NetworkHandler.cs 4.1 KB

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  1. using System;
  2. using System.Threading.Tasks;
  3. using Windows.Networking;
  4. using Windows.Networking.Sockets;
  5. using Windows.Storage.Streams;
  6. using YJMPD_UWP.Helpers;
  7. using YJMPD_UWP.Helpers.EventArgs;
  8. using Newtonsoft.Json.Linq;
  9. using Newtonsoft.Json;
  10. using System.Diagnostics;
  11. using System.IO;
  12. using Windows.Foundation;
  13. namespace YJMPD_UWP.Model
  14. {
  15. public class NetworkHandler
  16. {
  17. public delegate void OnStatusUpdatedHandler(object sender, NetworkStatusUpdatedEventArgs e);
  18. public event OnStatusUpdatedHandler OnStatusUpdate;
  19. public enum NetworkStatus { DISCONNECTED, CONNECTING, CONNECTED }
  20. public NetworkStatus Status { get; private set; }
  21. private IAsyncAction BackgroundReader;
  22. private StreamSocket client;
  23. private DataWriter dout;
  24. private StreamReader din;
  25. private void UpdateNetworkStatus(NetworkStatus status)
  26. {
  27. Status = status;
  28. if (OnStatusUpdate == null) return;
  29. OnStatusUpdate(this, new NetworkStatusUpdatedEventArgs(status));
  30. }
  31. public NetworkHandler()
  32. {
  33. Status = NetworkStatus.DISCONNECTED;
  34. Connect();
  35. }
  36. private async Task<string> Read()
  37. {
  38. if (Status != NetworkStatus.CONNECTED)
  39. return "error";
  40. return await din.ReadLineAsync();
  41. }
  42. public async Task<bool> Write(string data)
  43. {
  44. if (Status != NetworkStatus.CONNECTED)
  45. return false;
  46. dout.WriteString(data + Environment.NewLine);
  47. await dout.StoreAsync();
  48. await dout.FlushAsync();
  49. return true;
  50. }
  51. //Connecting and Disconnecting
  52. private async Task<bool> Connect()
  53. {
  54. UpdateNetworkStatus(NetworkStatus.CONNECTING);
  55. client = new StreamSocket();
  56. StreamSocketControl controller = client.Control;
  57. controller.KeepAlive = true;
  58. await client.ConnectAsync(new HostName(Settings.Values["hostname"] as string), Settings.Values["port"] as string);
  59. din = new StreamReader(client.InputStream.AsStreamForRead());
  60. dout = new DataWriter(client.OutputStream);
  61. //din.UnicodeEncoding = UnicodeEncoding.Utf8;
  62. //din.ByteOrder = ByteOrder.LittleEndian;
  63. dout.UnicodeEncoding = UnicodeEncoding.Utf8;
  64. dout.ByteOrder = ByteOrder.LittleEndian;
  65. UpdateNetworkStatus(NetworkStatus.CONNECTED);
  66. BackgroundReader = Windows.System.Threading.ThreadPool.RunAsync(async (workItem) =>
  67. {
  68. bool running = true;
  69. while (running)
  70. {
  71. Debug.WriteLine("Awaiting incoming data... " + workItem.Status.ToString());
  72. string data = "";
  73. try
  74. {
  75. data = await Read();
  76. }
  77. catch (Exception)
  78. {
  79. data = null;
  80. }
  81. if (data == null)
  82. {
  83. Disconnect();
  84. running = false;
  85. }
  86. else {
  87. HandleMessage(data);
  88. }
  89. }
  90. });
  91. return true;
  92. }
  93. public async Task<bool> Disconnect()
  94. {
  95. Debug.WriteLine("Disconnecting...");
  96. if (App.Game.Status != GameHandler.GameStatus.STOPPED)
  97. await App.Game.Stop();
  98. UpdateNetworkStatus(NetworkStatus.DISCONNECTED);
  99. if (BackgroundReader != null)
  100. {
  101. BackgroundReader.Cancel();
  102. BackgroundReader = null;
  103. }
  104. din.Dispose();
  105. dout.Dispose();
  106. client.Dispose();
  107. Debug.WriteLine("Disconnected...");
  108. return true;
  109. }
  110. public void HandleMessage(string data)
  111. {
  112. JObject o = JObject.Parse(data);
  113. App.Api.HandleMessage(o);
  114. }
  115. }
  116. }