2023-03-31 20:02:42 +08:00

1375 lines
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C#
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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
/**
* 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<int, object[]?>? StartMatch_Action = null;
Action<int, object[]?>? CreateRoom_Action = null;
public Main()
{
InitializeComponent();
InitAsync();
}
/// <summary>
/// 所有自定义初始化的内容
/// </summary>
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();
});
}
/// <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(Constant.Server_Address));
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<string> list = (List<string>)objs[0];
RoomList.Items.AddRange(list.ToArray());
}
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 == 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
/// <summary>
/// 委托更新UI
/// </summary>
/// <param name="action"></param>
private void InvokeUpdateUI(Action action)
{
if (InvokeRequired) Invoke(action);
else action();
}
/// <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(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";
}
/// <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
SetRoomid("-1");
QuitRoom.Visible = false;
StartMatch.Visible = true;
RoomSetting.Visible = false;
CreateRoom.Visible = true;
}
/// <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
// 隐藏:停止匹配、创建房间
StopMatch.Visible = false;
QuitRoom.Visible = true;
CreateRoom.Visible = false;
RoomSetting.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 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!");
}
}
}
/// <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(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 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);
}
/// <summary>
/// 登出账号,显示登录按钮
/// </summary>
private void LogoutAccount()
{
InMain();
Usercfg.LoginUser = null;
Usercfg.LoginUserName = "";
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);
if (Usercfg.LoginUser != null && !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();
}
}
/// <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>
/// 这里实现创建房间相关的方法
/// </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 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;
}
}
/// <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();
}
#endregion
#region
/// <summary>
/// 关闭程序
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
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);
}
}
/// <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:");
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);
}
});
}
/// <summary>
/// 创建房间
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
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 });
}
}
/// <summary>
/// 退出房间
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
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();
}
/// <summary>
/// 房间设置
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void RoomSetting_Click(object sender, EventArgs e)
{
}
/// <summary>
/// 查找房间
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void QueryRoom_Click(object sender, EventArgs e)
{
JoinRoom(false, RoomText.Text);
}
/// <summary>
/// 登出
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private 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 || !MainController.LogOut())
ShowMessage.WarningMessage("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.WarningMessage("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)
{
#pragma warning disable CS8600, CS8604
if (RoomList.SelectedItem != null)
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>
/// 勾选混战选项
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void CheckMix_CheckedChanged(object sender, EventArgs e)
{
if (CheckMix.Checked) Config.Match_Mix = true;
else Config.Match_Mix = false;
}
/// <summary>
/// 勾选团队选项
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void CheckTeam_CheckedChanged(object sender, EventArgs e)
{
if (CheckTeam.Checked) Config.Match_Team = true;
else Config.Match_Team = false;
}
/// <summary>
/// 勾选密码选项
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void CheckHasPass_CheckedChanged(object sender, EventArgs e)
{
if (CheckHasPass.Checked) Config.Match_HasPass = true;
else Config.Match_HasPass = false;
}
/// <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
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;
}
}
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) 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;
}
/// <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.Connector?.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)
{
// 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
/// <summary>
/// 判断是否存在这个房间
/// </summary>
/// <param name="roomid"></param>
/// <returns></returns>
private bool CheckRoomIDExist(string roomid)
{
foreach (string BoxText in RoomList.Items)
{
if (roomid.Equals(BoxText))
{
return true;
}
}
return false;
}
/// <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_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?.LogOut() ?? false) 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_Address = 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
}
}