FunGame-Core/FunGame.Core/Service/SocketManager.cs
2023-02-28 00:03:55 +08:00

225 lines
8.1 KiB
C#

using Milimoe.FunGame.Core.Library.Constant;
using System.Net;
using System.Net.Sockets;
namespace Milimoe.FunGame.Core.Service
{
internal class SocketManager
{
/// <summary>
/// 客户端专用Socket
/// </summary>
internal static Socket? Socket => _Socket;
/// <summary>
/// 服务器端专用Socket
/// </summary>
internal static Socket? ServerSocket => _ServerSocket;
private static Socket? _Socket = null;
private static Socket? _ServerSocket = null;
/// <summary>
/// 创建服务器监听Socket
/// </summary>
/// <param name="Port">监听端口号</param>
/// <param name="MaxConnection">最大连接数量</param>
/// <returns>服务器端专用Socket</returns>
internal static Socket? StartListening(int Port = 22222, int MaxConnection = 0)
{
if (MaxConnection <= 0) MaxConnection = SocketSet.MaxConnection_General;
try
{
_ServerSocket = new(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
IPEndPoint ServerEndPoint = new(IPAddress.Any, Port);
_ServerSocket.Bind(ServerEndPoint);
_ServerSocket.Listen(MaxConnection);
return _ServerSocket;
}
catch
{
ServerSocket?.Close();
}
return null;
}
/// <summary>
/// 创建一个监听到客户端Socket
/// </summary>
/// <returns>客户端IP地址[0]和客户端Socket[1]</returns>
internal static object[] Accept()
{
if (ServerSocket is null) return Array.Empty<object>();
Socket Client;
string ClientIP;
try
{
Client = ServerSocket.Accept();
IPEndPoint? ClientIPEndPoint = (IPEndPoint?)Client.RemoteEndPoint;
ClientIP = (ClientIPEndPoint != null) ? ClientIPEndPoint.ToString() : "Unknown";
return new object[] { ClientIP, Client };
}
catch
{
ServerSocket?.Close();
}
return Array.Empty<object>();
}
/// <summary>
/// 创建客户端Socket
/// </summary>
/// <param name="IP">服务器IP地址</param>
/// <param name="Port">服务器监听端口</param>
/// <returns>客户端专用Socket</returns>
internal static Socket? Connect(string IP, int Port = 22222)
{
Socket? ClientSocket;
EndPoint ServerEndPoint;
try
{
ClientSocket = new(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
ServerEndPoint = new IPEndPoint(IPAddress.Parse(IP), Port);
if (ServerEndPoint != null)
{
while (true)
{
if (!ClientSocket.Connected)
{
ClientSocket.Connect(ServerEndPoint);
if (ClientSocket.Connected)
{
_Socket = ClientSocket;
return _Socket;
}
}
}
}
}
catch
{
_Socket?.Close();
}
return null;
}
/// <summary>
/// 用于服务器端向客户端Socket发送信息
/// </summary>
/// <param name="ClientSocket">客户端Socket</param>
/// <param name="type">通信类型</param>
/// <param name="objs">参数</param>
/// <returns>通信结果</returns>
internal static SocketResult Send(Socket ClientSocket, SocketMessageType type, Guid token, object[] objs)
{
if (ClientSocket != null && objs != null && objs.Length > 0)
{
if (ClientSocket.Send(General.DefaultEncoding.GetBytes(Library.Common.Network.JsonObject.GetString(type, token, objs))) > 0)
{
return SocketResult.Success;
}
else return SocketResult.Fail;
}
return SocketResult.NotSent;
}
/// <summary>
/// 用于客户端向服务器Socket发送信息
/// </summary>
/// <param name="type">通信类型</param>
/// <param name="objs">参数</param>
/// <returns>通信结果</returns>
internal static SocketResult Send(SocketMessageType type, Guid token, object[] objs)
{
if (objs is null || objs.Length <= 0)
{
objs = new object[] { "" };
}
if (Socket != null)
{
if (Socket.Send(General.DefaultEncoding.GetBytes(Library.Common.Network.JsonObject.GetString(type, token, objs))) > 0)
{
return SocketResult.Success;
}
else return SocketResult.Fail;
}
return SocketResult.NotSent;
}
/// <summary>
/// 用于客户端接收服务器信息
/// </summary>
/// <returns>通信类型[0]和参数[1]</returns>
internal static object[] Receive()
{
object[] result = Array.Empty<object>();
if (Socket != null)
{
// 从服务器接收消息
byte[] buffer = new byte[2048];
int length = Socket.Receive(buffer);
if (length > 0)
{
string msg = General.DefaultEncoding.GetString(buffer, 0, length);
Library.Common.Network.JsonObject? json = Library.Common.Network.JsonObject.GetObject(msg);
if (json != null)
{
result = new object[] { json.MessageType, json.Parameters };
}
return result;
}
}
return result;
}
/// <summary>
/// 用于服务器接收客户端信息
/// </summary>
/// <param name="ClientSocket">客户端Socket</param>
/// <returns>通信类型[0]、Token[1]和参数[2]</returns>
internal static object[] Receive(Socket ClientSocket)
{
object[] result = Array.Empty<object>();
if (ClientSocket != null)
{
// 从客户端接收消息
byte[] buffer = new byte[2048];
int length = ClientSocket.Receive(buffer);
if (length > 0)
{
string msg = General.DefaultEncoding.GetString(buffer, 0, length);
Library.Common.Network.JsonObject? json = Library.Common.Network.JsonObject.GetObject(msg);
if (json != null)
{
result = new object[] { json.MessageType, json.Token, json.Parameters };
}
return result;
}
}
return result;
}
/// <summary>
/// 将通信类型的枚举转换为字符串
/// </summary>
/// <param name="type">通信类型</param>
/// <returns>等效字符串</returns>
internal static string GetTypeString(SocketMessageType type)
{
return type switch
{
SocketMessageType.Connect => SocketSet.Connect,
SocketMessageType.GetNotice => SocketSet.GetNotice,
SocketMessageType.Login => SocketSet.Login,
SocketMessageType.CheckLogin => SocketSet.CheckLogin,
SocketMessageType.Logout => SocketSet.Logout,
SocketMessageType.Disconnect => SocketSet.Disconnect,
SocketMessageType.HeartBeat => SocketSet.HeartBeat,
SocketMessageType.IntoRoom => SocketSet.IntoRoom,
SocketMessageType.Chat => SocketSet.Chat,
_ => SocketSet.Unknown,
};
}
}
}