartPanel;
namespace Milimoe.FunGame.Desktop.Model
{
public class MainModel : IMain
public class MainModel : BaseModel
{
public bool Connected => Socket != null && Socket.Connected;
private readonly Main Main;
private Task? ReceivingTask;
private Core.Library.Common.Network.Socket? Socket;
private bool IsReceiving = false;
public MainModel(Main main)
public MainModel(Main main) : base(RunTime.Socket)
{
Main = main;
}
@ -37,7 +27,7 @@ namespace Milimoe.FunGame.Desktop.Model
// 需要当时登录给的Key发回去确定是账号本人在操作才允许登出
if (Config.Guid_LoginKey != Guid.Empty)
{
if (Socket?.Send(SocketMessageType.Logout, Config.Guid_LoginKey) == SocketResult.Success)
if (RunTime.Socket?.Send(SocketMessageType.Logout, Config.Guid_LoginKey) == SocketResult.Success)
{
return true;
}
@ -54,202 +44,11 @@ namespace Milimoe.FunGame.Desktop.Model
return false;
}
public void Disconnect()
{
try
{
Socket?.Send(SocketMessageType.Disconnect, "");
}
catch (Exception e)
{
Main.GetMessage(e.GetErrorInfo());
Main.OnFailedDisconnectEvent(new GeneralEventArgs());
Main.OnAfterDisconnectEvent(new GeneralEventArgs());
}
}
public void Disconnected()
{
Disconnect();
}
public bool GetServerConnection()
{
try
{
// 获取服务器IP
string? ipaddress = (string?)Implement.GetFunGameImplValue(InterfaceType.IClient, InterfaceMethod.RemoteServerIP);
if (ipaddress != null)
{
string[] s = ipaddress.Split(':');
if (s != null && s.Length > 1)
{
Constant.Server_Address = s[0];
Constant.Server_Port = Convert.ToInt32(s[1]);
if (Connect() == ConnectResult.Success) return true; // 连接服务器
}
}
else
{
ShowMessage.ErrorMessage("查找可用的服务器失败!");
Config.FunGame_isRetrying = false;
throw new FindServerFailedException();
}
}
catch (Exception e)
{
Main.GetMessage(e.GetErrorInfo(), TimeType.None);
}
return false;
}
public ConnectResult Connect()
{
if (Main.OnBeforeConnectEvent(new GeneralEventArgs()) == EventResult.Fail) return ConnectResult.ConnectFailed;
if (Constant.Server_Address == "" || Constant.Server_Port <= 0)
{
ShowMessage.ErrorMessage("查找可用的服务器失败!");
Main.OnFailedConnectEvent(new GeneralEventArgs());
Main.OnAfterConnectEvent(new GeneralEventArgs());
return ConnectResult.FindServerFailed;
}
try
{
if (Config.FunGame_isRetrying)
{
Main.GetMessage("正在连接服务器,请耐心等待。");
Config.FunGame_isRetrying = false;
Main.OnFailedConnectEvent(new GeneralEventArgs());
Main.OnAfterConnectEvent(new GeneralEventArgs());
return ConnectResult.CanNotConnect;
}
if (!Config.FunGame_isConnected)
{
Main.CurrentRetryTimes++;
if (Main.CurrentRetryTimes == 0) Main.GetMessage("开始连接服务器...", TimeType.General);
else Main.GetMessage("第" + Main.CurrentRetryTimes + "次重试连接服务器...");
// 超过重连次数上限
if (Main.CurrentRetryTimes + 1 > Main.MaxRetryTimes)
{
throw new CanNotConnectException();
}
// 与服务器建立连接
Socket?.Close();
Config.FunGame_isRetrying = true;
Socket = Core.Library.Common.Network.Socket.Connect(Constant.Server_Address, Constant.Server_Port);
if (Socket != null && Socket.Connected)
{
// 设置可复用Socket
RunTime.Socket = Socket;
// 发送连接请求
if (Socket.Send(SocketMessageType.Connect) == SocketResult.Success)
{
Task t = Task.Factory.StartNew(() =>
{
if (Receiving() == SocketMessageType.Connect)
{
Main.GetMessage("连接服务器成功请登录账号以体验FunGame。");
Main.UpdateUI(MainInvokeType.Connected);
StartReceiving();
while (true)
{
if (IsReceiving)
{
Main.OnSucceedConnectEvent(new GeneralEventArgs());
Main.OnAfterConnectEvent(new GeneralEventArgs());
break;
}
}
}
});
return ConnectResult.Success;
}
Socket?.Close();
Config.FunGame_isRetrying = false;
throw new CanNotConnectException();
}
}
else
{
Main.GetMessage("已连接至服务器,请勿重复连接。");
return ConnectResult.CanNotConnect;
}
}
catch (Exception e)
{
Main.GetMessage(e.GetErrorInfo(), TimeType.None);
Main.UpdateUI(MainInvokeType.SetRed);
Config.FunGame_isRetrying = false;
Task.Factory.StartNew(() =>
{
Main.OnFailedConnectEvent(new GeneralEventArgs());
Main.OnAfterConnectEvent(new GeneralEventArgs());
});
return ConnectResult.ConnectFailed;
}
return ConnectResult.CanNotConnect;
}
public bool Close()
{
try
{
if (Socket != null)
{
Socket.Close();
Socket = null;
}
if (ReceivingTask != null && !ReceivingTask.IsCompleted)
{
ReceivingTask.Wait(1);
ReceivingTask = null;
IsReceiving = false;
}
}
catch (Exception e)
{
Main.GetMessage(e.GetErrorInfo(), TimeType.None);
return false;
}
return true;
}
public void SetWaitConnectAndSetYellow()
{
throw new NotImplementedException();
}
public void SetWaitLoginAndSetYellow()
{
throw new NotImplementedException();
}
public void SetGreenAndPing()
{
throw new NotImplementedException();
}
public void SetGreen()
{
throw new NotImplementedException();
}
public void SetYellow()
{
throw new NotImplementedException();
}
public void SetRed()
{
throw new NotImplementedException();
}
public bool IntoRoom()
{
try
{
if (Socket?.Send(SocketMessageType.IntoRoom, Config.FunGame_Roomid) == SocketResult.Success)
if (RunTime.Socket?.Send(SocketMessageType.IntoRoom, Config.FunGame_Roomid) == SocketResult.Success)
return true;
else throw new CanNotIntoRoomException();
}
@ -266,7 +65,7 @@ namespace Milimoe.FunGame.Desktop.Model
{
try
{
if (Socket?.Send(SocketMessageType.Chat, msg) == SocketResult.Success)
if (RunTime.Socket?.Send(SocketMessageType.Chat, msg) == SocketResult.Success)
return true;
else throw new CanNotSendTalkException();
}
@ -279,89 +78,34 @@ namespace Milimoe.FunGame.Desktop.Model
}
}
#endregion
#region
private void StartReceiving()
public override void SocketHandler(SocketObject SocketObject)
{
ReceivingTask = Task.Factory.StartNew(() =>
{
Thread.Sleep(100);
IsReceiving = true;
while (Socket != null && Socket.Connected)
{
Receiving();
}
});
Socket?.StartReceiving(ReceivingTask);
}
private SocketObject GetServerMessage()
{
if (Socket != null && Socket.Connected)
{
return Socket.Receive();
}
return new SocketObject(SocketMessageType.Unknown, Guid.Empty, Array.Empty<object>());
}
private SocketMessageType Receiving()
{
if (Socket is null) return SocketMessageType.Unknown;
SocketMessageType result = SocketMessageType.Unknown;
try
{
SocketObject ServerMessage = GetServerMessage();
SocketMessageType type = ServerMessage.SocketType;
object[] objs = ServerMessage.Parameters;
result = type;
switch (type)
switch (SocketObject.SocketType)
{
case SocketMessageType.Connect:
SocketHandler_Connect(objs);
break;
case SocketMessageType.GetNotice:
SocketHandler_GetNotice(objs);
break;
case SocketMessageType.Login:
SocketHandler_Login(objs);
break;
case SocketMessageType.CheckLogin:
SocketHandler_CheckLogin(objs);
RunTime.Login?.OnAfterLoginEvent(new GeneralEventArgs());
SocketHandler_GetNotice(SocketObject);
break;
case SocketMessageType.Logout:
SocketHandler_LogOut(objs);
break;
case SocketMessageType.Disconnect:
SocketHandler_Disconnect(objs);
SocketHandler_LogOut(SocketObject);
break;
case SocketMessageType.HeartBeat:
if (Socket.Connected && Usercfg.LoginUser != null)
if ((RunTime.Socket?.Connected ?? false) && Usercfg.LoginUser != null)
Main.UpdateUI(MainInvokeType.SetGreenAndPing);
break;
case SocketMessageType.IntoRoom:
SocketHandler_IntoRoom(objs);
SocketHandler_IntoRoom(SocketObject);
break;
case SocketMessageType.QuitRoom:
break;
case SocketMessageType.Chat:
SocketHandler_Chat(objs);
break;
case SocketMessageType.Reg:
case SocketMessageType.CheckReg:
RunTime.Register?.SocketHandler(type, objs);
SocketHandler_Chat(SocketObject);
break;
case SocketMessageType.Unknown:
@ -371,79 +115,26 @@ namespace Milimoe.FunGame.Desktop.Model
}
catch (Exception e)
{
// 报错中断服务器连接
Main.GetMessage(e.GetErrorInfo(), TimeType.None);
Main.UpdateUI(MainInvokeType.Disconnected);
Main.OnFailedConnectEvent(new GeneralEventArgs());
Close();
RunTime.Connector?.Error(e);
}
return result;
}
#endregion
#region SocketHandler
private void SocketHandler_Connect(object[] objs)
private void SocketHandler_GetNotice(SocketObject SocketObject)
{
string msg = "";
Guid token = Guid.Empty;
if (objs.Length > 0) msg = NetworkUtility.ConvertJsonObject<string>(objs[0])!;
string[] strings = msg.Split(';');
string ServerName = strings[0];
string ServerNotice = strings[1];
Config.FunGame_ServerName = ServerName;
Config.FunGame_Notice = ServerNotice;
if (objs.Length > 1) token = NetworkUtility.ConvertJsonObject<Guid>(objs[1]);
Socket!.Token = token;
Config.Guid_Socket = token;
Main.GetMessage($"已连接服务器:{ServerName}。\n\n********** 服务器公告 **********\n\n{ServerNotice}\n\n");
// 设置等待登录的黄灯
Main.UpdateUI(MainInvokeType.WaitLoginAndSetYellow);
if (SocketObject.Length > 0) Config.FunGame_Notice = SocketObject.GetParam<string>(0)!;
}
private void SocketHandler_GetNotice(object[] objs)
{
if (objs.Length > 0) Config.FunGame_Notice = NetworkUtility.ConvertJsonObject<string>(objs[0])!;
}
private void SocketHandler_Login(object[] objs)
{
Guid key = Guid.Empty;
string? msg = "";
// 返回一个Key再发回去给服务器就行了
if (objs.Length > 0) key = NetworkUtility.ConvertJsonObject<Guid>(objs[0]);
if (objs.Length > 1) msg = NetworkUtility.ConvertJsonObject<string>(objs[1]);
// 如果返回了msg说明验证错误。
if (msg != null && msg.Trim() != "")
{
ShowMessage.ErrorMessage(msg, "登录失败");
RunTime.Login?.OnFailedLoginEvent(new GeneralEventArgs());
RunTime.Login?.OnAfterLoginEvent(new GeneralEventArgs());
}
else
{
if (key != Guid.Empty)
{
Config.Guid_LoginKey = key;
LoginController.CheckLogin(key);
}
else
{
ShowMessage.ErrorMessage("登录失败!!", "登录失败", 5);
RunTime.Login?.OnFailedLoginEvent(new GeneralEventArgs());
RunTime.Login?.OnAfterLoginEvent(new GeneralEventArgs());
}
}
}
private void SocketHandler_LogOut(object[] objs)
private void SocketHandler_LogOut(SocketObject SocketObject)
{
Guid key = Guid.Empty;
string? msg = "";
// 返回一个Key如果这个Key是空的登出失败
if (objs != null && objs.Length > 0) key = NetworkUtility.ConvertJsonObject<Guid>(objs[0]);
if (objs != null && objs.Length > 1) msg = NetworkUtility.ConvertJsonObject<string>(objs[1]);
if (SocketObject.Parameters != null && SocketObject.Length > 0) key = SocketObject.GetParam<Guid>(0);
if (SocketObject.Parameters != null && SocketObject.Length > 1) msg = SocketObject.GetParam<string>(1);
if (key != Guid.Empty)
{
Config.Guid_LoginKey = Guid.Empty;
@ -458,35 +149,10 @@ namespace Milimoe.FunGame.Desktop.Model
Main.OnAfterLogoutEvent(new GeneralEventArgs());
}
private void SocketHandler_CheckLogin(object[] objs)
{
// 返回的objs是该Login的User对象的各个属性
if (objs != null && objs.Length > 0)
{
// 创建User对象并返回到Main
Main.UpdateUI(MainInvokeType.SetUser, new object[] { Factory.New<User>(objs) });
RunTime.Login?.OnSucceedLoginEvent(new GeneralEventArgs());
return;
}
ShowMessage.ErrorMessage("登录失败!!", "登录失败", 5);
RunTime.Login?.OnFailedLoginEvent(new GeneralEventArgs());
}
private void SocketHandler_Disconnect(object[] objs)
{
string msg = "";
if (objs.Length > 0) msg = NetworkUtility.ConvertJsonObject<string>(objs[0])!;
Main.GetMessage(msg);
Main.UpdateUI(MainInvokeType.Disconnect);
Close();
Main.OnSucceedDisconnectEvent(new GeneralEventArgs());
Main.OnAfterDisconnectEvent(new GeneralEventArgs());
}
private void SocketHandler_IntoRoom(object[] objs)
private void SocketHandler_IntoRoom(SocketObject SocketObject)
{
string roomid = "";
if (objs.Length > 0) roomid = NetworkUtility.ConvertJsonObject<string>(objs[0])!;
if (SocketObject.Length > 0) roomid = SocketObject.GetParam<string>(0)!;
if (roomid.Trim() != "" && roomid == "-1")
{
Main.GetMessage($"已连接至公共聊天室。");
@ -499,12 +165,12 @@ namespace Milimoe.FunGame.Desktop.Model
Main.OnAfterIntoRoomEvent(new GeneralEventArgs());
}
private void SocketHandler_Chat(object[] objs)
private void SocketHandler_Chat(SocketObject SocketObject)
{
if (objs != null && objs.Length > 1)
if (SocketObject.Parameters != null && SocketObject.Length > 1)
{
string user = NetworkUtility.ConvertJsonObject<string>(objs[0])!;
string msg = NetworkUtility.ConvertJsonObject<string>(objs[1])!;
string user = SocketObject.GetParam<string>(0)!;
string msg = SocketObject.GetParam<string>(1)!;
if (user != Usercfg.LoginUserName)
{
Main.GetMessage(msg, TimeType.None);

View File

@ -1,38 +1,41 @@
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Library.Common.Architecture;
using Milimoe.FunGame.Core.Library.Common.Network;
using Milimoe.FunGame.Core.Library.Constant;
using Milimoe.FunGame.Core.Library.Exception;
using Milimoe.FunGame.Desktop.Library;
using Milimoe.FunGame.Desktop.Library.Component;
using Milimoe.FunGame.Desktop.Library.Interface;
using Milimoe.FunGame.Desktop.UI;
namespace Milimoe.FunGame.Desktop.Model
{
public class RegisterModel
public class RegisterModel : BaseModel
{
private readonly Register Register;
public RegisterModel(Register reg)
public RegisterModel(Register reg) : base(RunTime.Socket)
{
Register = reg;
}
public void SocketHandler(SocketMessageType type, params object[]? objs)
public override void SocketHandler(SocketObject SocketObject)
{
try
{
switch (type)
SocketMessageType type = SocketObject.SocketType;
object[] objs = SocketObject.Parameters;
switch (SocketObject.SocketType)
{
case SocketMessageType.Reg:
RegInvokeType invokeType = RegInvokeType.None;
if (objs != null && objs.Length > 0)
{
invokeType = NetworkUtility.ConvertJsonObject<RegInvokeType>(objs[0]);
invokeType = SocketObject.GetParam<RegInvokeType>(0);
Register.UpdateUI(invokeType);
}
break;
case SocketMessageType.CheckReg:
SocketHandler_CheckReg(objs);
SocketHandler_CheckReg(SocketObject);
break;
}
}
@ -42,12 +45,12 @@ namespace Milimoe.FunGame.Desktop.Model
}
}
private void SocketHandler_CheckReg(params object[]? objs)
private void SocketHandler_CheckReg(SocketObject SocketObject)
{
if (objs != null && objs.Length > 1)
if (SocketObject.Parameters != null && SocketObject.Parameters.Length > 1)
{
bool successful = NetworkUtility.ConvertJsonObject<bool>(objs[0])!;
string msg = NetworkUtility.ConvertJsonObject<string>(objs[1])!;
bool successful = SocketObject.GetParam<bool>(0)!;
string msg = SocketObject.GetParam<string>(1)!;
ShowMessage.Message(msg, "注册结果");
if (successful)
{

View File

@ -0,0 +1,301 @@
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Library.Common.Event;
using Milimoe.FunGame.Core.Library.Common.Network;
using Milimoe.FunGame.Core.Library.Constant;
using Milimoe.FunGame.Core.Library.Exception;
using Milimoe.FunGame.Desktop.Controller;
using Milimoe.FunGame.Desktop.Library.Component;
using Milimoe.FunGame.Desktop.Library;
using Milimoe.FunGame.Desktop.UI;
namespace Milimoe.FunGame.Desktop.Model
{
/// <summary>
/// 与创建关闭Socket相关的方法使用此类
/// </summary>
public class RunTimeModel
{
public bool Connected => Socket != null && Socket.Connected;
private readonly Main Main;
private Task? ReceivingTask;
private Socket? Socket;
private bool IsReceiving = false;
public RunTimeModel(Main main)
{
Main = main;
}
#region
public void Disconnect()
{
try
{
Socket?.Send(SocketMessageType.Disconnect, "");
}
catch (Exception e)
{
Main.GetMessage(e.GetErrorInfo());
Main.OnFailedDisconnectEvent(new GeneralEventArgs());
Main.OnAfterDisconnectEvent(new GeneralEventArgs());
}
}
public void Disconnected()
{
Disconnect();
}
public bool GetServerConnection()
{
try
{
// 获取服务器IP
string? ipaddress = (string?)Implement.GetFunGameImplValue(InterfaceType.IClient, InterfaceMethod.RemoteServerIP);
if (ipaddress != null)
{
string[] s = ipaddress.Split(':');
if (s != null && s.Length > 1)
{
Constant.Server_Address = s[0];
Constant.Server_Port = Convert.ToInt32(s[1]);
if (Connect() == ConnectResult.Success) return true; // 连接服务器
}
}
else
{
ShowMessage.ErrorMessage("查找可用的服务器失败!");
Config.FunGame_isRetrying = false;
throw new FindServerFailedException();
}
}
catch (Exception e)
{
Main.GetMessage(e.GetErrorInfo(), TimeType.None);
}
return false;
}
public ConnectResult Connect()
{
if (Main.OnBeforeConnectEvent(new GeneralEventArgs()) == EventResult.Fail) return ConnectResult.ConnectFailed;
if (Constant.Server_Address == "" || Constant.Server_Port <= 0)
{
ShowMessage.ErrorMessage("查找可用的服务器失败!");
Main.OnFailedConnectEvent(new GeneralEventArgs());
Main.OnAfterConnectEvent(new GeneralEventArgs());
return ConnectResult.FindServerFailed;
}
try
{
if (Config.FunGame_isRetrying)
{
Main.GetMessage("正在连接服务器,请耐心等待。");
Config.FunGame_isRetrying = false;
Main.OnFailedConnectEvent(new GeneralEventArgs());
Main.OnAfterConnectEvent(new GeneralEventArgs());
return ConnectResult.CanNotConnect;
}
if (!Config.FunGame_isConnected)
{
Main.CurrentRetryTimes++;
if (Main.CurrentRetryTimes == 0) Main.GetMessage("开始连接服务器...", TimeType.General);
else Main.GetMessage("第" + Main.CurrentRetryTimes + "次重试连接服务器...");
// 超过重连次数上限
if (Main.CurrentRetryTimes + 1 > Main.MaxRetryTimes)
{
throw new CanNotConnectException();
}
// 与服务器建立连接
Socket?.Close();
Config.FunGame_isRetrying = true;
Socket = Socket.Connect(Constant.Server_Address, Constant.Server_Port);
if (Socket != null && Socket.Connected)
{
// 设置可复用Socket
RunTime.Socket = Socket;
// 发送连接请求
if (Socket.Send(SocketMessageType.Connect) == SocketResult.Success)
{
Task t = Task.Factory.StartNew(() =>
{
if (Receiving() == SocketMessageType.Connect)
{
Main.GetMessage("连接服务器成功请登录账号以体验FunGame。");
Main.UpdateUI(MainInvokeType.Connected);
StartReceiving();
while (true)
{
if (IsReceiving)
{
Main.OnSucceedConnectEvent(new GeneralEventArgs());
Main.OnAfterConnectEvent(new GeneralEventArgs());
break;
}
}
}
});
return ConnectResult.Success;
}
Socket?.Close();
Config.FunGame_isRetrying = false;
throw new CanNotConnectException();
}
}
else
{
Main.GetMessage("已连接至服务器,请勿重复连接。");
return ConnectResult.CanNotConnect;
}
}
catch (Exception e)
{
Main.GetMessage(e.GetErrorInfo(), TimeType.None);
Main.UpdateUI(MainInvokeType.SetRed);
Config.FunGame_isRetrying = false;
Task.Factory.StartNew(() =>
{
Main.OnFailedConnectEvent(new GeneralEventArgs());
Main.OnAfterConnectEvent(new GeneralEventArgs());
});
return ConnectResult.ConnectFailed;
}
return ConnectResult.CanNotConnect;
}
public bool Close()
{
try
{
if (Socket != null)
{
Socket.Close();
Socket = null;
}
if (ReceivingTask != null && !ReceivingTask.IsCompleted)
{
ReceivingTask.Wait(1);
ReceivingTask = null;
IsReceiving = false;
}
}
catch (Exception e)
{
Main.GetMessage(e.GetErrorInfo(), TimeType.None);
return false;
}
return true;
}
public void Error(Exception e)
{
Main.GetMessage(e.GetErrorInfo(), TimeType.None);
Main.UpdateUI(MainInvokeType.Disconnected);
Main.OnFailedConnectEvent(new GeneralEventArgs());
Close();
}
#endregion
#region
private void StartReceiving()
{
ReceivingTask = Task.Factory.StartNew(() =>
{
Thread.Sleep(100);
IsReceiving = true;
while (Socket != null && Socket.Connected)
{
Receiving();
}
});
Socket?.StartReceiving(ReceivingTask);
}
private SocketObject GetServerMessage()
{
if (Socket != null && Socket.Connected)
{
return Socket.Receive();
}
return new SocketObject(SocketMessageType.Unknown, Guid.Empty, Array.Empty<object>());
}
private SocketMessageType Receiving()
{
if (Socket is null) return SocketMessageType.Unknown;
SocketMessageType result = SocketMessageType.Unknown;
try
{
SocketObject ServerMessage = GetServerMessage();
SocketMessageType type = ServerMessage.SocketType;
object[] objs = ServerMessage.Parameters;
result = type;
switch (type)
{
case SocketMessageType.Connect:
SocketHandler_Connect(ServerMessage);
break;
case SocketMessageType.Disconnect:
SocketHandler_Disconnect(ServerMessage);
break;
case SocketMessageType.HeartBeat:
if (Socket.Connected && Usercfg.LoginUser != null)
Main.UpdateUI(MainInvokeType.SetGreenAndPing);
break;
case SocketMessageType.Unknown:
default:
break;
}
}
catch (Exception e)
{
// 报错中断服务器连接
Error(e);
}
return result;
}
#endregion
#region SocketHandler
private void SocketHandler_Connect(SocketObject ServerMessage)
{
string msg = "";
Guid token = Guid.Empty;
if (ServerMessage.Parameters.Length > 0) msg = ServerMessage.GetParam<string>(0)!;
string[] strings = msg.Split(';');
string ServerName = strings[0];
string ServerNotice = strings[1];
Config.FunGame_ServerName = ServerName;
Config.FunGame_Notice = ServerNotice;
if (ServerMessage.Parameters.Length > 1) token = ServerMessage.GetParam<Guid>(1);
Socket!.Token = token;
Config.Guid_Socket = token;
Main.GetMessage($"已连接服务器:{ServerName}。\n\n********** 服务器公告 **********\n\n{ServerNotice}\n\n");
// 设置等待登录的黄灯
Main.UpdateUI(MainInvokeType.WaitLoginAndSetYellow);
}
private void SocketHandler_Disconnect(SocketObject ServerMessage)
{
string msg = "";
if (ServerMessage.Parameters.Length > 0) msg = ServerMessage.GetParam<string>(0)!;
Main.GetMessage(msg);
Main.UpdateUI(MainInvokeType.Disconnect);
Close();
Main.OnSucceedDisconnectEvent(new GeneralEventArgs());
Main.OnAfterDisconnectEvent(new GeneralEventArgs());
}
#endregion
}
}

View File

@ -11,20 +11,29 @@ namespace Milimoe.FunGame.Desktop.UI
{
public partial class Login : BaseLogin
{
private readonly LoginController LoginController;
public Login()
{
InitializeComponent();
LoginController = new LoginController();
}
protected override void BindEvent()
{
base.BindEvent();
Disposed += Login_Disposed;
BeforeLogin += BeforeLoginEvent;
AfterLogin += AfterLoginEvent;
FailedLogin += FailedLoginEvent;
SucceedLogin += SucceedLoginEvent;
}
private void Login_Disposed(object? sender, EventArgs e)
{
LoginController.Dispose();
}
private bool Login_Handler()
{
try
@ -79,14 +88,19 @@ namespace Milimoe.FunGame.Desktop.UI
public EventResult FailedLoginEvent(object sender, GeneralEventArgs e)
{
GoToLogin.Enabled = true;
if (InvokeRequired) GoToLogin.Invoke(() => GoToLogin.Enabled = true);
else GoToLogin.Enabled = true;
RunTime.Main?.OnFailedLoginEvent(e);
return EventResult.Success;
}
private EventResult SucceedLoginEvent(object sender, GeneralEventArgs e)
{
Close();
if (!IsDisposed)
{
if (InvokeRequired) Invoke(Close);
else Close();
}
RunTime.Main?.OnSucceedLoginEvent(e);
return EventResult.Success;
}

View File

@ -1,3 +1,4 @@
using System.Diagnostics;
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Common.Event;
@ -8,7 +9,6 @@ using Milimoe.FunGame.Desktop.Library;
using Milimoe.FunGame.Desktop.Library.Base;
using Milimoe.FunGame.Desktop.Library.Component;
using Milimoe.FunGame.Desktop.Utility;
using System.Diagnostics;
namespace Milimoe.FunGame.Desktop.UI
{
@ -39,23 +39,23 @@ namespace Milimoe.FunGame.Desktop.UI
public Main()
{
InitializeComponent();
Init();
InitAsync();
}
/// <summary>
/// 所有自定义初始化的内容
/// </summary>
public void Init()
public async void InitAsync()
{
RunTime.Main = this;
SetButtonEnableIfLogon(false, ClientState.WaitConnect);
SetRoomid("-1"); // 房间号初始化
ShowFunGameInfo(); // 显示FunGame信息
GetFunGameConfig(); // 获取FunGame配置
// 创建一个UI控制器
MainController = new MainController(this);
// 创建RunTime
RunTime.Connector = new RunTimeController(this);
// 窗口句柄创建后,进行委托
Task.Factory.StartNew(() =>
await Task.Factory.StartNew(() =>
{
while (true)
{
@ -64,13 +64,8 @@ namespace Milimoe.FunGame.Desktop.UI
break;
}
}
void action()
{
if (Config.FunGame_isAutoConnect)
MainController.GetServerConnection();
}
InvokeUpdateUI(action);
});
if (Config.FunGame_isAutoConnect) RunTime.Connector?.GetServerConnection();
}
/// <summary>
@ -79,6 +74,7 @@ namespace Milimoe.FunGame.Desktop.UI
protected override void BindEvent()
{
base.BindEvent();
Disposed += Main_Disposed;
FailedConnect += FailedConnectEvent;
SucceedConnect += SucceedConnectEvent;
SucceedLogin += SucceedLoginEvent;
@ -134,7 +130,7 @@ namespace Milimoe.FunGame.Desktop.UI
if (MainController != null && Config.FunGame_isAutoConnect)
{
// 自动连接服务器
MainController.Connect();
RunTime.Connector?.Connect();
}
break;
@ -630,7 +626,6 @@ namespace Milimoe.FunGame.Desktop.UI
Login.Visible = false;
Logout.Visible = true;
UpdateUI(MainInvokeType.SetGreenAndPing);
RunTime.Login?.Close();
Thread.Sleep(100);
string welcome = $"欢迎回来, {Usercfg.LoginUserName}";
ShowMessage.Message(welcome, "登录成功", 5);
@ -840,11 +835,7 @@ namespace Milimoe.FunGame.Desktop.UI
{
if (ShowMessage.OKCancelMessage("你确定关闭游戏?", "退出") == (int)MessageResult.OK)
{
if (MainController != null)
{
MainController.Close();
MainController = null;
}
RunTime.Connector?.Close();
Environment.Exit(0);
}
}
@ -1174,6 +1165,11 @@ namespace Milimoe.FunGame.Desktop.UI
}
}
private void Main_Disposed(object? sender, EventArgs e)
{
MainController?.Dispose();
}
/// <summary>
/// 连接服务器失败后触发事件
/// </summary>
@ -1188,7 +1184,7 @@ namespace Milimoe.FunGame.Desktop.UI
Task.Run(() =>
{
Thread.Sleep(5000);
if (Config.FunGame_isConnected && Config.FunGame_isAutoRetry) MainController?.Connect(); // 再次判断是否开启自动重连
if (Config.FunGame_isConnected && Config.FunGame_isAutoRetry) RunTime.Connector?.Connect(); // 再次判断是否开启自动重连
});
GetMessage("连接服务器失败5秒后自动尝试重连。");
}
@ -1204,6 +1200,8 @@ namespace Milimoe.FunGame.Desktop.UI
/// <returns></returns>
public EventResult SucceedConnectEvent(object sender, GeneralEventArgs e)
{
// 创建MainController
MainController = new MainController(this);
if (MainController != null && Config.FunGame_isAutoLogin && Config.FunGame_AutoLoginUser != "" && Config.FunGame_AutoLoginPassword != "" && Config.FunGame_AutoLoginKey != "")
{
// 自动登录
@ -1305,7 +1303,7 @@ namespace Milimoe.FunGame.Desktop.UI
{
CurrentRetryTimes = -1;
Config.FunGame_isAutoLogin = true;
MainController?.Connect();
RunTime.Connector?.Connect();
}
else
WritelnGameInfo(">> 你不能在连接服务器的同时重试连接!");
@ -1315,20 +1313,20 @@ namespace Milimoe.FunGame.Desktop.UI
{
CurrentRetryTimes = -1;
Config.FunGame_isAutoLogin = true;
MainController?.GetServerConnection();
RunTime.Connector?.GetServerConnection();
}
break;
case Constant.FunGame_Disconnect:
if (Config.FunGame_isConnected && MainController != null)
{
// 先退出登录再断开连接
if (MainController?.LogOut() ?? false) MainController?.Disconnect();
if (MainController?.LogOut() ?? false) RunTime.Connector?.Disconnect();
}
break;
case Constant.FunGame_DisconnectWhenNotLogin:
if (Config.FunGame_isConnected && MainController != null)
{
MainController?.Disconnect();
RunTime.Connector?.Disconnect();
}
break;
case Constant.FunGame_ConnectTo:
@ -1359,7 +1357,7 @@ namespace Milimoe.FunGame.Desktop.UI
Constant.Server_Port = port;
CurrentRetryTimes = -1;
Config.FunGame_isAutoLogin = true;
MainController?.Connect();
RunTime.Connector?.Connect();
}
else if (ErrorType == Core.Library.Constant.ErrorType.IsNotIP) ShowMessage.ErrorMessage("这不是一个IP地址");
else if (ErrorType == Core.Library.Constant.ErrorType.IsNotPort) ShowMessage.ErrorMessage("这不是一个端口号!\n正确范围1~65535");

View File

@ -6,7 +6,6 @@ using Milimoe.FunGame.Desktop.Controller;
using Milimoe.FunGame.Desktop.Library;
using Milimoe.FunGame.Desktop.Library.Base;
using Milimoe.FunGame.Desktop.Library.Component;
using Milimoe.FunGame.Desktop.Library.Interface;
namespace Milimoe.FunGame.Desktop.UI
{
@ -26,9 +25,15 @@ namespace Milimoe.FunGame.Desktop.UI
protected override void BindEvent()
{
base.BindEvent();
Disposed += Register_Disposed;
SucceedReg += SucceedRegEvent;
}
private void Register_Disposed(object? sender, EventArgs e)
{
RegController.Dispose();
}
private bool Reg_Handler()
{
try
@ -99,11 +104,6 @@ namespace Milimoe.FunGame.Desktop.UI
return true;
}
public void SocketHandler(SocketMessageType type, params object[]? objs)
{
RegController.SocketHandler(type, objs);
}
public void UpdateUI(RegInvokeType type)
{
try