NetworkHandler.cs 4.3 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. namespace YJMPD_UWP.Model
  13. {
  14. public class NetworkHandler
  15. {
  16. public enum Commands
  17. {
  18. Hi,
  19. Name,
  20. Picture
  21. }
  22. public delegate void OnStatusUpdatedHandler(object sender, NetworkStatusUpdatedEventArgs e);
  23. public event OnStatusUpdatedHandler OnStatusUpdate;
  24. public enum NetworkStatus { DISCONNECTED, CONNECTING, CONNECTED }
  25. public NetworkStatus Status { get; private set; }
  26. private StreamSocket client;
  27. DataWriter dout;
  28. StreamReader din;
  29. private void UpdateNetworkStatus(NetworkStatus status)
  30. {
  31. Status = status;
  32. if (OnStatusUpdate == null) return;
  33. OnStatusUpdate(this, new NetworkStatusUpdatedEventArgs(status));
  34. }
  35. public NetworkHandler()
  36. {
  37. Status = NetworkStatus.DISCONNECTED;
  38. OpenConnection();
  39. }
  40. //API stuff
  41. public async Task<bool> SearchGame(GameHandler g, string playername)
  42. {
  43. JObject obj = JObject.FromObject(new
  44. {
  45. command = Commands.Name.ToString(),
  46. name = playername
  47. });
  48. Debug.WriteLine(obj.ToString(Formatting.None));
  49. Write(obj.ToString(Formatting.None));
  50. var response = await Read();
  51. Debug.WriteLine(response);
  52. JObject o = JObject.Parse(response);
  53. if(o["msg"].ToString() == "ok")
  54. {
  55. g.AddPlayer(playername);
  56. return true;
  57. }
  58. return false;
  59. }
  60. public async Task<bool> WaitingForPlayers(GameHandler g)
  61. {
  62. bool added = false;
  63. var response = await Read();
  64. Debug.WriteLine(response);
  65. JObject o = JObject.Parse(response);
  66. try {
  67. g.AddPlayer(o["player"].ToString());
  68. added = true;
  69. }
  70. catch(Exception e)
  71. {
  72. Debug.WriteLine(e);
  73. }
  74. return added;
  75. }
  76. //Writing and Reading
  77. public async Task<string> Read()
  78. {
  79. return await ReadData();
  80. }
  81. public async Task<bool> Write(string data)
  82. {
  83. return await WriteData(data);
  84. }
  85. private async Task<string> ReadData()
  86. {
  87. return din.ReadLine();
  88. }
  89. private async Task<bool> WriteData(string data)
  90. {
  91. dout.WriteString(data + Environment.NewLine);
  92. await dout.StoreAsync();
  93. await dout.FlushAsync();
  94. return true;
  95. }
  96. //Connecting and Disconnecting
  97. public async Task<bool> Connect()
  98. {
  99. return await OpenConnection();
  100. }
  101. public async Task<bool> Disconnect()
  102. {
  103. return await CloseConnection();
  104. }
  105. private async Task<bool> OpenConnection()
  106. {
  107. UpdateNetworkStatus(NetworkStatus.CONNECTING);
  108. UpdateNetworkStatus(NetworkStatus.CONNECTED);
  109. client = new StreamSocket();
  110. StreamSocketControl controller = client.Control;
  111. controller.KeepAlive = true;
  112. await client.ConnectAsync(new HostName("imegumii.space"), "3333");
  113. din = new StreamReader(client.InputStream.AsStreamForRead());
  114. dout = new DataWriter(client.OutputStream);
  115. //din.UnicodeEncoding = UnicodeEncoding.Utf8;
  116. //din.ByteOrder = ByteOrder.LittleEndian;
  117. dout.UnicodeEncoding = UnicodeEncoding.Utf8;
  118. dout.ByteOrder = ByteOrder.LittleEndian;
  119. UpdateNetworkStatus(NetworkStatus.CONNECTED);
  120. return true;
  121. }
  122. private async Task<bool> CloseConnection()
  123. {
  124. UpdateNetworkStatus(NetworkStatus.DISCONNECTED);
  125. din.Dispose();
  126. dout.Dispose();
  127. client.Dispose();
  128. return true;
  129. }
  130. }
  131. }