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);
}
}
}
}