using Milimoe.FunGame.Core.Library.Common.Event; using Milimoe.FunGame.Core.Library.Common.Network; using Milimoe.FunGame.Core.Library.Constant; using Milimoe.FunGame.Core.Library.Exception; using Milimoe.FunGame.Desktop.Library.Component; using Milimoe.FunGame.Desktop.Library; using Milimoe.FunGame.Desktop.UI; namespace Milimoe.FunGame.Desktop.Model { /// /// 与创建关闭Socket相关的方法,使用此类 /// public class RunTimeModel : Core.Model.RunTime { private readonly Main Main; private readonly Core.Model.Session Usercfg = RunTime.Session; public RunTimeModel(Main main) { Main = main; } public override async Task Connect() { if (RunTime.Session.Server_IP == "" || RunTime.Session.Server_Port <= 0) { (RunTime.Session.Server_IP, RunTime.Session.Server_Port) = GetServerAddress(); if (RunTime.Session.Server_IP == "" || RunTime.Session.Server_Port <= 0) { ShowMessage.ErrorMessage("查找可用的服务器失败!"); return ConnectResult.FindServerFailed; } } try { if (Config.FunGame_isRetrying) { Main.GetMessage("正在连接服务器,请耐心等待。"); Config.FunGame_isRetrying = false; return ConnectResult.CanNotConnect; } if (!Config.FunGame_isConnected) { Main.CurrentRetryTimes++; if (Main.CurrentRetryTimes == 0) Main.GetMessage("开始连接服务器...", TimeType.General); else Main.GetMessage("第" + Main.CurrentRetryTimes + "次重试连接服务器..."); // 超过重连次数上限 if (Main.CurrentRetryTimes + 1 > Main.MaxRetryTimes) { throw new CanNotConnectException(); } // 与服务器建立连接 Socket?.Close(); Config.FunGame_isRetrying = true; _Socket = Socket.Connect(RunTime.Session.Server_IP, RunTime.Session.Server_Port); if (Socket != null && Socket.Connected) { // 设置可复用Socket RunTime.Socket = Socket; // 发送连接请求 if (Socket.Send(SocketMessageType.RunTime_Connect) == SocketResult.Success) { SocketMessageType Result = Receiving(); if (Result == SocketMessageType.RunTime_Connect) { Main.GetMessage("连接服务器成功,请登录账号以体验FunGame。"); Main.UpdateUI(MainInvokeType.Connected); StartReceiving(); await Task.Factory.StartNew(() => { while (true) { if (_IsReceiving) { break; } } }); return ConnectResult.Success; } } Config.FunGame_isRetrying = false; Socket.Close(); return ConnectResult.ConnectFailed; } Socket?.Close(); Config.FunGame_isRetrying = false; throw new CanNotConnectException(); } else { Main.GetMessage("已连接至服务器,请勿重复连接。"); return ConnectResult.CanNotConnect; } } catch (Exception e) { Main.GetMessage(e.GetErrorInfo(), TimeType.None); Main.UpdateUI(MainInvokeType.SetRed); Config.FunGame_isRetrying = false; return ConnectResult.ConnectFailed; } } public override void Error(Exception e) { Main.GetMessage(e.GetErrorInfo(), TimeType.None); Main.UpdateUI(MainInvokeType.Disconnected); Main.OnFailedConnectEvent(new ConnectEventArgs(RunTime.Session.Server_IP, RunTime.Session.Server_Port)); Close(); } protected override bool SocketHandler_Connect(SocketObject ServerMessage) { string msg = ""; Guid token = Guid.Empty; if (ServerMessage.Parameters.Length > 0) msg = ServerMessage.GetParam(0)!; string[] strings = msg.Split(';'); if (strings.Length != 2) { // 服务器拒绝连接 msg = strings[0]; Main.GetMessage(msg); ShowMessage.ErrorMessage(msg); return false; } string ServerName = strings[0]; string ServerNotice = strings[1]; Config.FunGame_ServerName = ServerName; Config.FunGame_Notice = ServerNotice; if (ServerMessage.Parameters.Length > 1) token = ServerMessage.GetParam(1); Socket!.Token = token; Usercfg.SocketToken = token; Main.GetMessage($"已连接服务器:{ServerName}。\n\n********** 服务器公告 **********\n\n{ServerNotice}\n\n"); // 设置等待登录的黄灯 Main.UpdateUI(MainInvokeType.WaitLoginAndSetYellow); return true; } protected override void SocketHandler_Disconnect(SocketObject ServerMessage) { string msg = ""; if (ServerMessage.Parameters.Length > 0) msg = ServerMessage.GetParam(0)!; Main.GetMessage(msg); Main.UpdateUI(MainInvokeType.Disconnect); Close(); Main.OnSucceedDisconnectEvent(new GeneralEventArgs()); Main.OnAfterDisconnectEvent(new GeneralEventArgs()); } protected override void SocketHandler_HeartBeat(SocketObject ServerMessage) { if (Socket != null && Socket.Connected && Usercfg.LoginUser.Id != 0) { Main.UpdateUI(MainInvokeType.SetGreenAndPing); } } } }