1555 lines
58 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

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.Model;
using Milimoe.FunGame.Desktop.Utility;
namespace Milimoe.FunGame.Desktop.UI
{
public partial class Main : BaseMain
{
#region
/**
* 属性
*/
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
/**
* 变量
*/
private Task? MatchFunGame = null; // 匹配线程(即将删除)
private MainController? MainController = null;
private readonly Core.Model.RoomList Rooms = RunTime.RoomList;
private readonly Core.Model.Session Usercfg = RunTime.Session;
/**
* 委托【即将删除】
*/
Action<int, object[]?>? StartMatch_Action = null;
public Main()
{
InitializeComponent();
Init();
}
/// <summary>
/// 所有自定义初始化的内容
/// </summary>
public void Init()
{
RunTime.Main = this;
SetButtonEnableIfLogon(false, ClientState.WaitConnect);
SetRoomid(Usercfg.InRoom); // 房间号初始化
ShowFunGameInfo(); // 显示FunGame信息
GetFunGameConfig(); // 获取FunGame配置
// 创建RunTime
RunTime.Controller = new RunTimeController(this);
// 窗口句柄创建后,进行委托
TaskUtility.StartAndAwaitTask(() =>
{
while (true)
{
if (IsHandleCreated)
{
break;
}
}
if (Config.FunGame_isAutoConnect) InvokeController_Connect();
});
}
/// <summary>
/// 绑定事件
/// </summary>
protected override void BindEvent()
{
base.BindEvent();
Disposed += Main_Disposed;
FailedConnect += FailedConnectEvent;
SucceedConnect += SucceedConnectEvent;
SucceedLogin += SucceedLoginEvent;
}
#endregion
#region
/// <summary>
/// 提供公共方法给Controller更新UI
/// </summary>
/// <param name="updatetype">string?</param>
/// <param name="objs">object[]?</param>
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(RunTime.Session.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
InvokeController_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:
Rooms.Clear();
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:
Rooms.Clear();
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(ShowMessageType.General, (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)
{
RoomList.Items.Clear();
Rooms.Clear();
Rooms.AddRooms((List<Room>)objs[0]);
foreach (string roomid in Rooms.ListRoomID)
{
if (roomid != "-1") RoomList.Items.Add(roomid);
}
}
break;
case MainInvokeType.UpdateRoomMaster:
if (objs != null && objs.Length > 0)
{
Room r = (Room)objs[0];
Usercfg.InRoom = r;
Rooms.RemoveRoom(r.Roomid);
Rooms.AddRoom(r);
if (r.RoomMaster != null)
{
string msg = $"房间 [ {r.Roomid} ] 的房主已变更为" + (r.RoomMaster.Username != Usercfg.LoginUserName ? $" [ {r.RoomMaster.Username} ]" : "您") + "。";
GetMessage(msg, TimeType.TimeOnly);
}
}
break;
default:
break;
}
}
catch (Exception e)
{
WritelnGameInfo(e.GetErrorInfo());
UpdateUI(MainInvokeType.SetRed);
}
}
InvokeUpdateUI(action);
}
/// <summary>
/// 提供公共方法给Controller发送系统信息
/// </summary>
/// <param name="msg"></param>
/// <param name="timetype"></param>
public void GetMessage(string msg, TimeType timetype = TimeType.TimeOnly)
{
void action()
{
try
{
if (msg == "") return;
if (timetype != TimeType.None)
{
WritelnGameInfo(DateTimeUtility.GetDateTimeToString(timetype) + " >> " + msg);
}
else
{
WritelnGameInfo(msg);
}
}
catch (Exception e)
{
WritelnGameInfo(e.GetErrorInfo());
}
};
InvokeUpdateUI(action);
}
#endregion
#region
/// <summary>
/// 获取FunGame配置文件设定
/// </summary>
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());
}
}
/// <summary>
/// 设置房间号和显示信息
/// </summary>
/// <param name="roomid"></param>
private void SetRoomid(Room room)
{
Usercfg.InRoom = room;
if (room.Roomid != "-1")
{
WritelnGameInfo(DateTimeUtility.GetNowShortTime() + " 加入房间");
WritelnGameInfo("[ " + Usercfg.LoginUserName + " ] 已加入房间 -> [ " + room.Roomid + " ]");
Room.Text = "[ 当前房间 ]\n" + Convert.ToString(room.Roomid);
NowRoomID.Text = room.Roomid;
}
else
{
NowRoomID.Text = "";
Room.Text = "暂未进入房间";
}
}
/// <summary>
/// 向消息队列输出换行符
/// </summary>
private void WritelnGameInfo()
{
GameInfo.AppendText("\n");
GameInfo.SelectionStart = GameInfo.Text.Length - 1;
GameInfo.ScrollToCaret();
}
/// <summary>
/// 向消息队列输出一行文字
/// </summary>
/// <param name="msg"></param>
private void WritelnGameInfo(string msg)
{
if (msg.Trim() != "")
{
GameInfo.AppendText(msg + "\n");
GameInfo.SelectionStart = GameInfo.Text.Length - 1;
GameInfo.ScrollToCaret();
}
}
/// <summary>
/// 向消息队列输出文字
/// </summary>
/// <param name="msg"></param>
private void WriteGameInfo(string msg)
{
if (msg.Trim() != "")
{
GameInfo.AppendText(msg);
GameInfo.SelectionStart = GameInfo.Text.Length - 1;
GameInfo.ScrollToCaret();
}
}
/// <summary>
/// 向消息队列输出一行系统信息
/// </summary>
/// <param name="msg"></param>
private void WritelnSystemInfo(string msg)
{
msg = DateTimeUtility.GetDateTimeToString(TimeType.TimeOnly) + " >> " + msg;
WritelnGameInfo(msg);
}
/// <summary>
/// 在大厅中,设置按钮的显示和隐藏
/// </summary>
private void InMain()
{
// 显示:匹配、创建房间
// 隐藏:退出房间、房间设定、当前房间号、复制房间号
SetRoomid(Usercfg.InRoom);
QuitRoom.Visible = false;
StartMatch.Visible = true;
RoomSetting.Visible = false;
CreateRoom.Visible = true;
NowRoomID.Visible = false;
CopyRoomID.Visible = false;
}
/// <summary>
/// 在房间中,设置按钮的显示和隐藏
/// </summary>
private void InRoom()
{
// 显示:退出房间、房间设置、当前房间号、复制房间号
// 隐藏:停止匹配、创建房间
StopMatch.Visible = false;
QuitRoom.Visible = true;
CreateRoom.Visible = false;
RoomSetting.Visible = true;
NowRoomID.Visible = true;
CopyRoomID.Visible = true;
}
/// <summary>
/// 未登录和离线时,停用按钮
/// 登录的时候要激活按钮
/// </summary>
/// <param name="isLogon">是否登录</param>
/// <param name="status">客户端状态</param>
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;
}
/// <summary>
/// 加入房间
/// </summary>
/// <param name="isDouble"></param>
/// <param name="roomid"></param>
private async Task<bool> JoinRoom(bool isDouble, string roomid)
{
if (!isDouble)
{
if (!RoomText.Text.Equals("") && !RoomText.ForeColor.Equals(Color.DarkGray))
{
return await JoinRoom_Handler(roomid);
}
else
{
RoomText.Enabled = false;
ShowMessage(ShowMessageType.Tip, "请输入房间号。");
RoomText.Enabled = true;
RoomText.Focus();
return false;
}
}
else
{
return await JoinRoom_Handler(roomid);
}
}
/// <summary>
/// 重复处理加入房间的方法
/// </summary>
/// <param name="roomid"></param>
/// <returns></returns>
private async Task<bool> JoinRoom_Handler(string roomid)
{
if (MainController != null)
{
await MainController.UpdateRoomAsync();
if (CheckRoomIDExist(roomid))
{
if (Usercfg.InRoom.Roomid == "-1")
{
if (ShowMessage(ShowMessageType.YesNo, "已找到房间 -> [ " + roomid + " ]\n是否加入", "已找到房间") == MessageResult.Yes)
{
Room r = GetRoom(roomid);
if (MainController != null && await MainController.IntoRoomAsync(r))
{
SetRoomid(r);
InRoom();
return true;
}
}
return false;
}
else
{
ShowMessage(ShowMessageType.Tip, "你需要先退出房间才可以加入新的房间。");
return false;
}
}
}
ShowMessage(ShowMessageType.Warning, "未找到此房间!");
return false;
}
/// <summary>
/// 这里实现匹配相关的方法
/// </summary>
/// <param name="i">主要参数:触发方法的哪一个分支</param>
/// <param name="objs">可传多个参数</param>
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(GetRoom(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;
}
}
/// <summary>
/// 登录账号,显示登出按钮
/// </summary>
private void LoginAccount(params object[]? objs)
{
if (objs != null && objs.Length > 0)
{
Usercfg.LoginUser = (User)objs[0];
if (Usercfg.LoginUser.Id == 0)
{
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(ShowMessageType.General, welcome, "登录成功", 5);
WritelnSystemInfo(welcome);
}
/// <summary>
/// 登出账号,显示登录按钮
/// </summary>
private void LogoutAccount()
{
Usercfg.InRoom = General.HallInstance;
Usercfg.LoginUser = General.UnknownUserInstance;
Usercfg.LoginUserName = "";
InMain();
NowAccount.Text = "请登录账号";
Logout.Visible = false;
Login.Visible = true;
}
/// <summary>
/// 终止匹配实现方法
/// </summary>
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 });
}
}
/// <summary>
/// 发送消息实现
/// </summary>
/// <param name="isLeave">是否离开焦点</param>
private 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);
TalkText.Text = "";
if (isLeave) TalkText_Leave(); // 回车不离开焦点
if (MainController != null && Usercfg.LoginUser.Id != 0 && !SwitchTalkMessage(text))
{
TaskUtility.StartAndAwaitTask(async () =>
{
if (!await MainController.ChatAsync(" [ " + Usercfg.LoginUserName + " ] 说: " + text))
{
WritelnGameInfo("联网消息发送失败。");
}
});
}
}
else
{
TalkText.Enabled = false;
ShowMessage(ShowMessageType.Tip, "消息不能为空,请重新输入。");
TalkText.Enabled = true;
TalkText.Focus();
}
}
/// <summary>
/// 创建房间的处理方法
/// </summary>
/// <param name="RoomType"></param>
/// <param name="Password"></param>
/// <returns></returns>
private async Task CreateRoom_Handler(string RoomType, string Password = "")
{
if (Usercfg.InRoom.Roomid != "-1")
{
ShowMessage(ShowMessageType.Warning, "已在房间中,无法创建房间。");
return;
}
if (MainController != null)
{
string roomid = await MainController.CreateRoomAsync(RoomType, Password);
if (roomid != "" && roomid != "-1")
{
await MainController.UpdateRoomAsync();
Room r = GetRoom(roomid);
await InvokeController_IntoRoom(r);
SetRoomid(r);
InRoom();
WritelnGameInfo(DateTimeUtility.GetNowShortTime() + " 创建" + RoomType + "房间");
WritelnGameInfo(">> 创建" + RoomType + "房间成功!房间号: " + roomid);
ShowMessage(ShowMessageType.General, "创建" + RoomType + "房间成功!\n房间号是 -> [ " + roomid + " ]", "创建成功");
return;
}
}
ShowMessage(ShowMessageType.General, "创建" + RoomType + "房间失败!", "创建失败");
}
/// <summary>
/// 发送消息实现,往消息队列发送消息
/// </summary>
/// <param name="msg"></param>
private void SendTalkText_Click(string msg)
{
WritelnGameInfo((!Usercfg.LoginUserName.Equals("") ? DateTimeUtility.GetNowShortTime() + " [ " + Usercfg.LoginUserName + " ] 说: " : ":> ") + msg);
}
/// <summary>
/// 焦点离开聊天框时设置灰色文本
/// </summary>
private void TalkText_Leave()
{
if (TalkText.Text.Equals(""))
{
TalkText.ForeColor = Color.DarkGray;
TalkText.Text = "向消息队列发送消息...";
}
}
/// <summary>
/// 登录成功后的处理
/// </summary>
/// <returns></returns>
private async Task SucceedLoginEvent_Handler()
{
if (MainController != null)
{
// 获取在线的房间列表
await MainController.UpdateRoomAsync();
// 接入-1号房间聊天室
await InvokeController_IntoRoom(Rooms["-1"] ?? General.HallInstance);
}
}
/// <summary>
/// 设置服务器连接状态指示灯
/// </summary>
/// <param name="light"></param>
/// <param name="ping"></param>
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;
}
}
/// <summary>
/// 显示FunGame信息
/// </summary>
private void ShowFunGameInfo()
{
WritelnGameInfo(FunGameInfo.GetInfo((FunGameInfo.FunGame)Constant.FunGameType));
}
/// <summary>
/// 关闭所有登录后才能访问的窗口
/// </summary>
private static void CloseConnectedWindows()
{
RunTime.Login?.Close();
RunTime.Register?.Close();
RunTime.Store?.Close();
RunTime.Inventory?.Close();
RunTime.RoomSetting?.Close();
RunTime.UserCenter?.Close();
foreach (Form form in OpenForm.Forms)
{
form.Close();
}
}
/// <summary>
/// 退出游戏时处理
/// </summary>
private async Task ExitFunGame()
{
if (ShowMessage(ShowMessageType.OKCancel, "你确定关闭游戏?", "退出") == MessageResult.OK)
{
if (MainController != null) await LogOut();
RunTime.Controller?.Close();
Environment.Exit(0);
}
}
#endregion
#region
/// <summary>
/// 关闭程序
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void Exit_Click(object sender, EventArgs e)
{
TaskUtility.StartAndAwaitTask(ExitFunGame);
}
/// <summary>
/// 开始匹配
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
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:");
WritelnGameInfo(Config.FunGame_GameMode);
// 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);
}
});
}
/// <summary>
/// 创建房间
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void CreateRoom_Click(object sender, EventArgs e)
{
string password = "";
if (CheckMix.Checked && CheckTeam.Checked)
{
ShowMessage(ShowMessageType.Warning, "创建房间不允许同时勾选混战和团队!");
return;
}
if (CheckHasPass.Checked)
{
password = ShowInputMessage("请输入该房间的密码:", "创建密码房间").Trim();
if (password == "" || password.Length > 10)
{
ShowMessage(ShowMessageType.Warning, "密码无效密码不能为空或大于10个字符。");
return;
}
}
if (Config.FunGame_GameMode.Equals(""))
{
ShowMessage(ShowMessageType.Warning, "请勾选你要创建的房间类型!");
return;
}
TaskUtility.StartAndAwaitTask(() => CreateRoom_Handler(Config.FunGame_GameMode, password));
}
/// <summary>
/// 退出房间
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void QuitRoom_Click(object sender, EventArgs e)
{
string roomid = Usercfg.InRoom.Roomid;
bool isMaster = Usercfg.InRoom.RoomMaster?.Id == Usercfg.LoginUser.Id;
bool result = false;
TaskUtility.StartAndAwaitTask(async () =>
{
if (await InvokeController_QuitRoom(Usercfg.InRoom, isMaster))
{
WritelnGameInfo(DateTimeUtility.GetNowShortTime() + " 离开房间");
WritelnGameInfo("[ " + Usercfg.LoginUserName + " ] 已离开房间 -> [ " + roomid + " ]");
InMain();
_ = MainController?.UpdateRoomAsync();
result = true;
}
}).OnCompleted(() =>
{
if (!result) ShowMessage(ShowMessageType.Error, "无法退出房间!", "退出房间");
});
}
/// <summary>
/// 房间设置
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void RoomSetting_Click(object sender, EventArgs e)
{
}
/// <summary>
/// 复制房间号
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void CopyRoomID_Click(object sender, EventArgs e)
{
Clipboard.SetDataObject(Usercfg.InRoom.Roomid);
ShowMessage(ShowMessageType.Tip, "已复制房间号到剪贴板");
}
/// <summary>
/// 查找房间
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void QueryRoom_Click(object sender, EventArgs e)
{
TaskUtility.StartAndAwaitTask(async() => await JoinRoom(false, RoomText.Text));
}
/// <summary>
/// 登出
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void Logout_Click(object sender, EventArgs e)
{
TaskUtility.StartAndAwaitTask(async () =>
{
if (ShowMessage(ShowMessageType.OKCancel, "你确定要退出登录吗?", "退出登录") == MessageResult.OK)
{
if (MainController == null || !await LogOut())
ShowMessage(ShowMessageType.Warning, "请求无效:退出登录失败!");
}
});
}
/// <summary>
/// 登录
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void Login_Click(object sender, EventArgs e)
{
if (MainController != null && Config.FunGame_isConnected)
OpenForm.SingleForm(FormType.Login, OpenFormType.Dialog);
else
ShowMessage(ShowMessageType.Warning, "请先连接服务器!");
}
/// <summary>
/// 终止匹配
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void StopMatch_Click(object sender, EventArgs e)
{
StopMatch_Click();
}
/// <summary>
/// 双击房间列表中的项可以加入房间
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void RoomList_MouseDoubleClick(object sender, MouseEventArgs e)
{
if (RoomList.SelectedItem != null)
{
TaskUtility.StartAndAwaitTask(async() => await JoinRoom(true, RoomList.SelectedItem.ToString() ?? ""));
}
}
/// <summary>
/// 点击发送消息
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void SendTalkText_Click(object sender, EventArgs e)
{
SendTalkText_Click(true);
}
/// <summary>
/// 勾选任意模式选项
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void CheckGameMode_CheckedChanged(object sender, EventArgs e)
{
bool IsMix = CheckMix.Checked;
bool IsTeam = CheckTeam.Checked;
bool IsHasPass = CheckHasPass.Checked;
if (IsMix && IsTeam && !IsHasPass) Config.FunGame_GameMode = GameMode.GameMode_All;
else if (IsMix && IsTeam && IsHasPass) Config.FunGame_GameMode = GameMode.GameMode_AllHasPass;
else if (IsMix && !IsTeam && !IsHasPass) Config.FunGame_GameMode = GameMode.GameMode_Mix;
else if (IsMix && !IsTeam && IsHasPass) Config.FunGame_GameMode = GameMode.GameMode_MixHasPass;
else if (!IsMix && IsTeam && !IsHasPass) Config.FunGame_GameMode = GameMode.GameMode_Team;
else if (!IsMix && IsTeam && IsHasPass) Config.FunGame_GameMode = GameMode.GameMode_TeamHasPass;
else Config.FunGame_GameMode = GameMode.GameMode_All;
}
/// <summary>
/// 房间号输入框点击/焦点事件
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void RoomText_ClickAndFocused(object sender, EventArgs e)
{
if (RoomText.Text.Equals("键入房间代号..."))
{
RoomText.ForeColor = Color.DarkGray;
RoomText.Text = "";
}
}
/// <summary>
/// 焦点离开房间号输入框事件
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void RoomText_Leave(object sender, EventArgs e)
{
if (RoomText.Text.Equals(""))
{
RoomText.ForeColor = Color.DarkGray;
RoomText.Text = "键入房间代号...";
}
}
/// <summary>
/// 房间号输入框内容改变事件
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
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
TaskUtility.StartAndAwaitTask(async() => await JoinRoom(false, RoomText.Text));
}
}
/// <summary>
/// 聊天框点击/焦点事件
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
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 = "";
}
}
/// <summary>
/// TalkText离开焦点事件
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void TalkText_Leave(object sender, EventArgs e)
{
TalkText_Leave();
}
/// <summary>
/// 聊天框内容改变事件
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
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);
}
}
/// <summary>
/// 版权链接点击事件
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void Copyright_LinkClicked(object sender, LinkLabelLinkClickedEventArgs e)
{
// Copyright 2023 mili.cyou
Process.Start(new ProcessStartInfo("https://mili.cyou/fungame") { UseShellExecute = true });
}
/// <summary>
/// 点击快捷消息
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private 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);
SwitchTalkMessage(s);
PresetText.SelectedIndex = 0;
}
}
/// <summary>
/// 关闭主界面
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void Main_Disposed(object? sender, EventArgs e)
{
MainController?.Dispose();
}
/// <summary>
/// 连接服务器失败后触发事件
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
/// <returns></returns>
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) InvokeController_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;
}
/// <summary>
/// 连接服务器成功后触发事件
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
/// <returns></returns>
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.Controller?.AutoLogin(Config.FunGame_AutoLoginUser, Config.FunGame_AutoLoginPassword, Config.FunGame_AutoLoginKey);
}
return EventResult.Success;
}
/// <summary>
/// 登录成功后触发事件
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
/// <returns></returns>
private EventResult SucceedLoginEvent(object sender, GeneralEventArgs e)
{
TaskUtility.StartAndAwaitTask(SucceedLoginEvent_Handler);
return EventResult.Success;
}
#endregion
#region
/// <summary>
/// 判断是否存在这个房间
/// </summary>
/// <param name="roomid"></param>
/// <returns></returns>
private bool CheckRoomIDExist(string roomid) => Rooms.IsExist(roomid);
/// <summary>
/// 获取房间对象
/// </summary>
/// <param name="roomid">房间号</param>
/// <returns></returns>
private Room GetRoom(string roomid)
{
Room? r = (Room?)Rooms[roomid];
return r ?? General.HallInstance;
}
/// <summary>
/// 判断快捷消息
/// </summary>
/// <param name="s"></param>
private bool 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_ClearGameInfo:
GameInfo.Clear();
break;
case Constant.FunGame_CreateMix:
TaskUtility.StartAndAwaitTask(() => CreateRoom_Handler(GameMode.GameMode_Mix));
break;
case Constant.FunGame_CreateTeam:
TaskUtility.StartAndAwaitTask(() => CreateRoom_Handler(GameMode.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;
InvokeController_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;
InvokeController_Connect();
}
break;
case Constant.FunGame_Disconnect:
if (Config.FunGame_isConnected && MainController != null)
{
// 先退出登录再断开连接
bool SuccessLogOut = false;
TaskUtility.StartAndAwaitTask(async() =>
{
if (await LogOut()) SuccessLogOut = true;
}).OnCompleted(() =>
{
if (SuccessLogOut) InvokeController_Disconnect();
});
}
break;
case Constant.FunGame_DisconnectWhenNotLogin:
if (Config.FunGame_isConnected && MainController != null)
{
InvokeController_Disconnect();
}
break;
case Constant.FunGame_ConnectTo:
string msg = ShowInputMessage("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(ShowMessageType.Error, "格式错误!\n这不是一个服务器地址。");
return true;
}
ErrorIPAddressType ErrorType = NetworkUtility.IsServerAddress(ip, port);
if (ErrorType == Core.Library.Constant.ErrorIPAddressType.None)
{
RunTime.Session.Server_IP = ip;
RunTime.Session.Server_Port = port;
CurrentRetryTimes = -1;
Config.FunGame_isAutoRetry = true;
InvokeController_Connect();
}
else if (ErrorType == Core.Library.Constant.ErrorIPAddressType.IsNotIP) ShowMessage(ShowMessageType.Error, "这不是一个IP地址");
else if (ErrorType == Core.Library.Constant.ErrorIPAddressType.IsNotPort) ShowMessage(ShowMessageType.Error, "这不是一个端口号!\n正确范围1~65535");
else ShowMessage(ShowMessageType.Error, "格式错误!\n这不是一个服务器地址。");
break;
default:
break;
}
return false;
}
#endregion
#region
/// <summary>
/// 连接服务器,并处理事件
/// </summary>
/// <returns></returns>
private void InvokeController_Connect()
{
try
{
ConnectEventArgs EventArgs = new(RunTime.Session.Server_IP, RunTime.Session.Server_Port);
ConnectResult result = ConnectResult.CanNotConnect;
TaskUtility.StartAndAwaitTask(() =>
{
if (OnBeforeConnectEvent(EventArgs) == EventResult.Fail) return;
result = RunTime.Controller?.Connect() ?? result;
EventArgs.ConnectResult = result;
}).OnCompleted(() =>
{
if (result == ConnectResult.Success) OnSucceedConnectEvent(EventArgs);
else OnFailedConnectEvent(EventArgs);
OnAfterConnectEvent(EventArgs);
});
}
catch (Exception e)
{
GetMessage(e.GetErrorInfo(), TimeType.None);
}
}
/// <summary>
/// 断开服务器的连接,并处理事件
/// </summary>
/// <returns></returns>
public void InvokeController_Disconnect()
{
try
{
bool result = false;
TaskUtility.StartAndAwaitTask(() =>
{
if (OnBeforeDisconnectEvent(new GeneralEventArgs()) == EventResult.Fail) return;
result = RunTime.Controller?.Disconnect() ?? false;
}).OnCompleted(() =>
{
if (result) OnSucceedDisconnectEvent(new GeneralEventArgs());
else OnFailedDisconnectEvent(new GeneralEventArgs());
OnAfterDisconnectEvent(new GeneralEventArgs());
});
}
catch (Exception e)
{
GetMessage(e.GetErrorInfo(), TimeType.None);
}
}
/// <summary>
/// 进入房间
/// </summary>
/// <param name="room"></param>
/// <returns></returns>
public async Task<bool> InvokeController_IntoRoom(Room room)
{
bool result = false;
try
{
RoomEventArgs EventArgs = new(room);
if (OnBeforeIntoRoomEvent(EventArgs) == EventResult.Fail) return result;
result = MainController is not null && await MainController.IntoRoomAsync(room);
if (result) OnSucceedIntoRoomEvent(EventArgs);
else OnFailedIntoRoomEvent(EventArgs);
OnAfterIntoRoomEvent(EventArgs);
}
catch (Exception e)
{
GetMessage(e.GetErrorInfo(), TimeType.None);
}
return result;
}
/// <summary>
/// 退出房间
/// </summary>
/// <param name="roomid"></param>
/// <returns></returns>
public async Task<bool> InvokeController_QuitRoom(Room room, bool isMaster)
{
bool result = false;
try
{
RoomEventArgs EventArgs = new(room);
if (OnBeforeIntoRoomEvent(EventArgs) == EventResult.Fail) return result;
result = MainController is not null && await MainController.QuitRoomAsync(room.Roomid, isMaster);
if (result) OnSucceedIntoRoomEvent(EventArgs);
else OnFailedIntoRoomEvent(EventArgs);
OnAfterIntoRoomEvent(EventArgs);
}
catch (Exception e)
{
GetMessage(e.GetErrorInfo(), TimeType.None);
}
return result;
}
/// <summary>
/// 退出登录
/// </summary>
/// <returns></returns>
public async Task<bool> LogOut()
{
bool result = false;
try
{
GeneralEventArgs EventArgs = new();
if (OnBeforeLogoutEvent(EventArgs) == EventResult.Fail) return result;
if (Usercfg.LoginUser.Id == 0) return result;
if (Usercfg.InRoom.Roomid != "-1")
{
string roomid = Usercfg.InRoom.Roomid;
bool isMaster = Usercfg.InRoom.RoomMaster?.Id == Usercfg.LoginUser?.Id;
MainController?.QuitRoomAsync(roomid, isMaster);
}
result = MainController is not null && await MainController.LogOutAsync();
if (result) OnSucceedLogoutEvent(EventArgs);
else OnFailedLogoutEvent(EventArgs);
OnAfterLogoutEvent(EventArgs);
}
catch (Exception e)
{
GetMessage(e.GetErrorInfo(), TimeType.None);
}
return result;
}
#endregion
}
}