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https://github.com/project-redbud/FunGame-Core.git
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* 添加适用于DataSet和DateTime的JSON自定义转换器。 * 添加JsonManager,删除JsonObject并仅使用SocketObject * 移除Newtonsoft.Json引用
309 lines
11 KiB
C#
309 lines
11 KiB
C#
using System.Net;
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using System.Net.Sockets;
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using Milimoe.FunGame.Core.Library.Constant;
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namespace Milimoe.FunGame.Core.Service
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{
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internal class SocketManager
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{
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#region 属性
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/// <summary>
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/// 客户端专用Socket
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/// </summary>
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internal static Socket? Socket => _Socket;
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/// <summary>
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/// 服务器端专用Socket
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/// </summary>
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internal static Socket? ServerSocket => _ServerSocket;
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private static Socket? _Socket = null;
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private static Socket? _ServerSocket = null;
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#endregion
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#region 实现
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/// <summary>
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/// 创建服务器监听Socket
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/// </summary>
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/// <param name="Port">监听端口号</param>
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/// <param name="MaxConnection">最大连接数量</param>
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/// <returns>服务器端专用Socket</returns>
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internal static Socket? StartListening(int Port = 22222, int MaxConnection = 0)
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{
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if (MaxConnection <= 0) MaxConnection = SocketSet.MaxConnection_2C2G;
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try
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{
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_ServerSocket = new(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
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IPEndPoint ServerEndPoint = new(IPAddress.Any, Port);
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_ServerSocket.Bind(ServerEndPoint);
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_ServerSocket.Listen(MaxConnection);
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_ServerSocket.NoDelay = true;
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return _ServerSocket;
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}
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catch
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{
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ServerSocket?.Close();
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}
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return null;
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}
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/// <summary>
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/// 创建一个监听到客户端Socket
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/// </summary>
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/// <returns>客户端IP地址[0]和客户端Socket[1]</returns>
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internal static object[] Accept()
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{
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if (ServerSocket is null) return Array.Empty<object>();
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Socket Client;
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string ClientIP;
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try
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{
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Client = ServerSocket.Accept();
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Client.NoDelay = true;
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IPEndPoint? ClientIPEndPoint = (IPEndPoint?)Client.RemoteEndPoint;
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ClientIP = (ClientIPEndPoint != null) ? ClientIPEndPoint.ToString() : "Unknown";
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return new object[] { ClientIP, Client };
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}
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catch
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{
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ServerSocket?.Close();
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}
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return Array.Empty<object>();
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}
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/// <summary>
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/// 创建客户端Socket
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/// </summary>
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/// <param name="IP">服务器IP地址</param>
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/// <param name="Port">服务器监听端口</param>
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/// <returns>客户端专用Socket</returns>
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internal static Socket? Connect(string IP, int Port = 22222)
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{
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Socket? ClientSocket;
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EndPoint ServerEndPoint;
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try
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{
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ClientSocket = new(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
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ServerEndPoint = new IPEndPoint(IPAddress.Parse(IP), Port);
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if (ServerEndPoint != null)
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{
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while (true)
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{
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if (!ClientSocket.Connected)
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{
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ClientSocket.Connect(ServerEndPoint);
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if (ClientSocket.Connected)
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{
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ClientSocket.NoDelay = true;
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_Socket = ClientSocket;
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return _Socket;
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}
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}
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}
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}
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}
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catch
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{
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_Socket?.Close();
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}
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return null;
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}
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/// <summary>
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/// 用于服务器端向客户端Socket发送信息
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/// </summary>
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/// <param name="ClientSocket">客户端Socket</param>
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/// <param name="SocketObject">Socket信息容器</param>
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/// <returns>通信结果</returns>
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internal static SocketResult Send(Socket ClientSocket, Library.Common.Network.SocketObject SocketObject)
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{
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if (ClientSocket != null)
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{
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if (ClientSocket.Send(General.DefaultEncoding.GetBytes(JsonManager.GetString(SocketObject))) > 0)
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{
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return SocketResult.Success;
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}
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else return SocketResult.Fail;
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}
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return SocketResult.NotSent;
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}
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/// <summary>
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/// 用于客户端向服务器Socket发送信息
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/// </summary>
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/// <param name="SocketObject">Socket信息容器</param>
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/// <returns>通信结果</returns>
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internal static SocketResult Send(Library.Common.Network.SocketObject SocketObject)
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{
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if (Socket != null)
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{
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if (Socket.Send(General.DefaultEncoding.GetBytes(JsonManager.GetString(SocketObject))) > 0)
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{
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return SocketResult.Success;
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}
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else return SocketResult.Fail;
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}
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return SocketResult.NotSent;
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}
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/// <summary>
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/// 用于客户端接收服务器信息
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/// </summary>
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/// <returns>SocketObject</returns>
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internal static Library.Common.Network.SocketObject Receive()
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{
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Library.Common.Network.SocketObject result = default;
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if (Socket != null)
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{
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// 从服务器接收消息
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byte[] buffer = new byte[General.SocketByteSize];
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int length = Socket.Receive(buffer);
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if (length > 0)
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{
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string msg = General.DefaultEncoding.GetString(buffer, 0, length);
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result = JsonManager.GetObject<Library.Common.Network.SocketObject>(msg);
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// 客户端接收消息,广播ScoketObject到每个UIModel
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OnSocketReceive(result);
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return result;
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}
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}
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return result;
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}
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/// <summary>
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/// 用于服务器接收客户端信息
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/// </summary>
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/// <param name="ClientSocket">客户端Socket</param>
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/// <returns>SocketObject</returns>
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internal static Library.Common.Network.SocketObject Receive(Socket ClientSocket)
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{
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Library.Common.Network.SocketObject result = default;
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if (ClientSocket != null)
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{
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// 从客户端接收消息
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byte[] buffer = new byte[General.SocketByteSize];
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int length = ClientSocket.Receive(buffer);
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if (length > 0)
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{
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string msg = General.DefaultEncoding.GetString(buffer, 0, length);
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result = JsonManager.GetObject<Library.Common.Network.SocketObject>(msg);
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return result;
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}
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}
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return result;
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}
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/// <summary>
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/// 用于客户端接收服务器信息(数组版)
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/// </summary>
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/// <returns>SocketObjects</returns>
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internal static Library.Common.Network.SocketObject[] ReceiveArray()
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{
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List<Library.Common.Network.SocketObject> result = new();
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if (Socket != null)
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{
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// 从服务器接收消息
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byte[] buffer = new byte[General.SocketByteSize];
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int length = Socket.Receive(buffer);
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if (length > 0)
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{
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string msg = General.DefaultEncoding.GetString(buffer, 0, length);
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foreach (Library.Common.Network.SocketObject obj in JsonManager.GetObjects<Library.Common.Network.SocketObject>(msg))
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{
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// 客户端接收消息,广播ScoketObject到每个UIModel
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result.Add(obj);
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OnSocketReceive(obj);
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}
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}
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}
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return result.ToArray();
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}
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/// <summary>
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/// 用于服务器接收客户端信息(数组版)
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/// </summary>
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/// <param name="ClientSocket">客户端Socket</param>
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/// <returns>SocketObjects</returns>
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internal static Library.Common.Network.SocketObject[] ReceiveArray(Socket ClientSocket)
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{
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List<Library.Common.Network.SocketObject> result = new();
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if (ClientSocket != null)
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{
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// 从客户端接收消息
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byte[] buffer = new byte[General.SocketByteSize];
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int length = ClientSocket.Receive(buffer);
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if (length > 0)
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{
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string msg = General.DefaultEncoding.GetString(buffer, 0, length);
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foreach (Library.Common.Network.SocketObject obj in JsonManager.GetObjects<Library.Common.Network.SocketObject>(msg))
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{
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result.Add(obj);
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}
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}
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}
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return result.ToArray();
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}
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/// <summary>
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/// 将通信类型的枚举转换为字符串
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/// </summary>
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/// <param name="type">通信类型</param>
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/// <returns>等效字符串</returns>
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internal static string GetTypeString(SocketMessageType type)
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{
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return type switch
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{
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SocketMessageType.DataRequest => SocketSet.DataRequest,
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SocketMessageType.Connect => SocketSet.Connect,
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SocketMessageType.GetNotice => SocketSet.GetNotice,
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SocketMessageType.Login => SocketSet.Login,
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SocketMessageType.CheckLogin => SocketSet.CheckLogin,
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SocketMessageType.Logout => SocketSet.Logout,
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SocketMessageType.Disconnect => SocketSet.Disconnect,
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SocketMessageType.HeartBeat => SocketSet.HeartBeat,
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SocketMessageType.IntoRoom => SocketSet.IntoRoom,
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SocketMessageType.QuitRoom => SocketSet.QuitRoom,
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SocketMessageType.Chat => SocketSet.Chat,
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SocketMessageType.Reg => SocketSet.Reg,
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SocketMessageType.CheckReg => SocketSet.CheckReg,
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SocketMessageType.CreateRoom => SocketSet.CreateRoom,
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SocketMessageType.UpdateRoom => SocketSet.UpdateRoom,
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SocketMessageType.ChangeRoomSetting => SocketSet.ChangeRoomSetting,
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SocketMessageType.MatchRoom => SocketSet.MatchRoom,
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SocketMessageType.UpdateRoomMaster => SocketSet.UpdateRoomMaster,
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SocketMessageType.GetRoomPlayerCount => SocketSet.GetRoomPlayerCount,
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_ => SocketSet.Unknown,
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};
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}
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#endregion
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#region 事件
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/// <summary>
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/// 监听事件的委托
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/// </summary>
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/// <param name="SocketObject">SocketObject</param>
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internal delegate void SocketReceiveHandler(Library.Common.Network.SocketObject SocketObject);
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/// <summary>
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/// 监听事件
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/// </summary>
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internal static event SocketReceiveHandler? SocketReceive;
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/// <summary>
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/// 触发异步监听事件
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/// </summary>
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/// <param name="SocketObject">SocketObject</param>
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internal static void OnSocketReceive(Library.Common.Network.SocketObject SocketObject)
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{
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SocketReceive?.Invoke(SocketObject);
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}
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#endregion
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}
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}
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