NetworkHandler.cs 4.6 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 bool receivednull = false;
  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. Connect();
  39. }
  40. private async Task<string> Read()
  41. {
  42. if (Status != NetworkStatus.CONNECTED)
  43. return "error";
  44. string data = await din.ReadLineAsync();
  45. Debug.WriteLine("Receiving -> " + data);
  46. return data;
  47. }
  48. public async Task<bool> Write(string data)
  49. {
  50. if (Status != NetworkStatus.CONNECTED)
  51. return false;
  52. Debug.WriteLine("Sending -> " + data);
  53. dout.WriteString(data + Environment.NewLine);
  54. await dout.StoreAsync();
  55. await dout.FlushAsync();
  56. return true;
  57. }
  58. //Connecting and Disconnecting
  59. private async Task<bool> Connect()
  60. {
  61. UpdateNetworkStatus(NetworkStatus.CONNECTING);
  62. client = new StreamSocket();
  63. StreamSocketControl controller = client.Control;
  64. controller.KeepAlive = true;
  65. await client.ConnectAsync(new HostName(Settings.Values["hostname"] as string), Settings.Values["port"] as string);
  66. din = new StreamReader(client.InputStream.AsStreamForRead());
  67. dout = new DataWriter(client.OutputStream);
  68. //din.UnicodeEncoding = UnicodeEncoding.Utf8;
  69. //din.ByteOrder = ByteOrder.LittleEndian;
  70. dout.UnicodeEncoding = Windows.Storage.Streams.UnicodeEncoding.Utf8;
  71. dout.ByteOrder = ByteOrder.LittleEndian;
  72. UpdateNetworkStatus(NetworkStatus.CONNECTED);
  73. BackgroundReader = Windows.System.Threading.ThreadPool.RunAsync(async (workItem) =>
  74. {
  75. bool running = true;
  76. while (running)
  77. {
  78. string data = "";
  79. try
  80. {
  81. data = await Read();
  82. }
  83. catch (Exception)
  84. {
  85. data = null;
  86. }
  87. if (data == null)
  88. {
  89. if (receivednull)
  90. {
  91. Disconnect();
  92. running = false;
  93. }
  94. else
  95. {
  96. receivednull = true;
  97. }
  98. }
  99. else {
  100. receivednull = false;
  101. HandleMessage(data);
  102. }
  103. }
  104. });
  105. return true;
  106. }
  107. public async Task<bool> Disconnect()
  108. {
  109. Debug.WriteLine("Disconnecting...");
  110. if (App.Game.Status != GameHandler.GameStatus.STOPPED)
  111. await App.Game.StopGame();
  112. UpdateNetworkStatus(NetworkStatus.DISCONNECTED);
  113. if (BackgroundReader != null)
  114. {
  115. BackgroundReader.Cancel();
  116. BackgroundReader = null;
  117. }
  118. din.Dispose();
  119. dout.Dispose();
  120. client.Dispose();
  121. Debug.WriteLine("Disconnected...");
  122. return true;
  123. }
  124. public void HandleMessage(string data)
  125. {
  126. JObject o = JObject.Parse(data);
  127. App.Api.HandleMessage(o);
  128. }
  129. }
  130. }