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. 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 OnStatusUpdateHandler(object sender, NetworkStatusUpdatedEventArgs e);
  21. public event OnStatusUpdateHandler 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. string data = await din.ReadLineAsync();
  44. Debug.WriteLine("Receiving -> " + data);
  45. return data;
  46. }
  47. public async Task<bool> Write(string data)
  48. {
  49. if (Status != NetworkStatus.CONNECTED)
  50. return false;
  51. Debug.WriteLine("Sending -> " + data);
  52. dout.WriteString(data + Environment.NewLine);
  53. await dout.StoreAsync();
  54. await dout.FlushAsync();
  55. return true;
  56. }
  57. //Connecting and Disconnecting
  58. private async Task<bool> Connect()
  59. {
  60. UpdateNetworkStatus(NetworkStatus.CONNECTING);
  61. client = new StreamSocket();
  62. StreamSocketControl controller = client.Control;
  63. controller.KeepAlive = true;
  64. await client.ConnectAsync(new HostName(Settings.Values["hostname"] as string), Settings.Values["port"] as string);
  65. din = new StreamReader(client.InputStream.AsStreamForRead());
  66. dout = new DataWriter(client.OutputStream);
  67. //din.UnicodeEncoding = UnicodeEncoding.Utf8;
  68. //din.ByteOrder = ByteOrder.LittleEndian;
  69. dout.UnicodeEncoding = Windows.Storage.Streams.UnicodeEncoding.Utf8;
  70. dout.ByteOrder = ByteOrder.LittleEndian;
  71. UpdateNetworkStatus(NetworkStatus.CONNECTED);
  72. BackgroundReader = Windows.System.Threading.ThreadPool.RunAsync(async (workItem) =>
  73. {
  74. bool running = true;
  75. while (running)
  76. {
  77. string data = "";
  78. try
  79. {
  80. data = await Read();
  81. }
  82. catch (Exception)
  83. {
  84. data = null;
  85. }
  86. if (data == null)
  87. {
  88. Disconnect();
  89. running = false;
  90. }
  91. else {
  92. HandleMessage(data);
  93. }
  94. }
  95. });
  96. return true;
  97. }
  98. public async Task<bool> Disconnect()
  99. {
  100. Debug.WriteLine("Disconnecting...");
  101. if (App.Game.Status != GameHandler.GameStatus.STOPPED)
  102. await App.Game.StopGame();
  103. UpdateNetworkStatus(NetworkStatus.DISCONNECTED);
  104. if (BackgroundReader != null)
  105. {
  106. BackgroundReader.Cancel();
  107. BackgroundReader = null;
  108. }
  109. din.Dispose();
  110. dout.Dispose();
  111. client.Dispose();
  112. Debug.WriteLine("Disconnected...");
  113. return true;
  114. }
  115. public void HandleMessage(string data)
  116. {
  117. JObject o = JObject.Parse(data);
  118. App.Api.HandleMessage(o);
  119. }
  120. }
  121. }