using Milimoe.FunGame.Core.Api.Utility; using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Common.Event; 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; namespace Milimoe.FunGame.Desktop.Model { public class MainModel : IMain { public bool Connected => Socket != null && Socket.Connected; private readonly Main Main; private Task? ReceivingTask; private Core.Library.Common.Network.Socket? Socket; public MainModel(Main main) { Main = main; } public bool Logout() { try { //Socket?.Send(SocketMessageType.Logout, ""); } catch (Exception e) { Main.GetMessage(e.GetErrorInfo()); } return false; } public void Disconnect() { try { if (Socket?.Send(SocketMessageType.Disconnect, "") == SocketResult.Success) { Main.OnSucceedDisconnectEvent(new GeneralEventArgs()); } } catch (Exception e) { Main.GetMessage(e.GetErrorInfo()); Main.OnFailedDisconnectEvent(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 (Constant.Server_Address == "" || Constant.Server_Port <= 0) { ShowMessage.ErrorMessage("查找可用的服务器失败!"); 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; 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(MainSet.Connected); StartReceiving(); } }); 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(MainSet.SetRed); Config.FunGame_isRetrying = false; 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; } } 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 void SetUser() { throw new NotImplementedException(); } public bool LogOut() { throw new NotImplementedException(); } private void StartReceiving() { ReceivingTask = Task.Factory.StartNew(() => { Thread.Sleep(100); while (Socket != null && Socket.Connected) { Receiving(); } }); Socket?.StartReceiving(ReceivingTask); } private object[] GetServerMessage() { if (Socket != null && Socket.Connected) { return Socket.Receive(); } return new object[2] { SocketMessageType.Unknown, Array.Empty() }; } private SocketMessageType Receiving() { if (Socket is null) return SocketMessageType.Unknown; SocketMessageType result = SocketMessageType.Unknown; try { object[] ServerMessage = GetServerMessage(); SocketMessageType type = (SocketMessageType)ServerMessage[0]; object[] objs = (object[])ServerMessage[1]; result = type; switch (type) { 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); break; case SocketMessageType.Logout: break; case SocketMessageType.Disconnect: SocketHandler_Disconnect(objs); break; case SocketMessageType.HeartBeat: if (Socket.Connected && Usercfg.LoginUser != null) Main.UpdateUI(MainSet.SetGreenAndPing); break; case SocketMessageType.Unknown: default: break; } } catch (Exception e) { // 报错中断服务器连接 Main.GetMessage(e.GetErrorInfo(), TimeType.None); Main.UpdateUI(MainSet.Disconnected); Main.OnFailedConnectEvent(new GeneralEventArgs()); Close(); } return result; } private void SocketHandler_Connect(object[] objs) { string msg = ""; if (objs.Length > 0) msg = NetworkUtility.ConvertJsonObject(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) msg = NetworkUtility.ConvertJsonObject(objs[1])!; Socket!.Token = msg; 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(MainSet.WaitLoginAndSetYellow); } private void SocketHandler_GetNotice(object[] objs) { if (objs.Length > 0) Config.FunGame_Notice = NetworkUtility.ConvertJsonObject(objs[0])!; } private void SocketHandler_Login(object[] objs) { Guid key = Guid.Empty; // 返回一个Key,再发回去给服务器就行了 if (objs.Length > 0) key = NetworkUtility.ConvertJsonObject(objs[0])!; LoginController.CheckLogin(key); } private void SocketHandler_CheckLogin(object[] objs) { string msg = ""; // 返回的objs是该Login的User对象的各个属性 if (objs.Length > 0) msg = NetworkUtility.ConvertJsonObject(objs[0])!; Main.GetMessage(msg); Main.UpdateUI(MainSet.SetUser, new object[] { Factory.New(msg) }); } private void SocketHandler_Disconnect(object[] objs) { string msg = ""; if (objs.Length > 0) msg = NetworkUtility.ConvertJsonObject(objs[0])!; Main.GetMessage(msg); Main.UpdateUI(MainSet.Disconnect); Close(); } } }