mirror of
https://github.com/project-redbud/FunGame-Core.git
synced 2025-04-22 12:09:34 +08:00
341 lines
11 KiB
C#
341 lines
11 KiB
C#
using Milimoe.FunGame.Core.Api.Utility;
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Common.Event;
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using Milimoe.FunGame.Core.Library.Constant;
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using Milimoe.FunGame.Core.Library.Exception;
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using Milimoe.FunGame.Desktop.Library;
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using Milimoe.FunGame.Desktop.Library.Component;
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using Milimoe.FunGame.Desktop.Library.Interface;
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using Milimoe.FunGame.Desktop.UI;
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namespace Milimoe.FunGame.Desktop.Model
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{
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public class MainModel : IMain
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{
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public bool Connected => Socket != null && Socket.Connected;
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private readonly Main Main;
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private Task? ReceivingTask;
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private Core.Library.Common.Network.Socket? Socket;
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public MainModel(Main main)
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{
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Main = main;
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}
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public bool Logout()
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{
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try
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{
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//Socket?.Send(SocketMessageType.Logout, "");
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}
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catch (Exception e)
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{
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Main.GetMessage(e.GetErrorInfo());
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}
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return false;
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}
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public void Disconnect()
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{
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try
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{
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if (Socket?.Send(SocketMessageType.Disconnect, "") == SocketResult.Success)
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{
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Main.OnSucceedDisconnectEvent(new GeneralEventArgs());
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}
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}
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catch (Exception e)
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{
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Main.GetMessage(e.GetErrorInfo());
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Main.OnFailedDisconnectEvent(new GeneralEventArgs());
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}
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}
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public void Disconnected()
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{
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Disconnect();
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}
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public bool GetServerConnection()
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{
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try
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{
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// 获取服务器IP
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string? ipaddress = (string?)Implement.GetFunGameImplValue(InterfaceType.IClient, InterfaceMethod.RemoteServerIP);
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if (ipaddress != null)
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{
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string[] s = ipaddress.Split(':');
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if (s != null && s.Length > 1)
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{
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Constant.Server_Address = s[0];
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Constant.Server_Port = Convert.ToInt32(s[1]);
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if (Connect() == ConnectResult.Success) return true; // 连接服务器
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}
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}
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else
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{
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ShowMessage.ErrorMessage("查找可用的服务器失败!");
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Config.FunGame_isRetrying = false;
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throw new FindServerFailedException();
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}
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}
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catch (Exception e)
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{
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Main.GetMessage(e.GetErrorInfo(), TimeType.None);
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}
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return false;
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}
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public ConnectResult Connect()
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{
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if (Constant.Server_Address == "" || Constant.Server_Port <= 0)
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{
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ShowMessage.ErrorMessage("查找可用的服务器失败!");
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return ConnectResult.FindServerFailed;
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}
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try
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{
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if (Config.FunGame_isRetrying)
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{
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Main.GetMessage("正在连接服务器,请耐心等待。");
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Config.FunGame_isRetrying = false;
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return ConnectResult.CanNotConnect;
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}
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if (!Config.FunGame_isConnected)
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{
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Main.CurrentRetryTimes++;
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if (Main.CurrentRetryTimes == 0) Main.GetMessage("开始连接服务器...", TimeType.General);
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else Main.GetMessage("第" + Main.CurrentRetryTimes + "次重试连接服务器...");
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// 超过重连次数上限
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if (Main.CurrentRetryTimes + 1 > Main.MaxRetryTimes)
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{
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throw new CanNotConnectException();
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}
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// 与服务器建立连接
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Socket?.Close();
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Config.FunGame_isRetrying = true;
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Socket = Core.Library.Common.Network.Socket.Connect(Constant.Server_Address, Constant.Server_Port);
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if (Socket != null && Socket.Connected)
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{
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// 设置可复用Socket
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RunTime.Socket = Socket;
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// 发送连接请求
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if (Socket.Send(SocketMessageType.Connect) == SocketResult.Success)
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{
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Task t = Task.Factory.StartNew(() =>
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{
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if (Receiving() == SocketMessageType.Connect)
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{
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Main.GetMessage("连接服务器成功,请登录账号以体验FunGame。");
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Main.UpdateUI(MainSet.Connected);
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StartReceiving();
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}
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});
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return ConnectResult.Success;
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}
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Socket?.Close();
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Config.FunGame_isRetrying = false;
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throw new CanNotConnectException();
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}
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}
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else
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{
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Main.GetMessage("已连接至服务器,请勿重复连接。");
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return ConnectResult.CanNotConnect;
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}
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}
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catch (Exception e)
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{
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Main.GetMessage(e.GetErrorInfo(), TimeType.None);
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Main.UpdateUI(MainSet.SetRed);
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Config.FunGame_isRetrying = false;
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return ConnectResult.ConnectFailed;
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}
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return ConnectResult.CanNotConnect;
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}
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public bool Close()
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{
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try
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{
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if (Socket != null)
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{
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Socket.Close();
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Socket = null;
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}
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if (ReceivingTask != null && !ReceivingTask.IsCompleted)
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{
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ReceivingTask.Wait(1);
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ReceivingTask = null;
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}
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}
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catch (Exception e)
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{
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Main.GetMessage(e.GetErrorInfo(), TimeType.None);
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return false;
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}
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return true;
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}
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public void SetWaitConnectAndSetYellow()
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{
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throw new NotImplementedException();
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}
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public void SetWaitLoginAndSetYellow()
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{
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throw new NotImplementedException();
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}
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public void SetGreenAndPing()
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{
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throw new NotImplementedException();
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}
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public void SetGreen()
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{
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throw new NotImplementedException();
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}
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public void SetYellow()
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{
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throw new NotImplementedException();
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}
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public void SetRed()
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{
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throw new NotImplementedException();
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}
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public void SetUser()
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{
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throw new NotImplementedException();
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}
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public bool LogOut()
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{
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throw new NotImplementedException();
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}
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private void StartReceiving()
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{
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ReceivingTask = Task.Factory.StartNew(() =>
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{
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Thread.Sleep(100);
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while (Socket != null && Socket.Connected)
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{
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Receiving();
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}
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});
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Socket?.StartReceiving(ReceivingTask);
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}
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private object[] GetServerMessage()
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{
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if (Socket != null && Socket.Connected)
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{
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return Socket.Receive();
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}
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return new object[2] { SocketMessageType.Unknown, Array.Empty<object>() };
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}
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private SocketMessageType Receiving()
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{
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if (Socket is null) return SocketMessageType.Unknown;
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SocketMessageType result = SocketMessageType.Unknown;
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try
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{
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object[] ServerMessage = GetServerMessage();
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SocketMessageType type = (SocketMessageType)ServerMessage[0];
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object[] objs = (object[])ServerMessage[1];
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result = type;
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switch (type)
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{
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case SocketMessageType.Connect:
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SocketHandler_Connect(objs);
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break;
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case SocketMessageType.GetNotice:
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SocketHandler_GetNotice(objs);
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break;
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case SocketMessageType.Login:
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break;
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case SocketMessageType.CheckLogin:
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SocketHandler_CheckLogin(objs);
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break;
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case SocketMessageType.Logout:
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break;
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case SocketMessageType.Disconnect:
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SocketHandler_Disconnect(objs);
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break;
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case SocketMessageType.HeartBeat:
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if (Socket.Connected && Usercfg.LoginUser != null)
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Main.UpdateUI(MainSet.SetGreenAndPing);
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break;
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case SocketMessageType.Unknown:
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default:
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break;
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}
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}
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catch (Exception e)
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{
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// 报错中断服务器连接
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Main.GetMessage(e.GetErrorInfo(), TimeType.None);
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Main.UpdateUI(MainSet.Disconnected);
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Main.OnFailedConnectEvent(new GeneralEventArgs());
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Close();
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}
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return result;
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}
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private void SocketHandler_Connect(object[] objs)
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{
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string msg = "";
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if (objs.Length > 0) msg = NetworkUtility.ConvertJsonObject<string>(objs[0])!;
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string[] strings = msg.Split(';');
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string ServerName = strings[0];
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string ServerNotice = strings[1];
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Config.FunGame_ServerName = ServerName;
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Config.FunGame_Notice = ServerNotice;
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if (objs.Length > 1) msg = NetworkUtility.ConvertJsonObject<string>(objs[1])!;
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Socket!.Token = msg;
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Main.GetMessage($"已连接服务器:{ServerName}。\n\n********** 服务器公告 **********\n\n{ServerNotice}\n\n");
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// 设置等待登录的黄灯
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Main.UpdateUI(MainSet.WaitLoginAndSetYellow);
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}
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private void SocketHandler_GetNotice(object[] objs)
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{
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if (objs.Length > 0) Config.FunGame_Notice = NetworkUtility.ConvertJsonObject<string>(objs[0])!;
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}
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private void SocketHandler_CheckLogin(object[] objs)
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{
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string msg = "";
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// 返回的objs是该Login的User对象的各个属性
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if (objs.Length > 0) msg = NetworkUtility.ConvertJsonObject<string>(objs[0])!;
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Main.GetMessage(msg);
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Main.UpdateUI(MainSet.SetUser, new object[] { Factory.New<User>(msg) });
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}
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private void SocketHandler_Disconnect(object[] objs)
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{
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string msg = "";
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if (objs.Length > 0) msg = NetworkUtility.ConvertJsonObject<string>(objs[0])!;
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Main.GetMessage(msg);
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Main.UpdateUI(MainSet.Disconnect);
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Close();
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}
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}
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}
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