NetworkHandler.cs 3.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135
  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. namespace YJMPD_UWP.Model
  14. {
  15. public class NetworkHandler
  16. {
  17. public delegate void OnStatusUpdatedHandler(object sender, NetworkStatusUpdatedEventArgs e);
  18. public event OnStatusUpdatedHandler OnStatusUpdate;
  19. public enum NetworkStatus { DISCONNECTED, CONNECTING, CONNECTED }
  20. public NetworkStatus Status { get; private set; }
  21. private IAsyncAction BackgroundReader;
  22. private StreamSocket client;
  23. private DataWriter dout;
  24. private StreamReader din;
  25. private void UpdateNetworkStatus(NetworkStatus status)
  26. {
  27. Status = status;
  28. if (OnStatusUpdate == null) return;
  29. OnStatusUpdate(this, new NetworkStatusUpdatedEventArgs(status));
  30. }
  31. public NetworkHandler()
  32. {
  33. Status = NetworkStatus.DISCONNECTED;
  34. Connect();
  35. }
  36. private async Task<string> Read()
  37. {
  38. return await din.ReadLineAsync();
  39. }
  40. public async Task<bool> Write(string data)
  41. {
  42. if (client.InputStream == null || client.OutputStream == null)
  43. return false;
  44. dout.WriteString(data + Environment.NewLine);
  45. await dout.StoreAsync();
  46. await dout.FlushAsync();
  47. return true;
  48. }
  49. //Connecting and Disconnecting
  50. private async Task<bool> Connect()
  51. {
  52. UpdateNetworkStatus(NetworkStatus.CONNECTING);
  53. client = new StreamSocket();
  54. StreamSocketControl controller = client.Control;
  55. controller.KeepAlive = true;
  56. await client.ConnectAsync(new HostName(Settings.Values["hostname"] as string), Settings.Values["port"] as string);
  57. din = new StreamReader(client.InputStream.AsStreamForRead());
  58. dout = new DataWriter(client.OutputStream);
  59. //din.UnicodeEncoding = UnicodeEncoding.Utf8;
  60. //din.ByteOrder = ByteOrder.LittleEndian;
  61. dout.UnicodeEncoding = UnicodeEncoding.Utf8;
  62. dout.ByteOrder = ByteOrder.LittleEndian;
  63. UpdateNetworkStatus(NetworkStatus.CONNECTED);
  64. BackgroundReader = Windows.System.Threading.ThreadPool.RunAsync(async (workItem) =>
  65. {
  66. while (workItem.Status != AsyncStatus.Canceled)
  67. {
  68. Debug.WriteLine("Awaiting incoming data...");
  69. if(client.InputStream != null && client.OutputStream != null)
  70. {
  71. string data = await Read();
  72. HandleMessage(data);
  73. await Task.Delay(TimeSpan.FromMilliseconds(50));
  74. }
  75. else
  76. {
  77. Disconnect();
  78. workItem.Cancel();
  79. }
  80. }
  81. });
  82. return true;
  83. }
  84. public async Task<bool> Disconnect()
  85. {
  86. if(App.Game.Status != GameHandler.GameStatus.STOPPED)
  87. await App.Api.LeaveGame();
  88. UpdateNetworkStatus(NetworkStatus.DISCONNECTED);
  89. if (BackgroundReader != null)
  90. BackgroundReader.Cancel();
  91. din.Dispose();
  92. dout.Dispose();
  93. client.Dispose();
  94. return true;
  95. }
  96. public void HandleMessage(string data)
  97. {
  98. JObject o = JObject.Parse(data);
  99. App.Api.HandleMessage(o);
  100. }
  101. }
  102. }