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;
}
}
}
}