mirror of
https://github.com/project-redbud/FunGame-Desktop.git
synced 2025-04-20 12:09:34 +08:00
1375 lines
51 KiB
C#
1375 lines
51 KiB
C#
using System.Diagnostics;
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using Milimoe.FunGame.Core.Api.Utility;
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Common.Event;
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using Milimoe.FunGame.Core.Library.Constant;
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using Milimoe.FunGame.Core.Library.Exception;
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using Milimoe.FunGame.Desktop.Controller;
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using Milimoe.FunGame.Desktop.Library;
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using Milimoe.FunGame.Desktop.Library.Base;
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using Milimoe.FunGame.Desktop.Library.Component;
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using Milimoe.FunGame.Desktop.Utility;
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namespace Milimoe.FunGame.Desktop.UI
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{
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public partial class Main : BaseMain
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{
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#region 变量定义
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/**
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* 定义全局变量
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*/
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public int MaxRetryTimes { get; } = SocketSet.MaxRetryTimes; // 最大重试连接次数
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public int CurrentRetryTimes { get; set; } = -1; // 当前重试连接次数
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/**
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* 定义全局对象
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*/
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private Task? MatchFunGame = null; // 匹配线程
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private MainController? MainController = null;
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/**
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* 定义委托
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* 子线程操作窗体控件时,先实例化Action,然后Invoke传递出去。
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*/
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Action<int, object[]?>? StartMatch_Action = null;
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Action<int, object[]?>? CreateRoom_Action = null;
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public Main()
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{
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InitializeComponent();
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InitAsync();
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}
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/// <summary>
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/// 所有自定义初始化的内容
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/// </summary>
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public async void InitAsync()
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{
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RunTime.Main = this;
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SetButtonEnableIfLogon(false, ClientState.WaitConnect);
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SetRoomid("-1"); // 房间号初始化
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ShowFunGameInfo(); // 显示FunGame信息
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GetFunGameConfig(); // 获取FunGame配置
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// 创建RunTime
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RunTime.Connector = new RunTimeController(this);
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// 窗口句柄创建后,进行委托
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await Task.Factory.StartNew(() =>
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{
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while (true)
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{
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if (IsHandleCreated)
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{
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break;
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}
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}
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if (Config.FunGame_isAutoConnect) RunTime.Connector?.GetServerConnection();
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});
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}
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/// <summary>
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/// 绑定事件
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/// </summary>
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protected override void BindEvent()
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{
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base.BindEvent();
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Disposed += Main_Disposed;
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FailedConnect += FailedConnectEvent;
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SucceedConnect += SucceedConnectEvent;
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SucceedLogin += SucceedLoginEvent;
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}
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#endregion
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#region 公有方法
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/// <summary>
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/// 提供公共方法给Controller更新UI
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/// </summary>
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/// <param name="updatetype">string?</param>
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/// <param name="objs">object[]?</param>
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public void UpdateUI(MainInvokeType type, params object[]? objs)
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{
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void action()
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{
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try
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{
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switch (type)
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{
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case MainInvokeType.SetGreen:
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Config.FunGame_isRetrying = false;
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SetServerStatusLight((int)LightType.Green);
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SetButtonEnableIfLogon(true, ClientState.Online);
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Config.FunGame_isConnected = true;
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CurrentRetryTimes = 0;
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break;
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case MainInvokeType.SetGreenAndPing:
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Config.FunGame_isRetrying = false;
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SetServerStatusLight((int)LightType.Green, ping: NetworkUtility.GetServerPing(Constant.Server_Address));
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SetButtonEnableIfLogon(true, ClientState.Online);
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Config.FunGame_isConnected = true;
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CurrentRetryTimes = 0;
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break;
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case MainInvokeType.SetYellow:
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Config.FunGame_isRetrying = false;
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SetServerStatusLight((int)LightType.Yellow);
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SetButtonEnableIfLogon(false, ClientState.WaitConnect);
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Config.FunGame_isConnected = true;
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CurrentRetryTimes = 0;
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break;
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case MainInvokeType.WaitConnectAndSetYellow:
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Config.FunGame_isRetrying = false;
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SetServerStatusLight((int)LightType.Yellow);
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SetButtonEnableIfLogon(false, ClientState.WaitConnect);
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Config.FunGame_isConnected = true;
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CurrentRetryTimes = 0;
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if (MainController != null && Config.FunGame_isAutoConnect)
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{
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// 自动连接服务器
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RunTime.Connector?.Connect();
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}
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break;
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case MainInvokeType.WaitLoginAndSetYellow:
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Config.FunGame_isRetrying = false;
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SetServerStatusLight((int)LightType.Yellow, true);
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SetButtonEnableIfLogon(false, ClientState.WaitLogin);
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Config.FunGame_isConnected = true;
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CurrentRetryTimes = 0;
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break;
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case MainInvokeType.SetRed:
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SetServerStatusLight((int)LightType.Red);
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SetButtonEnableIfLogon(false, ClientState.WaitConnect);
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Config.FunGame_isConnected = false;
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break;
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case MainInvokeType.Disconnected:
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RoomList.Items.Clear();
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Config.FunGame_isRetrying = false;
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Config.FunGame_isConnected = false;
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SetServerStatusLight((int)LightType.Red);
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SetButtonEnableIfLogon(false, ClientState.WaitConnect);
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LogoutAccount();
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MainController?.Dispose();
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CloseConnectedWindows();
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break;
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case MainInvokeType.Disconnect:
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RoomList.Items.Clear();
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Config.FunGame_isAutoRetry = false;
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Config.FunGame_isRetrying = false;
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Config.FunGame_isAutoConnect = false;
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Config.FunGame_isAutoLogin = false;
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Config.FunGame_isConnected = false;
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SetServerStatusLight((int)LightType.Yellow);
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SetButtonEnableIfLogon(false, ClientState.WaitConnect);
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LogoutAccount();
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MainController?.Dispose();
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break;
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case MainInvokeType.LogIn:
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break;
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case MainInvokeType.LogOut:
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Config.FunGame_isRetrying = false;
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Config.FunGame_isAutoLogin = false;
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SetServerStatusLight((int)LightType.Yellow, true);
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SetButtonEnableIfLogon(false, ClientState.WaitLogin);
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LogoutAccount();
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if (objs != null && objs.Length > 0)
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{
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if (objs[0].GetType() == typeof(string))
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{
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WritelnSystemInfo((string)objs[0]);
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ShowMessage.Message((string)objs[0], "退出登录", 5);
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}
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}
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break;
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case MainInvokeType.SetUser:
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if (objs != null && objs.Length > 0)
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{
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LoginAccount(objs);
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}
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break;
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case MainInvokeType.Connected:
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NoticeText.Text = Config.FunGame_Notice;
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break;
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case MainInvokeType.UpdateRoom:
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if (objs != null && objs.Length > 0)
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{
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List<string> list = (List<string>)objs[0];
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RoomList.Items.AddRange(list.ToArray());
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}
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break;
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default:
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break;
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}
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}
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catch (Exception e)
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{
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WritelnGameInfo(e.GetErrorInfo());
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UpdateUI(MainInvokeType.SetRed);
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}
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}
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InvokeUpdateUI(action);
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}
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/// <summary>
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/// 提供公共方法给Controller发送系统信息
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/// </summary>
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/// <param name="msg"></param>
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/// <param name="timetype"></param>
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public void GetMessage(string? msg, TimeType timetype = TimeType.TimeOnly)
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{
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void action()
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{
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try
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{
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if (msg == null || msg == "") return;
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if (timetype != TimeType.None)
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{
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WritelnGameInfo(DateTimeUtility.GetDateTimeToString(timetype) + " >> " + msg);
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}
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else
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{
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WritelnGameInfo(msg);
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}
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}
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catch (Exception e)
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{
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WritelnGameInfo(e.GetErrorInfo());
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}
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};
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InvokeUpdateUI(action);
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}
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#endregion
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#region 实现
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/// <summary>
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/// 委托更新UI
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/// </summary>
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/// <param name="action"></param>
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private void InvokeUpdateUI(Action action)
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{
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if (InvokeRequired) Invoke(action);
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else action();
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}
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/// <summary>
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/// 获取FunGame配置文件设定
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/// </summary>
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private void GetFunGameConfig()
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{
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try
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{
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if (INIHelper.ExistINIFile())
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{
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string isAutoConnect = INIHelper.ReadINI("Config", "AutoConnect");
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string isAutoLogin = INIHelper.ReadINI("Config", "AutoLogin");
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string strUserName = INIHelper.ReadINI("Account", "UserName");
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string strPassword = INIHelper.ReadINI("Account", "Password");
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string strAutoKey = INIHelper.ReadINI("Account", "AutoKey");
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if (isAutoConnect != null && isAutoConnect.Trim() != "" && (isAutoConnect.ToLower().Equals("false") || isAutoConnect.ToLower().Equals("true")))
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Config.FunGame_isAutoConnect = Convert.ToBoolean(isAutoConnect);
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else throw new ReadConfigException();
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if (isAutoLogin != null && isAutoLogin.Trim() != "" && (isAutoLogin.ToLower().Equals("false") || isAutoLogin.ToLower().Equals("true")))
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Config.FunGame_isAutoLogin = Convert.ToBoolean(isAutoLogin);
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else throw new ReadConfigException();
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if (strUserName != null && strUserName.Trim() != "")
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Config.FunGame_AutoLoginUser = strUserName.Trim();
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if (strPassword != null && strPassword.Trim() != "")
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Config.FunGame_AutoLoginPassword = strPassword.Trim();
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if (strAutoKey != null && strAutoKey.Trim() != "")
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Config.FunGame_AutoLoginKey = strAutoKey.Trim();
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}
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else
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{
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INIHelper.Init((FunGameInfo.FunGame)Constant.FunGameType);
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WritelnGameInfo(">> 首次启动,已自动为你创建配置文件。");
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GetFunGameConfig();
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}
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}
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catch (System.Exception e)
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{
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WritelnGameInfo(e.GetErrorInfo());
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}
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}
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/// <summary>
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/// 设置房间号和显示信息
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/// </summary>
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/// <param name="roomid"></param>
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private void SetRoomid(string roomid)
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{
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Config.FunGame_Roomid = roomid;
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if (!roomid.Equals("-1"))
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{
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WritelnGameInfo(DateTimeUtility.GetNowShortTime() + " 加入房间");
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WritelnGameInfo("[ " + Usercfg.LoginUserName + " ] 已加入房间 -> [ " + Config.FunGame_Roomid + " ]");
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Room.Text = "[ 当前房间 ]\n" + Convert.ToString(Config.FunGame_Roomid);
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}
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else
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Room.Text = "暂未进入房间";
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}
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/// <summary>
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/// 向消息队列输出换行符
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/// </summary>
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private void WritelnGameInfo()
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{
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GameInfo.AppendText("\n");
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GameInfo.SelectionStart = GameInfo.Text.Length - 1;
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GameInfo.ScrollToCaret();
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}
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/// <summary>
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/// 向消息队列输出一行文字
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/// </summary>
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/// <param name="msg"></param>
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private void WritelnGameInfo(string msg)
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{
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if (msg.Trim() != "")
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{
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GameInfo.AppendText(msg + "\n");
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GameInfo.SelectionStart = GameInfo.Text.Length - 1;
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GameInfo.ScrollToCaret();
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}
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}
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/// <summary>
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/// 向消息队列输出文字
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/// </summary>
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/// <param name="msg"></param>
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private void WriteGameInfo(string msg)
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{
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if (msg.Trim() != "")
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{
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GameInfo.AppendText(msg);
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GameInfo.SelectionStart = GameInfo.Text.Length - 1;
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GameInfo.ScrollToCaret();
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}
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}
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/// <summary>
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/// 向消息队列输出一行系统信息
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/// </summary>
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/// <param name="msg"></param>
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private void WritelnSystemInfo(string msg)
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{
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msg = DateTimeUtility.GetDateTimeToString(TimeType.TimeOnly) + " >> " + msg;
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WritelnGameInfo(msg);
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}
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/// <summary>
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/// 在大厅中,设置按钮的显示和隐藏
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/// </summary>
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private void InMain()
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{
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// 显示:匹配、创建房间
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// 隐藏:退出房间、房间设定
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SetRoomid("-1");
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QuitRoom.Visible = false;
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StartMatch.Visible = true;
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RoomSetting.Visible = false;
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CreateRoom.Visible = true;
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}
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/// <summary>
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/// 在房间中,设置按钮的显示和隐藏
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/// </summary>
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private void InRoom()
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{
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// 显示:退出房间、房间设置
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// 隐藏:停止匹配、创建房间
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StopMatch.Visible = false;
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QuitRoom.Visible = true;
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CreateRoom.Visible = false;
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RoomSetting.Visible = true;
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}
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/// <summary>
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/// 未登录和离线时,停用按钮
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/// 登录的时候要激活按钮
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/// </summary>
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/// <param name="isLogon">是否登录</param>
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/// <param name="status">客户端状态</param>
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private void SetButtonEnableIfLogon(bool isLogon, ClientState status)
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{
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switch (status)
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{
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case ClientState.Online:
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PresetText.Items.Clear();
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PresetText.Items.AddRange(Constant.PresetOnineItems);
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break;
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case ClientState.WaitConnect:
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PresetText.Items.Clear();
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PresetText.Items.AddRange(Constant.PresetNoConnectItems);
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break;
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case ClientState.WaitLogin:
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PresetText.Items.Clear();
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PresetText.Items.AddRange(Constant.PresetNoLoginItems);
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break;
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}
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this.PresetText.SelectedIndex = 0;
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CheckMix.Enabled = isLogon;
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CheckTeam.Enabled = isLogon;
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CheckHasPass.Enabled = isLogon;
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StartMatch.Enabled = isLogon;
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CreateRoom.Enabled = isLogon;
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RoomBox.Enabled = isLogon;
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AccountSetting.Enabled = isLogon;
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Stock.Enabled = isLogon;
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Store.Enabled = isLogon;
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}
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/// <summary>
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/// 加入房间
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/// </summary>
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/// <param name="isDouble"></param>
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/// <param name="roomid"></param>
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private void JoinRoom(bool isDouble, string roomid)
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{
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if (!isDouble)
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if (!RoomText.Text.Equals("") && !RoomText.ForeColor.Equals(Color.DarkGray))
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{
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if (CheckRoomIDExist(roomid))
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{
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if (Config.FunGame_Roomid.Equals("-1"))
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{
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if (ShowMessage.YesNoMessage("已找到房间 -> [ " + roomid + " ]\n是否加入?", "已找到房间") == MessageResult.Yes)
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{
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SetRoomid(roomid);
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InRoom();
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}
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}
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else
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{
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ShowMessage.TipMessage("你需要先退出房间才可以加入新的房间。");
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}
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}
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else
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{
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ShowMessage.WarningMessage("未找到此房间!");
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}
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}
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else
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{
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RoomText.Enabled = false;
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ShowMessage.TipMessage("请输入房间号。");
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RoomText.Enabled = true;
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RoomText.Focus();
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}
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else
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{
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if (CheckRoomIDExist(roomid))
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{
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if (Config.FunGame_Roomid.Equals("-1"))
|
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{
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if (ShowMessage.YesNoMessage("已找到房间 -> [ " + roomid + " ]\n是否加入?", "已找到房间") == MessageResult.Yes)
|
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{
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SetRoomid(roomid);
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InRoom();
|
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}
|
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}
|
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else
|
||
{
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ShowMessage.TipMessage("你需要先退出房间才可以加入新的房间。");
|
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}
|
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}
|
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else
|
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{
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ShowMessage.WarningMessage("未找到此房间!");
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}
|
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}
|
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}
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||
/// <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)
|
||
{
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||
switch (i)
|
||
{
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||
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 事件
|
||
|
||
/// <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 工具方法
|
||
|
||
/// <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
|
||
}
|
||
} |