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 { /// /// 接收到的SocketObject实例 /// protected virtual SocketObject Work { get; set; } /// /// 是否处于等待服务器响应的状态 /// protected virtual bool Working { get; set; } = false; /// /// Socket /// private readonly Socket _Socket; /// /// 继承请调用base构造 /// /// Socket public BaseModel(Socket? socket) { if (socket != null) { _Socket = socket; socket.BindEvent(new SocketManager.SocketReceiveHandler(SocketHandler)); } else throw new SocketCreateReceivingException(); } /// /// 继承请重写此方法 /// /// SocketObject public virtual void SocketHandler(SocketObject SocketObject) { } /// /// 判断是否已经Disposed /// private bool IsDisposed = false; /// /// 公开的Dispose方法 /// public void Dispose() { Dispose(true); GC.SuppressFinalize(this); } /// /// 关闭时 /// /// protected void Dispose(bool Disposing) { if (!IsDisposed) { if (Disposing) { _Socket.BindEvent(new SocketManager.SocketReceiveHandler(SocketHandler), true); } } IsDisposed = true; } /// /// 调用Socket.Send()前,请设置为等待状态 /// protected void SetWorking() { Working = true; Work = default; } /// /// 调用Socket.Send() == Success后,请等待任务完成 /// protected void WaitForWorkDone() { while (true) { if (!Working) break; } } } }