NetworkHandler.cs 4.2 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158
  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. using System.Net.Http;
  14. using System.Text;
  15. using Windows.Storage;
  16. namespace YJMPD_UWP.Model
  17. {
  18. public class NetworkHandler
  19. {
  20. public delegate void OnStatusUpdatedHandler(object sender, NetworkStatusUpdatedEventArgs e);
  21. public event OnStatusUpdatedHandler OnStatusUpdate;
  22. public enum NetworkStatus { DISCONNECTED, CONNECTING, CONNECTED }
  23. public NetworkStatus Status { get; private set; }
  24. private IAsyncAction BackgroundReader;
  25. private StreamSocket client;
  26. private DataWriter dout;
  27. private StreamReader din;
  28. private void UpdateNetworkStatus(NetworkStatus status)
  29. {
  30. Status = status;
  31. if (OnStatusUpdate == null) return;
  32. OnStatusUpdate(this, new NetworkStatusUpdatedEventArgs(status));
  33. }
  34. public NetworkHandler()
  35. {
  36. Status = NetworkStatus.DISCONNECTED;
  37. Connect();
  38. }
  39. private async Task<string> Read()
  40. {
  41. if (Status != NetworkStatus.CONNECTED)
  42. return "error";
  43. return await din.ReadLineAsync();
  44. }
  45. public async Task<bool> Write(string data)
  46. {
  47. if (Status != NetworkStatus.CONNECTED)
  48. return false;
  49. dout.WriteString(data + Environment.NewLine);
  50. await dout.StoreAsync();
  51. await dout.FlushAsync();
  52. return true;
  53. }
  54. //Connecting and Disconnecting
  55. private async Task<bool> Connect()
  56. {
  57. UpdateNetworkStatus(NetworkStatus.CONNECTING);
  58. client = new StreamSocket();
  59. StreamSocketControl controller = client.Control;
  60. controller.KeepAlive = true;
  61. await client.ConnectAsync(new HostName(Settings.Values["hostname"] as string), Settings.Values["port"] as string);
  62. din = new StreamReader(client.InputStream.AsStreamForRead());
  63. dout = new DataWriter(client.OutputStream);
  64. //din.UnicodeEncoding = UnicodeEncoding.Utf8;
  65. //din.ByteOrder = ByteOrder.LittleEndian;
  66. dout.UnicodeEncoding = Windows.Storage.Streams.UnicodeEncoding.Utf8;
  67. dout.ByteOrder = ByteOrder.LittleEndian;
  68. UpdateNetworkStatus(NetworkStatus.CONNECTED);
  69. BackgroundReader = Windows.System.Threading.ThreadPool.RunAsync(async (workItem) =>
  70. {
  71. bool running = true;
  72. while (running)
  73. {
  74. Debug.WriteLine("Awaiting incoming data... " + workItem.Status.ToString());
  75. string data = "";
  76. try
  77. {
  78. data = await Read();
  79. }
  80. catch (Exception)
  81. {
  82. data = null;
  83. }
  84. if (data == null)
  85. {
  86. Disconnect();
  87. running = false;
  88. }
  89. else {
  90. HandleMessage(data);
  91. }
  92. }
  93. });
  94. return true;
  95. }
  96. public async Task<bool> Disconnect()
  97. {
  98. Debug.WriteLine("Disconnecting...");
  99. if (App.Game.Status != GameHandler.GameStatus.STOPPED)
  100. await App.Game.Stop();
  101. UpdateNetworkStatus(NetworkStatus.DISCONNECTED);
  102. if (BackgroundReader != null)
  103. {
  104. BackgroundReader.Cancel();
  105. BackgroundReader = null;
  106. }
  107. din.Dispose();
  108. dout.Dispose();
  109. client.Dispose();
  110. Debug.WriteLine("Disconnected...");
  111. return true;
  112. }
  113. public void HandleMessage(string data)
  114. {
  115. JObject o = JObject.Parse(data);
  116. App.Api.HandleMessage(o);
  117. }
  118. }
  119. }