mirror of
https://github.com/project-redbud/FunGame-Core.git
synced 2025-04-23 04:29:36 +08:00
仅使用Controller,删除重复的Model;修改EventArgs的构造方法
This commit is contained in:
parent
ea682b90ff
commit
8db6fd0512
@ -1,8 +1,8 @@
|
||||
using System.Collections;
|
||||
using Milimoe.FunGame.Core.Controller;
|
||||
using Milimoe.FunGame.Core.Library.Common.Network;
|
||||
using Milimoe.FunGame.Core.Library.Constant;
|
||||
using Milimoe.FunGame.Core.Library.Exception;
|
||||
using Milimoe.FunGame.Core.Model;
|
||||
|
||||
namespace Milimoe.FunGame.Core.Api.Transmittal
|
||||
{
|
||||
@ -100,7 +100,7 @@ namespace Milimoe.FunGame.Core.Api.Transmittal
|
||||
return GetHashtableJsonObject<T>(Worker.ResultData, key);
|
||||
}
|
||||
|
||||
private class Request : SocketHandlerModel
|
||||
private class Request : SocketHandlerController
|
||||
{
|
||||
public Hashtable RequestData { get; } = new();
|
||||
public Hashtable ResultData => _ResultData;
|
||||
|
@ -1,24 +1,247 @@
|
||||
using Milimoe.FunGame.Core.Api.Transmittal;
|
||||
using Milimoe.FunGame.Core.Api.Utility;
|
||||
using Milimoe.FunGame.Core.Library.Common.Network;
|
||||
using Milimoe.FunGame.Core.Library.Constant;
|
||||
using Milimoe.FunGame.Core.Library.Exception;
|
||||
|
||||
namespace Milimoe.FunGame.Core.Controller
|
||||
{
|
||||
/// <summary>
|
||||
/// 此类实现服务器连接、断开连接、心跳检测、创建数据请求等功能
|
||||
/// -- 需要继承并实现部分方法 --
|
||||
/// </summary>
|
||||
public abstract class RunTimeController
|
||||
{
|
||||
public abstract bool Connected { get; }
|
||||
/// <summary>
|
||||
/// 与服务器的连接套接字实例
|
||||
/// </summary>
|
||||
public Socket? Socket => _Socket;
|
||||
|
||||
public abstract Task<ConnectResult> Connect();
|
||||
/// <summary>
|
||||
/// 套接字是否已经连接
|
||||
/// </summary>
|
||||
public bool Connected => _Socket != null && _Socket.Connected;
|
||||
|
||||
public abstract bool Disconnect();
|
||||
/// <summary>
|
||||
/// 接收服务器信息的线程
|
||||
/// </summary>
|
||||
protected Task? _ReceivingTask;
|
||||
|
||||
public abstract bool Close(Exception? e = null);
|
||||
/// <summary>
|
||||
/// 用于类内赋值
|
||||
/// </summary>
|
||||
protected Socket? _Socket;
|
||||
|
||||
public abstract bool Error(Exception e);
|
||||
/// <summary>
|
||||
/// 是否正在接收服务器信息
|
||||
/// </summary>
|
||||
protected bool _IsReceiving;
|
||||
|
||||
public abstract Task AutoLogin(string Username, string Password, string AutoKey);
|
||||
/// <summary>
|
||||
/// 断开服务器连接
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public bool Disconnect()
|
||||
{
|
||||
bool result = false;
|
||||
|
||||
try
|
||||
{
|
||||
result = _Socket?.Send(SocketMessageType.RunTime_Disconnect, "") == SocketResult.Success;
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
WritelnSystemInfo(e.GetErrorInfo());
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取服务器地址
|
||||
/// </summary>
|
||||
/// <returns>string:IP地址;int:端口号</returns>
|
||||
/// <exception cref="FindServerFailedException"></exception>
|
||||
public (string, int) GetServerAddress()
|
||||
{
|
||||
try
|
||||
{
|
||||
string? ipaddress = (string?)Implement.GetFunGameImplValue(InterfaceType.IClient, InterfaceMethod.RemoteServerIP);
|
||||
if (ipaddress != null)
|
||||
{
|
||||
string[] s = ipaddress.Split(':');
|
||||
if (s != null && s.Length > 1)
|
||||
{
|
||||
return (s[0], Convert.ToInt32(s[1]));
|
||||
}
|
||||
}
|
||||
throw new FindServerFailedException();
|
||||
}
|
||||
catch (FindServerFailedException e)
|
||||
{
|
||||
WritelnSystemInfo(e.GetErrorInfo());
|
||||
return ("", 0);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 客户端需要自行实现连接服务器的事务
|
||||
/// </summary>
|
||||
/// <returns>连接结果</returns>
|
||||
public abstract ConnectResult Connect();
|
||||
|
||||
/// <summary>
|
||||
/// 关闭所有连接
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
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)
|
||||
{
|
||||
WritelnSystemInfo(e.GetErrorInfo());
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 输出消息
|
||||
/// </summary>
|
||||
/// <param name="msg"></param>
|
||||
public abstract void WritelnSystemInfo(string msg);
|
||||
|
||||
public abstract DataRequest NewDataRequest(DataRequestType RequestType);
|
||||
/// <summary>
|
||||
/// 自定处理异常的方法
|
||||
/// -- 一般放在catch中 --
|
||||
/// </summary>
|
||||
/// <param name="e"></param>
|
||||
public abstract void Error(Exception e);
|
||||
|
||||
/// <summary>
|
||||
/// 基于本地已连接的Socket创建新的数据请求
|
||||
/// </summary>
|
||||
/// <param name="RequestType"></param>
|
||||
/// <returns></returns>
|
||||
/// <exception cref="ConnectFailedException"></exception>
|
||||
public DataRequest NewDataRequest(DataRequestType RequestType)
|
||||
{
|
||||
if (_Socket != null)
|
||||
{
|
||||
DataRequest request = new(_Socket, RequestType);
|
||||
return request;
|
||||
}
|
||||
throw new ConnectFailedException();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 开始接收服务器信息
|
||||
/// </summary>
|
||||
protected void StartReceiving()
|
||||
{
|
||||
_ReceivingTask = Task.Factory.StartNew(() =>
|
||||
{
|
||||
Thread.Sleep(100);
|
||||
_IsReceiving = true;
|
||||
while (Connected)
|
||||
{
|
||||
Receiving();
|
||||
}
|
||||
});
|
||||
_Socket?.StartReceiving(_ReceivingTask);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取服务器已发送的信息为SocketObject数组
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
protected SocketObject[] GetServerMessage()
|
||||
{
|
||||
if (_Socket != null && _Socket.Connected)
|
||||
{
|
||||
return _Socket.ReceiveArray();
|
||||
}
|
||||
return Array.Empty<SocketObject>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 具体接收服务器信息以及处理信息的方法
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
protected SocketMessageType Receiving()
|
||||
{
|
||||
if (_Socket is null) return SocketMessageType.Unknown;
|
||||
SocketMessageType result = SocketMessageType.Unknown;
|
||||
try
|
||||
{
|
||||
SocketObject[] ServerMessages = GetServerMessage();
|
||||
|
||||
foreach (SocketObject ServerMessage in ServerMessages)
|
||||
{
|
||||
SocketMessageType type = ServerMessage.SocketType;
|
||||
object[] objs = ServerMessage.Parameters;
|
||||
result = type;
|
||||
switch (type)
|
||||
{
|
||||
case SocketMessageType.RunTime_Connect:
|
||||
if (!SocketHandler_Connect(ServerMessage)) return SocketMessageType.Unknown;
|
||||
break;
|
||||
|
||||
case SocketMessageType.RunTime_Disconnect:
|
||||
SocketHandler_Disconnect(ServerMessage);
|
||||
break;
|
||||
|
||||
case SocketMessageType.RunTime_HeartBeat:
|
||||
if (_Socket != null && _Socket.Connected)
|
||||
{
|
||||
SocketHandler_HeartBeat(ServerMessage);
|
||||
}
|
||||
break;
|
||||
|
||||
case SocketMessageType.Unknown:
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
// 报错中断服务器连接
|
||||
Error(e);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 连接服务器的处理方法
|
||||
/// </summary>
|
||||
/// <param name="ServerMessage"></param>
|
||||
/// <returns></returns>
|
||||
protected abstract bool SocketHandler_Connect(SocketObject ServerMessage);
|
||||
|
||||
/// <summary>
|
||||
/// 与服务器断开连接的处理方法
|
||||
/// </summary>
|
||||
/// <param name="ServerMessage"></param>
|
||||
protected abstract void SocketHandler_Disconnect(SocketObject ServerMessage);
|
||||
|
||||
/// <summary>
|
||||
/// 心跳检测处理方法
|
||||
/// </summary>
|
||||
/// <param name="ServerMessage"></param>
|
||||
protected abstract void SocketHandler_HeartBeat(SocketObject ServerMessage);
|
||||
}
|
||||
}
|
||||
|
@ -1,10 +1,79 @@
|
||||
namespace Milimoe.FunGame.Core.Controller
|
||||
using Milimoe.FunGame.Core.Interface.Base;
|
||||
using Milimoe.FunGame.Core.Library.Common.Architecture;
|
||||
using Milimoe.FunGame.Core.Library.Common.Network;
|
||||
using Milimoe.FunGame.Core.Service;
|
||||
|
||||
namespace Milimoe.FunGame.Core.Controller
|
||||
{
|
||||
public abstract class SocketHandlerController
|
||||
/// <summary>
|
||||
/// <para>继承 AsyncAwaiter 用法:</para>
|
||||
/// <para>1、调用Socket.Send()前,请设置为等待状态:SetWorking();</para>
|
||||
/// <para>2、调用Socket.Send() == Success后,请等待任务完成:WaitForWorkDone();</para>
|
||||
/// <para>3、在其他任何地方修改Working状态,均会使任务终止。</para>
|
||||
/// </summary>
|
||||
public class SocketHandlerController : AsyncAwaiter<SocketObject>, ISocketHandler, IDisposable
|
||||
{
|
||||
/// <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!
|
||||
/// 接收到的SocketObject实例
|
||||
/// </summary>
|
||||
public abstract void Dispose();
|
||||
protected override SocketObject Work { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Socket
|
||||
/// </summary>
|
||||
private readonly Socket _Socket;
|
||||
|
||||
/// <summary>
|
||||
/// 继承请调用base构造
|
||||
/// </summary>
|
||||
/// <param name="socket">Socket</param>
|
||||
public SocketHandlerController(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;
|
||||
}
|
||||
}
|
||||
}
|
@ -1,17 +1,18 @@
|
||||
namespace Milimoe.FunGame.Core.Library.Common.Event
|
||||
using Milimoe.FunGame.Core.Library.Constant;
|
||||
|
||||
namespace Milimoe.FunGame.Core.Library.Common.Event
|
||||
{
|
||||
public class ConnectEventArgs : GeneralEventArgs
|
||||
{
|
||||
public string ServerIP { get; set; } = "127.0.0.1";
|
||||
public int ServerPort { get; set; } = 22222;
|
||||
public ConnectResult ConnectResult { get; set; } = ConnectResult.Success;
|
||||
|
||||
public ConnectEventArgs(params object[]? objs)
|
||||
public ConnectEventArgs(string ip = "", int port = 0, ConnectResult result = ConnectResult.Success)
|
||||
{
|
||||
if (objs != null)
|
||||
{
|
||||
if (objs.Length > 0) ServerIP = (string)objs[0];
|
||||
if (objs.Length > 1) ServerPort = (int)objs[1];
|
||||
}
|
||||
if (ip.Trim() != "") ServerIP = ip;
|
||||
if (port != 0) ServerPort = port;
|
||||
ConnectResult = result;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -6,14 +6,11 @@
|
||||
public string Password { get; set; } = "";
|
||||
public string AutoKey { get; set; } = "";
|
||||
|
||||
public LoginEventArgs(params object[]? objs)
|
||||
public LoginEventArgs(string username = "", string password = "", string autokey = "")
|
||||
{
|
||||
if (objs != null)
|
||||
{
|
||||
if (objs.Length > 0) Username = (string)objs[0];
|
||||
if (objs.Length > 1) Password = (string)objs[1];
|
||||
if (objs.Length > 2) AutoKey = (string)objs[2];
|
||||
}
|
||||
if (username.Trim() != "") Username = username;
|
||||
if (password.Trim() != "") Password = password;
|
||||
if (autokey.Trim() != "") AutoKey = autokey;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -6,14 +6,11 @@
|
||||
public string Password { get; set; } = "";
|
||||
public string Email { get; set; } = "";
|
||||
|
||||
public RegisterEventArgs(params object[]? objs)
|
||||
public RegisterEventArgs(string username = "", string password = "", string email = "")
|
||||
{
|
||||
if (objs != null)
|
||||
{
|
||||
if (objs.Length > 0) Username = (string)objs[0];
|
||||
if (objs.Length > 1) Password = (string)objs[1];
|
||||
if (objs.Length > 2) Email = (string)objs[2];
|
||||
}
|
||||
if (username.Trim() != "") Username = username;
|
||||
if (password.Trim() != "") Password = password;
|
||||
if (email.Trim() != "") Email = email;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
247
Model/RunTime.cs
247
Model/RunTime.cs
@ -1,247 +0,0 @@
|
||||
using Milimoe.FunGame.Core.Api.Transmittal;
|
||||
using Milimoe.FunGame.Core.Api.Utility;
|
||||
using Milimoe.FunGame.Core.Controller;
|
||||
using Milimoe.FunGame.Core.Library.Common.Network;
|
||||
using Milimoe.FunGame.Core.Library.Constant;
|
||||
using Milimoe.FunGame.Core.Library.Exception;
|
||||
|
||||
namespace Milimoe.FunGame.Core.Model
|
||||
{
|
||||
/// <summary>
|
||||
/// 此类实现服务器连接、断开连接、心跳检测、创建数据请求等功能
|
||||
/// -- 需要继承并实现部分方法 --
|
||||
/// </summary>
|
||||
public abstract class RunTime
|
||||
{
|
||||
/// <summary>
|
||||
/// 与服务器的连接套接字实例
|
||||
/// </summary>
|
||||
public Socket? Socket => _Socket;
|
||||
|
||||
/// <summary>
|
||||
/// 套接字是否已经连接
|
||||
/// </summary>
|
||||
public bool Connected => _Socket != null && _Socket.Connected;
|
||||
|
||||
/// <summary>
|
||||
/// 接收服务器信息的线程
|
||||
/// </summary>
|
||||
protected Task? _ReceivingTask;
|
||||
|
||||
/// <summary>
|
||||
/// 用于类内赋值
|
||||
/// </summary>
|
||||
protected Socket? _Socket;
|
||||
|
||||
/// <summary>
|
||||
/// 是否正在接收服务器信息
|
||||
/// </summary>
|
||||
protected bool _IsReceiving;
|
||||
|
||||
/// <summary>
|
||||
/// 是否拥有一个控制器
|
||||
/// </summary>
|
||||
protected RunTimeController? _Controller;
|
||||
|
||||
/// <summary>
|
||||
/// 断开服务器连接
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public bool Disconnect()
|
||||
{
|
||||
bool result = false;
|
||||
|
||||
try
|
||||
{
|
||||
result = _Socket?.Send(SocketMessageType.RunTime_Disconnect, "") == SocketResult.Success;
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
_Controller?.WritelnSystemInfo(e.GetErrorInfo());
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取服务器地址
|
||||
/// </summary>
|
||||
/// <returns>string:IP地址;int:端口号</returns>
|
||||
/// <exception cref="FindServerFailedException"></exception>
|
||||
public (string, int) GetServerAddress()
|
||||
{
|
||||
try
|
||||
{
|
||||
string? ipaddress = (string?)Implement.GetFunGameImplValue(InterfaceType.IClient, InterfaceMethod.RemoteServerIP);
|
||||
if (ipaddress != null)
|
||||
{
|
||||
string[] s = ipaddress.Split(':');
|
||||
if (s != null && s.Length > 1)
|
||||
{
|
||||
return (s[0], Convert.ToInt32(s[1]));
|
||||
}
|
||||
}
|
||||
throw new FindServerFailedException();
|
||||
}
|
||||
catch (FindServerFailedException e)
|
||||
{
|
||||
_Controller?.WritelnSystemInfo(e.GetErrorInfo());
|
||||
return ("", 0);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 客户端需要自行实现连接服务器的事务
|
||||
/// </summary>
|
||||
/// <returns>支持异步</returns>
|
||||
public abstract Task<ConnectResult> Connect();
|
||||
|
||||
/// <summary>
|
||||
/// 关闭所有连接
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
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)
|
||||
{
|
||||
_Controller?.WritelnSystemInfo(e.GetErrorInfo());
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 自定处理异常的方法
|
||||
/// -- 一般放在catch中 --
|
||||
/// </summary>
|
||||
/// <param name="e"></param>
|
||||
public abstract void Error(Exception e);
|
||||
|
||||
/// <summary>
|
||||
/// 基于本地已连接的Socket创建新的数据请求
|
||||
/// </summary>
|
||||
/// <param name="RequestType"></param>
|
||||
/// <returns></returns>
|
||||
/// <exception cref="ConnectFailedException"></exception>
|
||||
public DataRequest NewDataRequest(DataRequestType RequestType)
|
||||
{
|
||||
if (_Socket != null)
|
||||
{
|
||||
DataRequest request = new(_Socket, RequestType);
|
||||
return request;
|
||||
}
|
||||
throw new ConnectFailedException();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 开始接收服务器信息
|
||||
/// </summary>
|
||||
protected void StartReceiving()
|
||||
{
|
||||
_ReceivingTask = Task.Factory.StartNew(() =>
|
||||
{
|
||||
Thread.Sleep(100);
|
||||
_IsReceiving = true;
|
||||
while (Connected)
|
||||
{
|
||||
Receiving();
|
||||
}
|
||||
});
|
||||
_Socket?.StartReceiving(_ReceivingTask);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取服务器已发送的信息为SocketObject数组
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
protected SocketObject[] GetServerMessage()
|
||||
{
|
||||
if (_Socket != null && _Socket.Connected)
|
||||
{
|
||||
return _Socket.ReceiveArray();
|
||||
}
|
||||
return Array.Empty<SocketObject>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 具体接收服务器信息以及处理信息的方法
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
protected SocketMessageType Receiving()
|
||||
{
|
||||
if (_Socket is null) return SocketMessageType.Unknown;
|
||||
SocketMessageType result = SocketMessageType.Unknown;
|
||||
try
|
||||
{
|
||||
SocketObject[] ServerMessages = GetServerMessage();
|
||||
|
||||
foreach (SocketObject ServerMessage in ServerMessages)
|
||||
{
|
||||
SocketMessageType type = ServerMessage.SocketType;
|
||||
object[] objs = ServerMessage.Parameters;
|
||||
result = type;
|
||||
switch (type)
|
||||
{
|
||||
case SocketMessageType.RunTime_Connect:
|
||||
if (!SocketHandler_Connect(ServerMessage)) return SocketMessageType.Unknown;
|
||||
break;
|
||||
|
||||
case SocketMessageType.RunTime_Disconnect:
|
||||
SocketHandler_Disconnect(ServerMessage);
|
||||
break;
|
||||
|
||||
case SocketMessageType.RunTime_HeartBeat:
|
||||
if (_Socket != null && _Socket.Connected)
|
||||
{
|
||||
SocketHandler_HeartBeat(ServerMessage);
|
||||
}
|
||||
break;
|
||||
|
||||
case SocketMessageType.Unknown:
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
// 报错中断服务器连接
|
||||
Error(e);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 连接服务器的处理方法
|
||||
/// </summary>
|
||||
/// <param name="ServerMessage"></param>
|
||||
/// <returns></returns>
|
||||
protected abstract bool SocketHandler_Connect(SocketObject ServerMessage);
|
||||
|
||||
/// <summary>
|
||||
/// 与服务器断开连接的处理方法
|
||||
/// </summary>
|
||||
/// <param name="ServerMessage"></param>
|
||||
protected abstract void SocketHandler_Disconnect(SocketObject ServerMessage);
|
||||
|
||||
/// <summary>
|
||||
/// 心跳检测处理方法
|
||||
/// </summary>
|
||||
/// <param name="ServerMessage"></param>
|
||||
protected abstract void SocketHandler_HeartBeat(SocketObject ServerMessage);
|
||||
}
|
||||
}
|
@ -1,79 +0,0 @@
|
||||
using Milimoe.FunGame.Core.Interface.Base;
|
||||
using Milimoe.FunGame.Core.Library.Common.Architecture;
|
||||
using Milimoe.FunGame.Core.Library.Common.Network;
|
||||
using Milimoe.FunGame.Core.Service;
|
||||
|
||||
namespace Milimoe.FunGame.Core.Model
|
||||
{
|
||||
/// <summary>
|
||||
/// <para>继承 AsyncAwaiter 用法:</para>
|
||||
/// <para>1、调用Socket.Send()前,请设置为等待状态:SetWorking();</para>
|
||||
/// <para>2、调用Socket.Send() == Success后,请等待任务完成:WaitForWorkDone();</para>
|
||||
/// <para>3、在其他任何地方修改Working状态,均会使任务终止。</para>
|
||||
/// </summary>
|
||||
public class SocketHandlerModel : AsyncAwaiter<SocketObject>, ISocketHandler, IDisposable
|
||||
{
|
||||
/// <summary>
|
||||
/// 接收到的SocketObject实例
|
||||
/// </summary>
|
||||
protected override SocketObject Work { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Socket
|
||||
/// </summary>
|
||||
private readonly Socket _Socket;
|
||||
|
||||
/// <summary>
|
||||
/// 继承请调用base构造
|
||||
/// </summary>
|
||||
/// <param name="socket">Socket</param>
|
||||
public SocketHandlerModel(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;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user