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- using System;
- using System.Threading.Tasks;
- using Windows.Networking;
- using Windows.Networking.Sockets;
- using Windows.Storage.Streams;
- using YJMPD_UWP.Helpers;
- using YJMPD_UWP.Helpers.EventArgs;
- using Newtonsoft.Json.Linq;
- using Newtonsoft.Json;
- using System.Diagnostics;
- using System.IO;
- namespace YJMPD_UWP.Model
- {
- public class NetworkHandler
- {
- public enum Commands
- {
- Hi,
- Name,
- Picture
- }
- public delegate void OnStatusUpdatedHandler(object sender, NetworkStatusUpdatedEventArgs e);
- public event OnStatusUpdatedHandler OnStatusUpdate;
- public enum NetworkStatus { DISCONNECTED, CONNECTING, CONNECTED }
- public NetworkStatus Status { get; private set; }
- private StreamSocket client;
- DataWriter dout;
- StreamReader din;
- private void UpdateNetworkStatus(NetworkStatus status)
- {
- Status = status;
- if (OnStatusUpdate == null) return;
- OnStatusUpdate(this, new NetworkStatusUpdatedEventArgs(status));
- }
- public NetworkHandler()
- {
- Status = NetworkStatus.DISCONNECTED;
- OpenConnection();
- }
- //API stuff
- public async Task<bool> SearchGame(GameHandler g, string playername)
- {
- JObject obj = JObject.FromObject(new
- {
- command = Commands.Name.ToString(),
- name = playername
- });
- Debug.WriteLine(obj.ToString(Formatting.None));
- Write(obj.ToString(Formatting.None));
- var response = await Read();
- Debug.WriteLine(response);
- JObject o = JObject.Parse(response);
- if(o["msg"].ToString() == "ok")
- {
- g.AddPlayer(playername);
- return true;
- }
- return false;
- }
- public async Task<bool> WaitingForPlayers(GameHandler g)
- {
- bool added = false;
- var response = await Read();
- Debug.WriteLine(response);
- JObject o = JObject.Parse(response);
- try {
- g.AddPlayer(o["player"].ToString());
- added = true;
- }
- catch(Exception e)
- {
- Debug.WriteLine(e);
- }
- return added;
- }
- //Writing and Reading
- public async Task<string> Read()
- {
- return await ReadData();
- }
- public async Task<bool> Write(string data)
- {
- return await WriteData(data);
- }
- private async Task<string> ReadData()
- {
- return din.ReadLine();
- }
- private async Task<bool> WriteData(string data)
- {
- dout.WriteString(data + Environment.NewLine);
- await dout.StoreAsync();
- await dout.FlushAsync();
-
- return true;
- }
- //Connecting and Disconnecting
- public async Task<bool> Connect()
- {
- return await OpenConnection();
- }
- public async Task<bool> Disconnect()
- {
- return await CloseConnection();
- }
- private async Task<bool> OpenConnection()
- {
- UpdateNetworkStatus(NetworkStatus.CONNECTING);
- UpdateNetworkStatus(NetworkStatus.CONNECTED);
- client = new StreamSocket();
- StreamSocketControl controller = client.Control;
- controller.KeepAlive = true;
- await client.ConnectAsync(new HostName("imegumii.space"), "3333");
- din = new StreamReader(client.InputStream.AsStreamForRead());
- dout = new DataWriter(client.OutputStream);
- //din.UnicodeEncoding = UnicodeEncoding.Utf8;
- //din.ByteOrder = ByteOrder.LittleEndian;
- dout.UnicodeEncoding = UnicodeEncoding.Utf8;
- dout.ByteOrder = ByteOrder.LittleEndian;
- UpdateNetworkStatus(NetworkStatus.CONNECTED);
- return true;
- }
- private async Task<bool> CloseConnection()
- {
- UpdateNetworkStatus(NetworkStatus.DISCONNECTED);
- din.Dispose();
- dout.Dispose();
- client.Dispose();
- return true;
- }
- }
- }
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