using System.Diagnostics; using Milimoe.FunGame.Core.Api.Utility; using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Common.Event; using Milimoe.FunGame.Core.Library.Constant; using Milimoe.FunGame.Core.Library.Exception; using Milimoe.FunGame.Desktop.Controller; using Milimoe.FunGame.Desktop.Library; using Milimoe.FunGame.Desktop.Library.Base; using Milimoe.FunGame.Desktop.Library.Component; using Milimoe.FunGame.Desktop.Utility; namespace Milimoe.FunGame.Desktop.UI { public partial class Main : BaseMain { #region 变量定义 /** * 定义全局变量 */ public int MaxRetryTimes { get; } = SocketSet.MaxRetryTimes; // 最大重试连接次数 public int CurrentRetryTimes { get; set; } = -1; // 当前重试连接次数 /** * 定义全局对象 */ private Task? MatchFunGame = null; // 匹配线程 private MainController? MainController = null; /** * 定义委托 * 子线程操作窗体控件时,先实例化Action,然后Invoke传递出去。 */ Action? StartMatch_Action = null; Action? CreateRoom_Action = null; public Main() { InitializeComponent(); InitAsync(); } /// /// 所有自定义初始化的内容 /// public async void InitAsync() { RunTime.Main = this; SetButtonEnableIfLogon(false, ClientState.WaitConnect); SetRoomid("-1"); // 房间号初始化 ShowFunGameInfo(); // 显示FunGame信息 GetFunGameConfig(); // 获取FunGame配置 // 创建RunTime RunTime.Connector = new RunTimeController(this); // 窗口句柄创建后,进行委托 await Task.Factory.StartNew(() => { while (true) { if (IsHandleCreated) { break; } } if (Config.FunGame_isAutoConnect) RunTime.Connector?.GetServerConnection(); }); } /// /// 绑定事件 /// protected override void BindEvent() { base.BindEvent(); Disposed += Main_Disposed; FailedConnect += FailedConnectEvent; SucceedConnect += SucceedConnectEvent; SucceedLogin += SucceedLoginEvent; } #endregion #region 公有方法 /// /// 提供公共方法给Controller更新UI /// /// string? /// object[]? public void UpdateUI(MainInvokeType type, params object[]? objs) { void action() { try { switch (type) { case MainInvokeType.SetGreen: Config.FunGame_isRetrying = false; SetServerStatusLight((int)LightType.Green); SetButtonEnableIfLogon(true, ClientState.Online); Config.FunGame_isConnected = true; CurrentRetryTimes = 0; break; case MainInvokeType.SetGreenAndPing: Config.FunGame_isRetrying = false; SetServerStatusLight((int)LightType.Green, ping: NetworkUtility.GetServerPing(Constant.Server_IP)); SetButtonEnableIfLogon(true, ClientState.Online); Config.FunGame_isConnected = true; CurrentRetryTimes = 0; break; case MainInvokeType.SetYellow: Config.FunGame_isRetrying = false; SetServerStatusLight((int)LightType.Yellow); SetButtonEnableIfLogon(false, ClientState.WaitConnect); Config.FunGame_isConnected = true; CurrentRetryTimes = 0; break; case MainInvokeType.WaitConnectAndSetYellow: Config.FunGame_isRetrying = false; SetServerStatusLight((int)LightType.Yellow); SetButtonEnableIfLogon(false, ClientState.WaitConnect); Config.FunGame_isConnected = true; CurrentRetryTimes = 0; if (MainController != null && Config.FunGame_isAutoConnect) { // 自动连接服务器 RunTime.Connector?.Connect(); } break; case MainInvokeType.WaitLoginAndSetYellow: Config.FunGame_isRetrying = false; SetServerStatusLight((int)LightType.Yellow, true); SetButtonEnableIfLogon(false, ClientState.WaitLogin); Config.FunGame_isConnected = true; CurrentRetryTimes = 0; break; case MainInvokeType.SetRed: SetServerStatusLight((int)LightType.Red); SetButtonEnableIfLogon(false, ClientState.WaitConnect); Config.FunGame_isConnected = false; break; case MainInvokeType.Disconnected: RoomList.Items.Clear(); Config.FunGame_isRetrying = false; Config.FunGame_isConnected = false; SetServerStatusLight((int)LightType.Red); SetButtonEnableIfLogon(false, ClientState.WaitConnect); LogoutAccount(); MainController?.Dispose(); CloseConnectedWindows(); break; case MainInvokeType.Disconnect: RoomList.Items.Clear(); Config.FunGame_isAutoRetry = false; Config.FunGame_isRetrying = false; Config.FunGame_isAutoConnect = false; Config.FunGame_isAutoLogin = false; Config.FunGame_isConnected = false; SetServerStatusLight((int)LightType.Yellow); SetButtonEnableIfLogon(false, ClientState.WaitConnect); LogoutAccount(); MainController?.Dispose(); break; case MainInvokeType.LogIn: break; case MainInvokeType.LogOut: Config.FunGame_isRetrying = false; Config.FunGame_isAutoLogin = false; SetServerStatusLight((int)LightType.Yellow, true); SetButtonEnableIfLogon(false, ClientState.WaitLogin); LogoutAccount(); if (objs != null && objs.Length > 0) { if (objs[0].GetType() == typeof(string)) { WritelnSystemInfo((string)objs[0]); ShowMessage.Message((string)objs[0], "退出登录", 5); } } break; case MainInvokeType.SetUser: if (objs != null && objs.Length > 0) { LoginAccount(objs); } break; case MainInvokeType.Connected: NoticeText.Text = Config.FunGame_Notice; break; case MainInvokeType.UpdateRoom: if (objs != null && objs.Length > 0) { List list = (List)objs[0]; RoomList.Items.AddRange(list.ToArray()); } break; default: break; } } catch (Exception e) { WritelnGameInfo(e.GetErrorInfo()); UpdateUI(MainInvokeType.SetRed); } } InvokeUpdateUI(action); } /// /// 提供公共方法给Controller发送系统信息 /// /// /// public void GetMessage(string? msg, TimeType timetype = TimeType.TimeOnly) { void action() { try { if (msg == null || msg == "") return; if (timetype != TimeType.None) { WritelnGameInfo(DateTimeUtility.GetDateTimeToString(timetype) + " >> " + msg); } else { WritelnGameInfo(msg); } } catch (Exception e) { WritelnGameInfo(e.GetErrorInfo()); } }; InvokeUpdateUI(action); } #endregion #region 实现 /// /// 委托更新UI /// /// private void InvokeUpdateUI(Action action) { if (InvokeRequired) Invoke(action); else action(); } /// /// 获取FunGame配置文件设定 /// private void GetFunGameConfig() { try { if (INIHelper.ExistINIFile()) { string isAutoConnect = INIHelper.ReadINI("Config", "AutoConnect"); string isAutoLogin = INIHelper.ReadINI("Config", "AutoLogin"); string strUserName = INIHelper.ReadINI("Account", "UserName"); string strPassword = INIHelper.ReadINI("Account", "Password"); string strAutoKey = INIHelper.ReadINI("Account", "AutoKey"); if (isAutoConnect != null && isAutoConnect.Trim() != "" && (isAutoConnect.ToLower().Equals("false") || isAutoConnect.ToLower().Equals("true"))) Config.FunGame_isAutoConnect = Convert.ToBoolean(isAutoConnect); else throw new ReadConfigException(); if (isAutoLogin != null && isAutoLogin.Trim() != "" && (isAutoLogin.ToLower().Equals("false") || isAutoLogin.ToLower().Equals("true"))) Config.FunGame_isAutoLogin = Convert.ToBoolean(isAutoLogin); else throw new ReadConfigException(); if (strUserName != null && strUserName.Trim() != "") Config.FunGame_AutoLoginUser = strUserName.Trim(); if (strPassword != null && strPassword.Trim() != "") Config.FunGame_AutoLoginPassword = strPassword.Trim(); if (strAutoKey != null && strAutoKey.Trim() != "") Config.FunGame_AutoLoginKey = strAutoKey.Trim(); } else { INIHelper.Init((FunGameInfo.FunGame)Constant.FunGameType); WritelnGameInfo(">> 首次启动,已自动为你创建配置文件。"); GetFunGameConfig(); } } catch (System.Exception e) { WritelnGameInfo(e.GetErrorInfo()); } } /// /// 设置房间号和显示信息 /// /// private void SetRoomid(string roomid) { Config.FunGame_Roomid = roomid; if (!roomid.Equals("-1")) { WritelnGameInfo(DateTimeUtility.GetNowShortTime() + " 加入房间"); WritelnGameInfo("[ " + Usercfg.LoginUserName + " ] 已加入房间 -> [ " + Config.FunGame_Roomid + " ]"); Room.Text = "[ 当前房间 ]\n" + Convert.ToString(Config.FunGame_Roomid); } else Room.Text = "暂未进入房间"; } /// /// 向消息队列输出换行符 /// private void WritelnGameInfo() { GameInfo.AppendText("\n"); GameInfo.SelectionStart = GameInfo.Text.Length - 1; GameInfo.ScrollToCaret(); } /// /// 向消息队列输出一行文字 /// /// private void WritelnGameInfo(string msg) { if (msg.Trim() != "") { GameInfo.AppendText(msg + "\n"); GameInfo.SelectionStart = GameInfo.Text.Length - 1; GameInfo.ScrollToCaret(); } } /// /// 向消息队列输出文字 /// /// private void WriteGameInfo(string msg) { if (msg.Trim() != "") { GameInfo.AppendText(msg); GameInfo.SelectionStart = GameInfo.Text.Length - 1; GameInfo.ScrollToCaret(); } } /// /// 向消息队列输出一行系统信息 /// /// private void WritelnSystemInfo(string msg) { msg = DateTimeUtility.GetDateTimeToString(TimeType.TimeOnly) + " >> " + msg; WritelnGameInfo(msg); } /// /// 在大厅中,设置按钮的显示和隐藏 /// private void InMain() { // 显示:匹配、创建房间 // 隐藏:退出房间、房间设定 SetRoomid("-1"); QuitRoom.Visible = false; StartMatch.Visible = true; RoomSetting.Visible = false; CreateRoom.Visible = true; } /// /// 在房间中,设置按钮的显示和隐藏 /// private void InRoom() { // 显示:退出房间、房间设置 // 隐藏:停止匹配、创建房间 StopMatch.Visible = false; QuitRoom.Visible = true; CreateRoom.Visible = false; RoomSetting.Visible = true; } /// /// 未登录和离线时,停用按钮 /// 登录的时候要激活按钮 /// /// 是否登录 /// 客户端状态 private void SetButtonEnableIfLogon(bool isLogon, ClientState status) { switch (status) { case ClientState.Online: PresetText.Items.Clear(); PresetText.Items.AddRange(Constant.PresetOnineItems); break; case ClientState.WaitConnect: PresetText.Items.Clear(); PresetText.Items.AddRange(Constant.PresetNoConnectItems); break; case ClientState.WaitLogin: PresetText.Items.Clear(); PresetText.Items.AddRange(Constant.PresetNoLoginItems); break; } this.PresetText.SelectedIndex = 0; CheckMix.Enabled = isLogon; CheckTeam.Enabled = isLogon; CheckHasPass.Enabled = isLogon; StartMatch.Enabled = isLogon; CreateRoom.Enabled = isLogon; RoomBox.Enabled = isLogon; AccountSetting.Enabled = isLogon; Stock.Enabled = isLogon; Store.Enabled = isLogon; } /// /// 加入房间 /// /// /// private void JoinRoom(bool isDouble, string roomid) { if (!isDouble) if (!RoomText.Text.Equals("") && !RoomText.ForeColor.Equals(Color.DarkGray)) { if (CheckRoomIDExist(roomid)) { if (Config.FunGame_Roomid.Equals("-1")) { if (ShowMessage.YesNoMessage("已找到房间 -> [ " + roomid + " ]\n是否加入?", "已找到房间") == MessageResult.Yes) { SetRoomid(roomid); InRoom(); } } else { ShowMessage.TipMessage("你需要先退出房间才可以加入新的房间。"); } } else { ShowMessage.WarningMessage("未找到此房间!"); } } else { RoomText.Enabled = false; ShowMessage.TipMessage("请输入房间号。"); RoomText.Enabled = true; RoomText.Focus(); } else { if (CheckRoomIDExist(roomid)) { if (Config.FunGame_Roomid.Equals("-1")) { if (ShowMessage.YesNoMessage("已找到房间 -> [ " + roomid + " ]\n是否加入?", "已找到房间") == MessageResult.Yes) { SetRoomid(roomid); InRoom(); } } else { ShowMessage.TipMessage("你需要先退出房间才可以加入新的房间。"); } } else { ShowMessage.WarningMessage("未找到此房间!"); } } } /// /// 这里实现匹配相关的方法 /// /// 主要参数:触发方法的哪一个分支 /// 可传多个参数 private void StartMatch_Method(int i, object[]? objs = null) { switch (i) { case (int)StartMatchState.Matching: // 开始匹配 Config.FunGame_isMatching = true; int loop = 0; string roomid = Convert.ToString(new Random().Next(1, 10000)); // 匹配中 匹配成功返回房间号 Task.Factory.StartNew(() => { // 创建新线程,防止主界面阻塞 Thread.Sleep(3000); while (loop < 10000 && Config.FunGame_isMatching) { loop++; if (loop == Convert.ToInt32(roomid)) { // 创建委托,操作主界面 StartMatch_Action = (int i, object[]? objs) => { StartMatch_Method(i, objs); }; if (InvokeRequired) { Invoke(StartMatch_Action, (int)StartMatchState.Success, new object[] { roomid }); } else { StartMatch_Action((int)StartMatchState.Success, new object[] { roomid }); } break; } } }); break; case (int)StartMatchState.Success: Config.FunGame_isMatching = false; // 匹配成功返回房间号 roomid = "-1"; if (objs != null) roomid = (string)objs[0]; if (!roomid.Equals(-1)) { WritelnGameInfo(DateTimeUtility.GetNowShortTime() + " 匹配成功"); WritelnGameInfo(">> 房间号: " + roomid); SetRoomid(roomid); } else { WritelnGameInfo("ERROR:匹配失败!"); break; } // 设置按钮可见性 InRoom(); // 创建委托,操作主界面 StartMatch_Action = (i, objs) => { StartMatch_Method(i, objs); }; if (InvokeRequired) { Invoke(StartMatch_Action, (int)StartMatchState.Enable, new object[] { true }); } else { StartMatch_Action((int)StartMatchState.Enable, new object[] { true }); } MatchFunGame = null; break; case (int)StartMatchState.Enable: // 设置匹配过程中的各种按钮是否可用 bool isPause = false; if (objs != null) isPause = (bool)objs[0]; CheckMix.Enabled = isPause; CheckTeam.Enabled = isPause; CheckHasPass.Enabled = isPause; CreateRoom.Enabled = isPause; RoomBox.Enabled = isPause; Login.Enabled = isPause; break; case (int)StartMatchState.Cancel: WritelnGameInfo(DateTimeUtility.GetNowShortTime() + " 终止匹配"); WritelnGameInfo("[ " + Usercfg.LoginUserName + " ] 已终止匹配。"); Config.FunGame_isMatching = false; StartMatch_Action = (i, objs) => { StartMatch_Method(i, objs); }; if (InvokeRequired) { Invoke(StartMatch_Action, (int)StartMatchState.Enable, new object[] { true }); } else { StartMatch_Action((int)StartMatchState.Enable, new object[] { true }); } MatchFunGame = null; StopMatch.Visible = false; StartMatch.Visible = true; break; } } /// /// 登录账号,显示登出按钮 /// private void LoginAccount(params object[]? objs) { if (objs != null && objs.Length > 0) { Usercfg.LoginUser = (User)objs[0]; if (Usercfg.LoginUser is null) { throw new NoUserLogonException(); } Usercfg.LoginUserName = Usercfg.LoginUser.Username; } NowAccount.Text = "[ID] " + Usercfg.LoginUserName; Login.Visible = false; Logout.Visible = true; UpdateUI(MainInvokeType.SetGreenAndPing); string welcome = $"欢迎回来, {Usercfg.LoginUserName}!"; ShowMessage.Message(welcome, "登录成功", 5); WritelnSystemInfo(welcome); } /// /// 登出账号,显示登录按钮 /// private void LogoutAccount() { InMain(); Usercfg.LoginUser = null; Usercfg.LoginUserName = ""; NowAccount.Text = "请登录账号"; Logout.Visible = false; Login.Visible = true; } /// /// 终止匹配实现方法 /// private void StopMatch_Click() { StartMatch_Action = (i, objs) => { StartMatch_Method(i, objs); }; if (InvokeRequired) { Invoke(StartMatch_Action, (int)StartMatchState.Cancel, new object[] { true }); } else { StartMatch_Action((int)StartMatchState.Cancel, new object[] { true }); } } /// /// 发送消息实现 /// /// 是否离开焦点 private async void SendTalkText_Click(bool isLeave) { // 向消息队列发送消息 string text = TalkText.Text; if (text.Trim() != "" && !TalkText.ForeColor.Equals(Color.DarkGray)) { string msg; if (Usercfg.LoginUserName == "") { msg = ":> " + text; } else { msg = DateTimeUtility.GetNowShortTime() + " [ " + Usercfg.LoginUserName + " ] 说: " + text; } WritelnGameInfo(msg); if (Usercfg.LoginUser != null && !await SwitchTalkMessage(text)) { _ = MainController?.Chat(" [ " + Usercfg.LoginUserName + " ] 说: " + text); } TalkText.Text = ""; if (isLeave) TalkText_Leave(); // 回车不离开焦点 } else { TalkText.Enabled = false; ShowMessage.TipMessage("消息不能为空,请重新输入。"); TalkText.Enabled = true; TalkText.Focus(); } } /// /// 发送消息实现,往消息队列发送消息 /// /// private void SendTalkText_Click(string msg) { WritelnGameInfo((!Usercfg.LoginUserName.Equals("") ? DateTimeUtility.GetNowShortTime() + " [ " + Usercfg.LoginUserName + " ] 说: " : ":> ") + msg); } /// /// 焦点离开聊天框时设置灰色文本 /// private void TalkText_Leave() { if (TalkText.Text.Equals("")) { TalkText.ForeColor = Color.DarkGray; TalkText.Text = "向消息队列发送消息..."; } } /// /// 这里实现创建房间相关的方法 /// /// 主要参数:触发方法的哪一个分支 /// 可传多个参数 private void CreateRoom_Method(int i, object[]? objs = null) { if (!Config.FunGame_Roomid.Equals("-1")) { ShowMessage.WarningMessage("已在房间中,无法创建房间。"); return; } string roomid = ""; string roomtype = ""; if (objs != null) { roomtype = (string)objs[0]; } switch (i) { case (int)CreateRoomState.Creating: CreateRoom_Action = (i, objs) => { CreateRoom_Method(i, objs); }; if (InvokeRequired) { Invoke(CreateRoom_Action, (int)CreateRoomState.Success, new object[] { roomtype }); } else { CreateRoom_Action((int)CreateRoomState.Success, new object[] { roomtype }); } break; case (int)CreateRoomState.Success: roomid = Convert.ToString(new Random().Next(1, 10000)); SetRoomid(roomid); InRoom(); WritelnGameInfo(DateTimeUtility.GetNowShortTime() + " 创建" + roomtype + "房间"); WritelnGameInfo(">> 创建" + roomtype + "房间成功!房间号: " + roomid); ShowMessage.Message("创建" + roomtype + "房间成功!\n房间号是 -> [ " + roomid + " ]", "创建成功"); break; } } /// /// 设置服务器连接状态指示灯 /// /// /// private void SetServerStatusLight(int light, bool waitlogin = false, int ping = 0) { switch(light) { case (int)LightType.Green: Connection.Text = "服务器连接成功"; this.Light.Image = Properties.Resources.green; break; case (int)LightType.Yellow: Connection.Text = waitlogin ? "等待登录账号" : "等待连接服务器"; this.Light.Image = Properties.Resources.yellow; break; case (int)LightType.Red: default: Connection.Text = "服务器连接失败"; this.Light.Image = Properties.Resources.red; break; } if (ping > 0) { Connection.Text = "心跳延迟 " + ping + "ms"; if (ping < 100) this.Light.Image = Properties.Resources.green; else if (ping >= 100 && ping < 200) this.Light.Image = Properties.Resources.yellow; else if (ping >= 200) this.Light.Image = Properties.Resources.red; } } /// /// 显示FunGame信息 /// private void ShowFunGameInfo() { WritelnGameInfo(FunGameInfo.GetInfo((FunGameInfo.FunGame)Constant.FunGameType)); } /// /// 关闭所有登录后才能访问的窗口 /// private static void CloseConnectedWindows() { RunTime.Login?.Close(); RunTime.Register?.Close(); RunTime.Store?.Close(); RunTime.Inventory?.Close(); RunTime.RoomSetting?.Close(); RunTime.UserCenter?.Close(); } #endregion #region 事件 /// /// 关闭程序 /// /// /// private void Exit_Click(object sender, EventArgs e) { if (ShowMessage.OKCancelMessage("你确定关闭游戏?", "退出") == (int)MessageResult.OK) { RunTime.Connector?.Close(); Environment.Exit(0); } } /// /// 开始匹配 /// /// /// private void StartMatch_Click(object sender, EventArgs e) { // 开始匹配 WritelnGameInfo(DateTimeUtility.GetNowShortTime() + " 开始匹配"); WritelnGameInfo("[ " + Usercfg.LoginUserName + " ] 开始匹配"); WriteGameInfo(">> 匹配参数:"); if (!Config.Match_Mix && !Config.Match_Team && !Config.Match_HasPass) WritelnGameInfo("无"); else { WriteGameInfo((Config.Match_Mix ? " 混战房间 " : "") + (Config.Match_Team ? " 团队房间 " : "") + (Config.Match_HasPass ? " 密码房间 " : "")); WritelnGameInfo(); } // 显示停止匹配按钮 StartMatch.Visible = false; StopMatch.Visible = true; // 暂停其他按钮 StartMatch_Method((int)StartMatchState.Enable, new object[] { false }); // 创建委托,开始匹配 StartMatch_Action = (i, objs) => { StartMatch_Method(i, objs); }; // 创建新线程匹配 MatchFunGame = Task.Factory.StartNew(() => { if (InvokeRequired) { Invoke(StartMatch_Action, (int)StartMatchState.Matching, null); } else { StartMatch_Action((int)StartMatchState.Matching, null); } }); } /// /// 创建房间 /// /// /// private void CreateRoom_Click(object sender, EventArgs e) { string roomtype = ""; if (Config.Match_Mix && Config.Match_Team) { ShowMessage.WarningMessage("创建房间不允许同时勾选混战和团队!"); return; } else if (Config.Match_Mix && !Config.Match_Team && !Config.Match_HasPass) { roomtype = Constant.GameMode_Mix; } else if (!Config.Match_Mix && Config.Match_Team && !Config.Match_HasPass) { roomtype = Constant.GameMode_Team; } else if (Config.Match_Mix && !Config.Match_Team && Config.Match_HasPass) { roomtype = Constant.GameMode_MixHasPass; } else if (!Config.Match_Mix && Config.Match_Team && Config.Match_HasPass) { roomtype = Constant.GameMode_TeamHasPass; } if (roomtype.Equals("")) { ShowMessage.WarningMessage("请勾选你要创建的房间类型!"); return; } CreateRoom_Action = (i, objs) => { CreateRoom_Method(i, objs); }; if (InvokeRequired) { Invoke(CreateRoom_Action, (int)CreateRoomState.Creating, new object[] { roomtype }); } else { CreateRoom_Action((int)CreateRoomState.Creating, new object[] { roomtype }); } } /// /// 退出房间 /// /// /// private void QuitRoom_Click(object sender, EventArgs e) { WritelnGameInfo(DateTimeUtility.GetNowShortTime() + " 离开房间"); WritelnGameInfo("[ " + Usercfg.LoginUserName + " ] 已离开房间 -> [ " + Config.FunGame_Roomid + " ]"); InMain(); } /// /// 房间设置 /// /// /// private void RoomSetting_Click(object sender, EventArgs e) { } /// /// 查找房间 /// /// /// private void QueryRoom_Click(object sender, EventArgs e) { JoinRoom(false, RoomText.Text); } /// /// 登出 /// /// /// private async void Logout_Click(object sender, EventArgs e) { if (ShowMessage.OKCancelMessage("你确定要退出登录吗?", "退出登录") == MessageResult.OK) { if (MainController == null || !await MainController.LogOut()) ShowMessage.WarningMessage("请求无效:退出登录失败!"); } } /// /// 登录 /// /// /// private void Login_Click(object sender, EventArgs e) { if (MainController != null && Config.FunGame_isConnected) OpenForm.SingleForm(FormType.Login, OpenFormType.Dialog); else ShowMessage.WarningMessage("请先连接服务器!"); } /// /// 终止匹配 /// /// /// private void StopMatch_Click(object sender, EventArgs e) { StopMatch_Click(); } /// /// 双击房间列表中的项可以加入房间 /// /// /// private void RoomList_MouseDoubleClick(object sender, MouseEventArgs e) { #pragma warning disable CS8600, CS8604 if (RoomList.SelectedItem != null) JoinRoom(true, RoomList.SelectedItem.ToString()); } /// /// 点击发送消息 /// /// /// private void SendTalkText_Click(object sender, EventArgs e) { SendTalkText_Click(true); } /// /// 勾选混战选项 /// /// /// private void CheckMix_CheckedChanged(object sender, EventArgs e) { if (CheckMix.Checked) Config.Match_Mix = true; else Config.Match_Mix = false; } /// /// 勾选团队选项 /// /// /// private void CheckTeam_CheckedChanged(object sender, EventArgs e) { if (CheckTeam.Checked) Config.Match_Team = true; else Config.Match_Team = false; } /// /// 勾选密码选项 /// /// /// private void CheckHasPass_CheckedChanged(object sender, EventArgs e) { if (CheckHasPass.Checked) Config.Match_HasPass = true; else Config.Match_HasPass = false; } /// /// 房间号输入框点击/焦点事件 /// /// /// private void RoomText_ClickAndFocused(object sender, EventArgs e) { if (RoomText.Text.Equals("键入房间代号...")) { RoomText.ForeColor = Color.DarkGray; RoomText.Text = ""; } } /// /// 焦点离开房间号输入框事件 /// /// /// private void RoomText_Leave(object sender, EventArgs e) { if (RoomText.Text.Equals("")) { RoomText.ForeColor = Color.DarkGray; RoomText.Text = "键入房间代号..."; } } /// /// 房间号输入框内容改变事件 /// /// /// private void RoomText_KeyUp(object sender, KeyEventArgs e) { RoomText.ForeColor = Color.Black; if (e.KeyCode.Equals(Keys.Enter)) { // 按下回车加入房间 JoinRoom(false, RoomText.Text); } } /// /// 聊天框点击/焦点事件 /// /// /// private void TalkText_ClickAndFocused(object sender, EventArgs e) { if (TalkText.Text.Equals("向消息队列发送消息...")) { TalkText.ForeColor = Color.DarkGray; TalkText.Text = ""; } } /// /// TalkText离开焦点事件 /// /// /// private void TalkText_Leave(object sender, EventArgs e) { TalkText_Leave(); } /// /// 聊天框内容改变事件 /// /// /// private void TalkText_KeyUp(object sender, KeyEventArgs e) { TalkText.ForeColor = Color.Black; if (e.KeyCode.Equals(Keys.Enter)) { // 按下回车发送 SendTalkText_Click(false); } } /// /// 版权链接点击事件 /// /// /// private void Copyright_LinkClicked(object sender, LinkLabelLinkClickedEventArgs e) { // Copyright 2023 mili.cyou Process.Start(new ProcessStartInfo("https://mili.cyou/fungame") { UseShellExecute = true }); } /// /// 点击快捷消息 /// /// /// private async void PresetText_SelectedIndexChanged(object sender, EventArgs e) { // 发送快捷消息并执行功能 if (PresetText.SelectedIndex != 0) { string s = PresetText.SelectedItem.ToString(); SendTalkText_Click(s); await SwitchTalkMessage(s); PresetText.SelectedIndex = 0; } } private void Main_Disposed(object? sender, EventArgs e) { MainController?.Dispose(); } /// /// 连接服务器失败后触发事件 /// /// /// /// public EventResult FailedConnectEvent(object sender, GeneralEventArgs e) { // 自动重连 if (Config.FunGame_isConnected && Config.FunGame_isAutoRetry && CurrentRetryTimes <= MaxRetryTimes) { Task.Run(() => { Thread.Sleep(5000); if (Config.FunGame_isConnected && Config.FunGame_isAutoRetry) RunTime.Connector?.Connect(); // 再次判断是否开启自动重连 }); GetMessage("连接服务器失败,5秒后自动尝试重连。"); } else GetMessage("无法连接至服务器,请检查你的网络连接。"); return EventResult.Success; } /// /// 连接服务器成功后触发事件 /// /// /// /// public EventResult SucceedConnectEvent(object sender, GeneralEventArgs e) { // 创建MainController MainController = new MainController(this); if (MainController != null && Config.FunGame_isAutoLogin && Config.FunGame_AutoLoginUser != "" && Config.FunGame_AutoLoginPassword != "" && Config.FunGame_AutoLoginKey != "") { // 自动登录 _ = RunTime.Connector?.AutoLogin(Config.FunGame_AutoLoginUser, Config.FunGame_AutoLoginPassword, Config.FunGame_AutoLoginKey); } return EventResult.Success; } /// /// 登录成功后触发事件 /// /// /// /// private EventResult SucceedLoginEvent(object sender, GeneralEventArgs e) { // 接入-1号房间聊天室 _ = MainController?.IntoRoom("-1"); // 获取在线的房间列表 _ = MainController?.UpdateRoom(); return EventResult.Success; } #endregion #region 工具方法 /// /// 判断是否存在这个房间 /// /// /// private bool CheckRoomIDExist(string roomid) { foreach (string BoxText in RoomList.Items) { if (roomid.Equals(BoxText)) { return true; } } return false; } /// /// 判断快捷消息 /// /// private async Task SwitchTalkMessage(string s) { switch (s) { case Constant.FunGame_SignIn: break; case Constant.FunGame_ShowCredits: break; case Constant.FunGame_ShowStock: break; case Constant.FunGame_ShowStore: break; case Constant.FunGame_CreateMix: CreateRoom_Action = (i, objs) => { CreateRoom_Method(i, objs); }; if (InvokeRequired) { Invoke(CreateRoom_Action, (int)CreateRoomState.Creating, new object[] { Constant.GameMode_Mix }); } else { CreateRoom_Action((int)CreateRoomState.Creating, new object[] { Constant.GameMode_Mix }); } break; case Constant.FunGame_CreateTeam: CreateRoom_Action = (i, objs) => { CreateRoom_Method(i, objs); }; if (InvokeRequired) { Invoke(CreateRoom_Action, (int)CreateRoomState.Creating, new object[] { Constant.GameMode_Team }); } else { CreateRoom_Action((int)CreateRoomState.Creating, new object[] { Constant.GameMode_Team }); } break; case Constant.FunGame_StartGame: break; case Constant.FunGame_AutoRetryOn: WritelnGameInfo(">> 自动重连开启"); Config.FunGame_isAutoRetry = true; break; case Constant.FunGame_AutoRetryOff: WritelnGameInfo(">> 自动重连关闭"); Config.FunGame_isAutoRetry = false; break; case Constant.FunGame_Retry: if (!Config.FunGame_isRetrying) { CurrentRetryTimes = -1; Config.FunGame_isAutoRetry = true; RunTime.Connector?.Connect(); } else WritelnGameInfo(">> 你不能在连接服务器的同时重试连接!"); break; case Constant.FunGame_Connect: if (!Config.FunGame_isConnected) { CurrentRetryTimes = -1; Config.FunGame_isAutoRetry = true; RunTime.Connector?.GetServerConnection(); } break; case Constant.FunGame_Disconnect: if (Config.FunGame_isConnected && MainController != null) { // 先退出登录再断开连接 if (MainController != null && await MainController.LogOut()) RunTime.Connector?.Disconnect(); } break; case Constant.FunGame_DisconnectWhenNotLogin: if (Config.FunGame_isConnected && MainController != null) { RunTime.Connector?.Disconnect(); } break; case Constant.FunGame_ConnectTo: string msg = ShowMessage.InputMessage("请输入服务器IP地址和端口号,如: 127.0.0.1:22222。", "连接指定服务器"); if (msg.Equals("")) return true; string[] addr = msg.Split(':'); string ip; int port; if (addr.Length < 2) { ip = addr[0]; port = 22222; } else if (addr.Length < 3) { ip = addr[0]; port = Convert.ToInt32(addr[1]); } else { ShowMessage.ErrorMessage("格式错误!\n这不是一个服务器地址。"); return true; } ErrorType ErrorType = NetworkUtility.IsServerAddress(ip, port); if (ErrorType == Core.Library.Constant.ErrorType.None) { Constant.Server_IP = ip; Constant.Server_Port = port; CurrentRetryTimes = -1; Config.FunGame_isAutoRetry = true; RunTime.Connector?.Connect(); } else if (ErrorType == Core.Library.Constant.ErrorType.IsNotIP) ShowMessage.ErrorMessage("这不是一个IP地址!"); else if (ErrorType == Core.Library.Constant.ErrorType.IsNotPort) ShowMessage.ErrorMessage("这不是一个端口号!\n正确范围:1~65535"); else ShowMessage.ErrorMessage("格式错误!\n这不是一个服务器地址。"); break; default: break; } return false; } #endregion } }