forked from project-redbud/FunGame-Core
* 添加SQLite模式 * 将Hashtable转为Dictionary<string, object>,因为它具有性能优势 * 添加GamingRequest用于区分Gaming * 模组中AfterLoad方法现已移动至加载器完全加载完毕后触发 * 删除了服务器对GameModule的加载,现在只会加载GameModuleServer
94 lines
2.8 KiB
C#
94 lines
2.8 KiB
C#
using Milimoe.FunGame.Core.Interface.Base;
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using Milimoe.FunGame.Core.Interface.Sockets;
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using Milimoe.FunGame.Core.Library.Constant;
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using Milimoe.FunGame.Core.Service;
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namespace Milimoe.FunGame.Core.Library.Common.Network
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{
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public class ClientSocket(System.Net.Sockets.Socket instance, string clientIP, string clientName, Guid token) : IClientSocket, ISocketMessageProcessor
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{
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public System.Net.Sockets.Socket Instance { get; } = instance;
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public SocketRuntimeType Runtime => SocketRuntimeType.Server;
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public Guid Token { get; } = token;
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public string ClientIP { get; } = clientIP;
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public string ClientName => _ClientName;
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public bool Connected => Instance != null && Instance.Connected;
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public bool Receiving => _Receiving;
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public Type InstanceType => typeof(ClientSocket);
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private Task? ReceivingTask;
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private bool _Receiving;
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private readonly string _ClientName = clientName;
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public void Close()
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{
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StopReceiving();
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Instance?.Close();
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}
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public SocketObject[] Receive()
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{
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try
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{
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return SocketManager.Receive(Instance);
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}
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catch
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{
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throw new SocketWrongInfoException();
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}
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}
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public SocketResult Send(SocketMessageType type, params object[] objs)
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{
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if (Instance != null)
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{
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if (SocketManager.Send(Instance, new(type, Token, objs)) == SocketResult.Success)
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{
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return SocketResult.Success;
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}
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else return SocketResult.Fail;
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}
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return SocketResult.NotSent;
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}
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public async Task<SocketResult> SendAsync(SocketMessageType type, params object[] objs)
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{
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if (Instance != null)
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{
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if (await SocketManager.SendAsync(Instance, new(type, Token, objs)) == SocketResult.Success)
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{
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return SocketResult.Success;
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}
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else return SocketResult.Fail;
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}
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return SocketResult.NotSent;
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}
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public void BindEvent(Delegate method, bool remove = false)
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{
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if (!remove)
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{
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SocketManager.SocketReceive += (SocketManager.SocketReceiveHandler)method;
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}
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else
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{
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SocketManager.SocketReceive -= (SocketManager.SocketReceiveHandler)method;
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}
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}
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public void StartReceiving(Task t)
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{
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_Receiving = true;
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ReceivingTask = t;
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}
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public void StopReceiving()
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{
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_Receiving = false;
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ReceivingTask?.Wait(1);
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ReceivingTask = null;
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}
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}
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}
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