FunGame-Core/Controller/RunTimeController.cs
2024-08-16 00:16:23 +08:00

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using System.Collections;
using Milimoe.FunGame.Core.Api.Transmittal;
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Library.Common.Network;
using Milimoe.FunGame.Core.Library.Constant;
using Milimoe.FunGame.Core.Library.Exception;
namespace Milimoe.FunGame.Core.Controller
{
/// <summary>
/// 此类实现服务器连接、断开连接、心跳检测、创建数据请求等功能
/// -- 需要继承并实现部分方法 --
/// </summary>
public abstract class RunTimeController
{
/// <summary>
/// 与服务器的连接套接字实例
/// </summary>
public Socket? Socket => _Socket;
/// <summary>
/// 套接字是否已经连接
/// </summary>
public bool Connected => _Socket != null && _Socket.Connected;
/// <summary>
/// 接收服务器信息的线程
/// </summary>
protected Task? _ReceivingTask;
/// <summary>
/// 用于类内赋值
/// </summary>
protected Socket? _Socket;
/// <summary>
/// 是否正在接收服务器信息
/// </summary>
protected bool _IsReceiving;
/// <summary>
/// 断开服务器连接
/// </summary>
/// <returns></returns>
public bool Disconnect()
{
bool result = false;
try
{
result = _Socket?.Send(SocketMessageType.Disconnect, "") == SocketResult.Success;
}
catch (Exception e)
{
WritelnSystemInfo(e.GetErrorInfo());
}
return result;
}
/// <summary>
/// 发送结束游戏反馈
/// </summary>
/// <returns></returns>
public bool EndGame()
{
bool result = false;
try
{
result = _Socket?.Send(SocketMessageType.EndGame, "") == SocketResult.Success;
}
catch (Exception e)
{
WritelnSystemInfo(e.GetErrorInfo());
}
return result;
}
/// <summary>
/// 连接服务器
/// </summary>
/// <param name="addr"></param>
/// <param name="port"></param>
/// <returns></returns>
public ConnectResult Connect(string addr, int port)
{
ArrayList ConnectArgs = [];
if (!BeforeConnect(ref addr, ref port, ConnectArgs))
{
return ConnectResult.ConnectFailed;
}
ConnectResult result = ConnectResult.Success;
string msg = "";
string servername = "";
string notice = "";
// 检查服务器IP地址和端口是否正确
if (addr == "" || port <= 0)
{
result = ConnectResult.FindServerFailed;
}
if (result == ConnectResult.Success)
{
// 与服务器建立连接
_Socket?.Close();
_Socket = Socket.Connect(addr, port);
if (_Socket != null && _Socket.Connected)
{
if (_Socket.Send(SocketMessageType.Connect, ConnectArgs.Cast<object>().ToArray()) == SocketResult.Success)
{
SocketObject[] objs = _Socket.Receive();
foreach (SocketObject obj in objs)
{
if (obj.SocketType == SocketMessageType.Connect)
{
bool success = obj.GetParam<bool>(0);
msg = obj.GetParam<string>(1) ?? "";
result = success ? ConnectResult.Success : ConnectResult.ConnectFailed;
if (success)
{
_Socket.Token = obj.GetParam<Guid>(2);
servername = obj.GetParam<string>(3) ?? "";
notice = obj.GetParam<string>(4) ?? "";
StartReceiving();
Task.Run(() =>
{
while (true)
{
if (_IsReceiving)
{
break;
}
}
});
}
}
}
}
else result = ConnectResult.ConnectFailed;
}
else _Socket?.Close();
}
ConnectArgs.Clear();
ConnectArgs = [result, msg, servername, notice];
AfterConnect(ConnectArgs);
// 允许修改数组中的result强行改变连接的结果
if (ConnectArgs.Count > 0)
{
result = (ConnectResult?)ConnectArgs[0] ?? result;
}
return result;
}
/// <summary>
/// 获取服务器地址
/// </summary>
/// <returns>stringIP地址int端口号</returns>
/// <exception cref="FindServerFailedException"></exception>
public (string, int) GetServerAddress()
{
try
{
string? ipaddress = (string?)Implement.GetFunGameImplValue(InterfaceType.IClient, InterfaceMethod.RemoteServerIP);
if (ipaddress != null)
{
string[] s = ipaddress.Split(':');
if (s != null && s.Length > 1)
{
return (s[0], Convert.ToInt32(s[1]));
}
}
throw new FindServerFailedException();
}
catch (FindServerFailedException e)
{
WritelnSystemInfo(e.GetErrorInfo());
return ("", 0);
}
}
/// <summary>
/// 此方法将在连接服务器前触发<para/>
/// 客户端可以重写此方法
/// </summary>
/// <param name="ip">服务器IP</param>
/// <param name="port">服务器端口</param>
/// <param name="args">重写时可以提供额外的连接参数</param>
/// <returns>false中止连接</returns>
public virtual bool BeforeConnect(ref string ip, ref int port, ArrayList args)
{
return true;
}
/// <summary>
/// 此方法将在连接服务器后触发Connect结果返回前<para/>
/// 客户端可以重写此方法
/// </summary>
/// <param name="ConnectArgs">连接服务器后返回的一些数据,可以使用也可以修改它们</param>
/// <returns></returns>
public virtual void AfterConnect(ArrayList ConnectArgs)
{
}
/// <summary>
/// 客户端需要自行实现自动登录的事务
/// </summary>
public abstract void AutoLogin(string Username, string Password, string AutoKey);
/// <summary>
/// 关闭所有连接
/// </summary>
/// <returns></returns>
public bool Close()
{
try
{
if (_Socket != null)
{
_Socket.Close();
_Socket = null;
}
if (_ReceivingTask != null && !_ReceivingTask.IsCompleted)
{
_ReceivingTask.Wait(1);
_ReceivingTask = null;
_IsReceiving = false;
}
}
catch (Exception e)
{
WritelnSystemInfo(e.GetErrorInfo());
return false;
}
return true;
}
/// <summary>
/// 输出消息
/// </summary>
/// <param name="msg"></param>
public abstract void WritelnSystemInfo(string msg);
/// <summary>
/// 自定处理异常的方法
/// -- 一般放在catch中 --
/// </summary>
/// <param name="e"></param>
public abstract void Error(Exception e);
/// <summary>
/// 基于本地已连接的Socket创建新的数据请求
/// </summary>
/// <param name="RequestType"></param>
/// <returns></returns>
/// <exception cref="ConnectFailedException"></exception>
public DataRequest NewDataRequest(DataRequestType RequestType)
{
if (_Socket != null)
{
DataRequest request = new(_Socket, RequestType);
return request;
}
throw new ConnectFailedException();
}
/// <summary>
/// 基于本地已连接的Socket创建长时间运行的数据请求
/// </summary>
/// <param name="RequestType"></param>
/// <returns></returns>
/// <exception cref="ConnectFailedException"></exception>
public DataRequest NewLongRunningDataRequest(DataRequestType RequestType)
{
if (_Socket != null)
{
DataRequest request = new(_Socket, RequestType, true);
return request;
}
throw new ConnectFailedException();
}
/// <summary>
/// 基于本地已连接的Socket创建新的数据请求<para/>
/// 加载项专用(<see cref="Library.Common.Addon.Plugin"/> / <see cref="Library.Common.Addon.GameModule"/>
/// </summary>
/// <param name="RequestType"></param>
/// <returns></returns>
/// <exception cref="ConnectFailedException"></exception>
public DataRequest NewDataRequestForAddon(DataRequestType RequestType)
{
if (_Socket != null)
{
DataRequest request = new(_Socket, RequestType, false, SocketRuntimeType.Addon);
return request;
}
throw new ConnectFailedException();
}
/// <summary>
/// 基于本地已连接的Socket创建长时间运行的数据请求
/// 加载项专用(<see cref="Library.Common.Addon.Plugin"/> / <see cref="Library.Common.Addon.GameModule"/>
/// </summary>
/// <param name="RequestType"></param>
/// <returns></returns>
/// <exception cref="ConnectFailedException"></exception>
public DataRequest NewLongRunningDataRequestForAddon(DataRequestType RequestType)
{
if (_Socket != null)
{
DataRequest request = new(_Socket, RequestType, true, SocketRuntimeType.Addon);
return request;
}
throw new ConnectFailedException();
}
/// <summary>
/// 基于本地已连接的Socket创建新的局内<see cref="Model.Gaming"/>)数据请求<para/>
/// 加载项专用:此方法是给 <see cref="Library.Common.Addon.GameModule"/> 提供的
/// </summary>
/// <param name="GamingType"></param>
/// <returns></returns>
/// <exception cref="ConnectFailedException"></exception>
public DataRequest NewDataRequestForAddon(GamingType GamingType)
{
if (_Socket != null)
{
DataRequest request = new(_Socket, GamingType, false, SocketRuntimeType.Addon);
return request;
}
throw new ConnectFailedException();
}
/// <summary>
/// 基于本地已连接的Socket创建长时间运行的局内<see cref="Model.Gaming"/>)数据请求<para/>
/// 加载项专用:此方法是给 <see cref="Library.Common.Addon.GameModule"/> 提供的
/// </summary>
/// <param name="GamingType"></param>
/// <returns></returns>
/// <exception cref="ConnectFailedException"></exception>
public DataRequest NewLongRunningDataRequestForAddon(GamingType GamingType)
{
if (_Socket != null)
{
DataRequest request = new(_Socket, GamingType, true, SocketRuntimeType.Addon);
return request;
}
throw new ConnectFailedException();
}
/// <summary>
/// 开始接收服务器信息
/// </summary>
protected void StartReceiving()
{
_ReceivingTask = Task.Factory.StartNew(() =>
{
Thread.Sleep(100);
_IsReceiving = true;
while (Connected)
{
Receiving();
}
});
_Socket?.StartReceiving(_ReceivingTask);
}
/// <summary>
/// 获取服务器已发送的信息为SocketObject数组
/// </summary>
/// <returns></returns>
protected SocketObject[] GetServerMessage()
{
if (_Socket != null && _Socket.Connected)
{
return _Socket.Receive();
}
return [];
}
/// <summary>
/// 具体接收服务器信息以及处理信息的方法
/// </summary>
/// <returns></returns>
protected SocketMessageType Receiving()
{
if (_Socket is null) return SocketMessageType.Unknown;
SocketMessageType result = SocketMessageType.Unknown;
try
{
SocketObject[] ServerMessages = GetServerMessage();
foreach (SocketObject ServerMessage in ServerMessages)
{
SocketMessageType type = ServerMessage.SocketType;
object[] objs = ServerMessage.Parameters;
result = type;
switch (type)
{
case SocketMessageType.Disconnect:
Close();
SocketHandler_Disconnect(ServerMessage);
break;
case SocketMessageType.System:
SocketHandler_System(ServerMessage);
break;
case SocketMessageType.HeartBeat:
SocketHandler_HeartBeat(ServerMessage);
break;
case SocketMessageType.ForceLogout:
SocketHandler_ForceLogout(ServerMessage);
break;
case SocketMessageType.Chat:
SocketHandler_Chat(ServerMessage);
break;
case SocketMessageType.UpdateRoomMaster:
SocketHandler_UpdateRoomMaster(ServerMessage);
break;
case SocketMessageType.MatchRoom:
SocketHandler_MatchRoom(ServerMessage);
break;
case SocketMessageType.StartGame:
SocketHandler_StartGame(ServerMessage);
break;
case SocketMessageType.EndGame:
SocketHandler_EndGame(ServerMessage);
break;
case SocketMessageType.Gaming:
SocketHandler_Gaming(ServerMessage);
break;
case SocketMessageType.Unknown:
default:
break;
}
}
}
catch (Exception e)
{
// 报错中断服务器连接
Error(e);
}
return result;
}
/// <summary>
/// 客户端接收服务器断开连接的通知
/// </summary>
/// <param name="ServerMessage"></param>
protected abstract void SocketHandler_Disconnect(SocketObject ServerMessage);
/// <summary>
/// 客户端接收并处理服务器系统消息
/// </summary>
/// <param name="ServerMessage"></param>
protected abstract void SocketHandler_System(SocketObject ServerMessage);
/// <summary>
/// 客户端接收并处理服务器心跳
/// </summary>
/// <param name="ServerMessage"></param>
protected abstract void SocketHandler_HeartBeat(SocketObject ServerMessage);
/// <summary>
/// 客户端接收强制退出登录的通知
/// </summary>
/// <param name="ServerMessage"></param>
protected abstract void SocketHandler_ForceLogout(SocketObject ServerMessage);
/// <summary>
/// 客户端接收并处理聊天信息
/// </summary>
/// <param name="ServerMessage"></param>
protected abstract void SocketHandler_Chat(SocketObject ServerMessage);
/// <summary>
/// 客户端接收并处理更换房主信息
/// </summary>
/// <param name="ServerMessage"></param>
protected abstract void SocketHandler_UpdateRoomMaster(SocketObject ServerMessage);
/// <summary>
/// 客户端接收并处理匹配房间成功信息
/// </summary>
/// <param name="ServerMessage"></param>
protected abstract void SocketHandler_MatchRoom(SocketObject ServerMessage);
/// <summary>
/// 客户端接收并处理开始游戏信息
/// </summary>
/// <param name="ServerMessage"></param>
protected abstract void SocketHandler_StartGame(SocketObject ServerMessage);
/// <summary>
/// 客户端接收并处理游戏结束信息
/// </summary>
/// <param name="ServerMessage"></param>
protected abstract void SocketHandler_EndGame(SocketObject ServerMessage);
/// <summary>
/// 客户端接收并处理局内消息
/// </summary>
/// <param name="ServerMessage"></param>
protected abstract void SocketHandler_Gaming(SocketObject ServerMessage);
}
}