wpf网络通信聊天小程序(c#源码)

这个聊天程序是networkcomms2.3.1通信框架中自带的示例程序,由C# 语言编写,采用wpf技术

程序界面如下:

打开2个实例,其中一个 Enable Local Server 当做服务器,另一个作为客户端,聊天通信.

通讯框架c#编写的networkcomms2.3.1开源通信框架

 

代码如下:

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

using NetworkCommsDotNet;
using DPSBase;

namespace ExamplesWPFChat
{
    /// <summary>
    /// In an attempt to keep things as clear as possible all shared implementation across chat examples
    /// has been provided in this base class.
    /// </summary>
    public abstract class ChatAppBase
    {
        #region Private Fields
        /// <summary>
        /// A boolean used to track the very first initialisation
        /// </summary>
        protected bool FirstInitialisation { get; set; }

        /// <summary>
        /// Dictionary to keep track of which peer messages have already been written to the chat window
        /// </summary>
        protected Dictionary<ShortGuid, ChatMessage> lastPeerMessageDict = new Dictionary<ShortGuid, ChatMessage>();

        /// <summary>
        /// The maximum number of times a chat message will be relayed
        /// </summary>
        int relayMaximum = 3;

        /// <summary>
        /// A local counter used to track the number of messages sent from
        /// this instance.
        /// </summary>
        long messageSendIndex = 0;

        /// <summary>
        /// An optional encryption key to use should one be required.
        /// This can be changed freely but must obviously be the same
        /// for both sender and reciever.
        /// </summary>
        string _encryptionKey = "ljlhjf8uyfln23490jf;m21-=scm20--iflmk;";
        #endregion

        #region Public Fields
        /// <summary>
        /// The type of connection currently used to send and recieve messages. Default is TCP.
        /// </summary>
        public ConnectionType ConnectionType { get; set; }

        /// <summary>
        /// The IP address of the server 
        /// </summary>
        public string ServerIPAddress { get; set; }

        /// <summary>
        /// The port of the server
        /// </summary>
        public int ServerPort { get; set; }

        /// <summary>
        /// The local name used when sending messages
        /// </summary>
        public string LocalName { get; set; }

        /// <summary>
        /// A boolean used to track if the local device is acting as a server
        /// </summary>
        public bool LocalServerEnabled { get; set; }

        /// <summary>
        /// A boolean used to track if encryption is currently being used
        /// </summary>
        public bool EncryptionEnabled { get; set; }
        #endregion

        /// <summary>
        /// Constructor for ChatAppBase
        /// </summary>
        public ChatAppBase(string name, ConnectionType connectionType)
        {
            LocalName = name;
            ConnectionType = connectionType;

            //Initialise the default values
            ServerIPAddress = "";
            ServerPort = 10000;
            LocalServerEnabled = false;
            EncryptionEnabled = false;
            FirstInitialisation = true;
        }

        #region NetworkComms.Net Methods
        /// <summary>
        /// Updates the configuration of this instance depending on set fields
        /// </summary>
        public void RefreshNetworkCommsConfiguration()
        {
            #region First Initialisation
            //On first initilisation we need to configure NetworkComms.Net to handle our incoming packet types
            //We only need to add the packet handlers once. If we call NetworkComms.Shutdown() at some future point these are not removed.
            if (FirstInitialisation)
            {
                FirstInitialisation = false;

                //Configure NetworkComms.Net to handle any incoming packet of type 'ChatMessage'
                //e.g. If we recieve a packet of type 'ChatMessage' execute the method 'HandleIncomingChatMessage'
                NetworkComms.AppendGlobalIncomingPacketHandler<ChatMessage>("ChatMessage", HandleIncomingChatMessage);

                //Configure NetworkComms.Net to perform some action when a connection is closed
                //e.g. When a connection is closed execute the method 'HandleConnectionClosed'
                NetworkComms.AppendGlobalConnectionCloseHandler(HandleConnectionClosed);
            }
            #endregion

            #region Optional Encryption
            //Configure encryption if requested
            if (EncryptionEnabled && !NetworkComms.DefaultSendReceiveOptions.DataProcessors.Contains(DPSBase.DPSManager.GetDataProcessor<DPSBase.RijndaelPSKEncrypter>()))
            {
                //Encryption is currently implemented using a pre-shared key (PSK) system
                //NetworkComms.Net supports multiple data processors which can be used with any level of granularity
                //To enable encryption globally (i.e. for all connections) we first add the encryption password as an option
                DPSBase.RijndaelPSKEncrypter.AddPasswordToOptions(NetworkComms.DefaultSendReceiveOptions.Options, _encryptionKey);
                //Finally we add the RijndaelPSKEncrypter data processor to the sendReceiveOptions
                NetworkComms.DefaultSendReceiveOptions.DataProcessors.Add(DPSBase.DPSManager.GetDataProcessor<DPSBase.RijndaelPSKEncrypter>());
            }
            else if (!EncryptionEnabled && NetworkComms.DefaultSendReceiveOptions.DataProcessors.Contains(DPSBase.DPSManager.GetDataProcessor<DPSBase.RijndaelPSKEncrypter>()))
            {
                //If encryption has been disabled but is currently enabled
                //To disable encryption we just remove the RijndaelPSKEncrypter data processor from the sendReceiveOptions
                NetworkComms.DefaultSendReceiveOptions.DataProcessors.Remove(DPSBase.DPSManager.GetDataProcessor<DPSBase.RijndaelPSKEncrypter>());
            }
            #endregion

            #region Local Server Mode and Connection Type Changes
            if (LocalServerEnabled && ConnectionType == ConnectionType.TCP && !TCPConnection.Listening())
            {
                //If we were previously listening for UDP we first shutdown comms.
                if (UDPConnection.Listening())
                {
                    AppendLineToChatHistory("Connection mode has been changed. Any existing connections will be closed.");
                    NetworkComms.Shutdown();
                }
                else
                {
                    AppendLineToChatHistory("Enabling local server mode. Any existing connections will be closed.");
                    NetworkComms.Shutdown();
                }

                //Start listening for new incoming TCP connections
                //Parameter is true so that we listen on a random port if the default is not available
                TCPConnection.StartListening(true);

                //Write the IP addresses and ports that we are listening on to the chatBox
                AppendLineToChatHistory("Listening for incoming TCP connections on:");
                foreach (var listenEndPoint in TCPConnection.ExistingLocalListenEndPoints())
                    AppendLineToChatHistory(listenEndPoint.Address + ":" + listenEndPoint.Port);

                //Add a blank line after the initialisation output
                AppendLineToChatHistory(System.Environment.NewLine);
            }
            else if (LocalServerEnabled && ConnectionType == ConnectionType.UDP && !UDPConnection.Listening())
            {
                //If we were previously listening for TCP we first shutdown comms.
                if (TCPConnection.Listening())
                {
                    AppendLineToChatHistory("Connection mode has been changed. Any existing connections will be closed.");
                    NetworkComms.Shutdown();
                }
                else
                {
                    AppendLineToChatHistory("Enabling local server mode. Any existing connections will be closed.");
                    NetworkComms.Shutdown();
                }

                //Start listening for new incoming UDP connections
                //Parameter is true so that we listen on a random port if the default is not available
                UDPConnection.StartListening(true);

                //Write the IP addresses and ports that we are listening on to the chatBox
                AppendLineToChatHistory("Listening for incoming UDP connections on:");
                foreach (var listenEndPoint in UDPConnection.ExistingLocalListenEndPoints())
                    AppendLineToChatHistory(listenEndPoint.Address + ":" + listenEndPoint.Port);

                //Add a blank line after the initialisation output
                AppendLineToChatHistory(System.Environment.NewLine);
            }
            else if (!LocalServerEnabled && (TCPConnection.Listening() || UDPConnection.Listening()))
            {
                //If the local server mode has been disabled but we are still listening we need to stop accepting incoming connections
                NetworkComms.Shutdown();
                AppendLineToChatHistory("Local server mode disabled. Any existing connections will be closed.");
                AppendLineToChatHistory(System.Environment.NewLine);
            }
            else if (!LocalServerEnabled &&
                ((ConnectionType == ConnectionType.UDP && NetworkComms.GetExistingConnection(ConnectionType.TCP).Count > 0) ||
                (ConnectionType == ConnectionType.TCP && NetworkComms.GetExistingConnection(ConnectionType.UDP).Count > 0)))
            {
                //If we are not running a local server but have changed the connection type after creating connections we need to close
                //existing connections.
                NetworkComms.Shutdown();
                AppendLineToChatHistory("Connection mode has been changed. Existing connections will be closed.");
                AppendLineToChatHistory(System.Environment.NewLine);
            }
            #endregion
        }

        /// <summary>
        /// Performs whatever functions we might so desire when we recieve an incoming ChatMessage
        /// </summary>
        /// <param name="header">The PacketHeader corresponding with the recieved object</param>
        /// <param name="connection">The Connection from which this object was recieved</param>
        /// <param name="incomingMessage">The incoming ChatMessage we are after</param>
        protected virtual void HandleIncomingChatMessage(PacketHeader header, Connection connection, ChatMessage incomingMessage)
        {
            //We only want to write a message once to the chat window
            //Because we support relaying and may recieve the same message twice from multiple sources
            //we use our history and message indexes to ensure we have a new message
            //We perform this action within a lock as HandleIncomingChatMessage could be called in parallel
            lock (lastPeerMessageDict)
            {
                if (lastPeerMessageDict.ContainsKey(incomingMessage.SourceIdentifier))
                {
                    if (lastPeerMessageDict[incomingMessage.SourceIdentifier].MessageIndex < incomingMessage.MessageIndex)
                    {
                        //If this message index is greater than the last seen from this source we can safely
                        //write the message to the ChatBox
                        AppendLineToChatHistory(incomingMessage.SourceName + " - " + incomingMessage.Message);

                        //We now replace the last recieved message with the current one
                        lastPeerMessageDict[incomingMessage.SourceIdentifier] = incomingMessage;
                    }
                }
                else
                {
                    //If we have never had a message from this source before then it has to be new
                    //by defintion
                    lastPeerMessageDict.Add(incomingMessage.SourceIdentifier, incomingMessage);
                    AppendLineToChatHistory(incomingMessage.SourceName + " - " + incomingMessage.Message);
                }
            }

            //This last section of the method is the relay feature
            //We start by checking to see if this message has already been relayed the maximum number of times
            if (incomingMessage.RelayCount < relayMaximum)
            {
                //If we are going to relay this message we need an array of 
                //all known connections, excluding the current one
                var allRelayConnections = (from current in NetworkComms.GetExistingConnection() where current != connection select current).ToArray();

                //We increment the relay count before we send
                incomingMessage.IncrementRelayCount();

                //We now send the message to every other connection
                foreach (var relayConnection in allRelayConnections)
                {
                    //We ensure we perform the send within a try catch
                    //To ensure a single failed send will not prevent the
                    //relay to all working connections.
                    try { relayConnection.SendObject("ChatMessage", incomingMessage); }
                    catch (CommsException) { /* Catch the comms exception, ignore and continue */ }
                }
            }
        }

        /// <summary>
        /// Performs whatever functions we might so desire when an existing connection is closed.
        /// </summary>
        /// <param name="connection">The closed connection</param>
        private void HandleConnectionClosed(Connection connection)
        {
            //We are going to write a message to the chat history when a connection disconnects
            //We perform the following within a lock incase mutliple connections disconnect simultaneously  
            lock (lastPeerMessageDict)
            {
                //Get the remoteIdentifier from the closed connection
                //This a unique GUID which can be used to identify peers
                ShortGuid remoteIdentifier = connection.ConnectionInfo.NetworkIdentifier;

                //If at any point we recieved a message with a matching identifier we can
                //include the peer name in the disconnection message.
                if (lastPeerMessageDict.ContainsKey(remoteIdentifier))
                    AppendLineToChatHistory("Connection with '" + lastPeerMessageDict[remoteIdentifier].SourceName + "' has been closed.");
                else
                    AppendLineToChatHistory("Connection with '" + connection.ToString() + "' has been closed.");

                //Last thing is to remove this peer from our message history
                lastPeerMessageDict.Remove(connection.ConnectionInfo.NetworkIdentifier);
            }
        }

        /// <summary>
        /// Send a message.
        /// </summary>
        public void SendMessage(string stringToSend)
        {
            //If we have tried to send a zero length string we just return
            if (stringToSend.Trim() == "") return;

            //We may or may not have entered some server connection information
            ConnectionInfo serverConnectionInfo = null;
            if (ServerIPAddress != "")
            {
                try { serverConnectionInfo = new ConnectionInfo(ServerIPAddress, ServerPort); }
                catch (Exception)
                {
                    ShowMessage("Failed to parse the server IP and port. Please ensure it is correct and try again");
                    return;
                }
            }

            //We wrap everything we want to send in the ChatMessage class we created
            ChatMessage chatMessage = new ChatMessage(NetworkComms.NetworkIdentifier, LocalName, stringToSend, messageSendIndex++);

            //We add our own message to the message history incase it gets relayed back to us
            lock (lastPeerMessageDict) lastPeerMessageDict[NetworkComms.NetworkIdentifier] = chatMessage;

            //We write our own message to the chatBox
            AppendLineToChatHistory(chatMessage.SourceName + " - " + chatMessage.Message);

            //Clear the input box text
            ClearInputLine();

            //If we provided server information we send to the server first
            if (serverConnectionInfo != null)
            {
                //We perform the send within a try catch to ensure the application continues to run if there is a problem.
                try
                {
                    if (ConnectionType == ConnectionType.TCP)
                        TCPConnection.GetConnection(serverConnectionInfo).SendObject("ChatMessage", chatMessage);
                    else if (ConnectionType == ConnectionType.UDP)
                        UDPConnection.GetConnection(serverConnectionInfo, UDPOptions.None).SendObject("ChatMessage", chatMessage);
                    else
                        throw new Exception("An invalid connectionType is set.");
                }
                catch (CommsException) { AppendLineToChatHistory("Error: A communication error occured while trying to send message to " + serverConnectionInfo + ". Please check settings and try again."); }
                catch (Exception) { AppendLineToChatHistory("Error: A general error occured while trying to send message to " + serverConnectionInfo + ". Please check settings and try again."); }
            }

            //If we have any other connections we now send the message to those as well
            //This ensures that if we are the server everyone who is connected to us gets our message
            //We want a list of all established connections not including the server if set
            List<ConnectionInfo> otherConnectionInfos;
            if (serverConnectionInfo != null)
                otherConnectionInfos = (from current in NetworkComms.AllConnectionInfo() where current.RemoteEndPoint != serverConnectionInfo.RemoteEndPoint select current).ToList();
            else
                otherConnectionInfos = NetworkComms.AllConnectionInfo();

            foreach (ConnectionInfo info in otherConnectionInfos)
            {
                //We perform the send within a try catch to ensure the application continues to run if there is a problem.
                try
                {
                    if (ConnectionType == ConnectionType.TCP)
                        TCPConnection.GetConnection(info).SendObject("ChatMessage", chatMessage);
                    else if (ConnectionType == ConnectionType.UDP)
                        UDPConnection.GetConnection(info, UDPOptions.None).SendObject("ChatMessage", chatMessage);
                    else
                        throw new Exception("An invalid connectionType is set.");
                }
                catch (CommsException) { AppendLineToChatHistory("Error: A communication error occured while trying to send message to " + info + ". Please check settings and try again."); }
                catch (Exception) { AppendLineToChatHistory("Error: A general error occured while trying to send message to " + info + ". Please check settings and try again."); }
            }

            return;
        }
        #endregion

        #region GUI Interface Methods
        /// <summary>
        /// Outputs the usage instructions to the chat window
        /// </summary>
        public void PrintUsageInstructions()
        {
            AppendLineToChatHistory("");
            AppendLineToChatHistory("Chat usage instructions:");
            AppendLineToChatHistory("");
            AppendLineToChatHistory("Step 1. Open atleast two chat applications. You can choose from Android, Windows Phone, iOS or native Windows versions.");
            AppendLineToChatHistory("Step 2. Enable local server mode in a single application, see settings.");
            AppendLineToChatHistory("Step 3. Provide remote server IP and port information in settings on remaining application.");
            AppendLineToChatHistory("Step 4. Start chatting.");
            AppendLineToChatHistory("");
            AppendLineToChatHistory("Note: Connections are established on the first message send.");
            AppendLineToChatHistory("");
        }

        /// <summary>
        /// Append the provided message to the chat history text box.
        /// </summary>
        /// <param name="message">Message to be appended</param>
        public abstract void AppendLineToChatHistory(string message);

        /// <summary>
        /// Clears the chat history
        /// </summary>
        public abstract void ClearChatHistory();

        /// <summary>
        /// Clears the input text box
        /// </summary>
        public abstract void ClearInputLine();

        /// <summary>
        /// Show a message box as an alternative to writing to the chat history
        /// </summary>
        /// <param name="message">Message to be output</param>
        public abstract void ShowMessage(string message);
        #endregion
    }
}
ChatAppBase.cs
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Documents;
using NetworkCommsDotNet;

namespace ExamplesWPFChat
{
    /// <summary>
    /// All NetworkComms.Net implementation can be found here and in ChatAppBase
    /// </summary>
    public class ChatAppWPF : ChatAppBase
    {
        #region Public Fields
        /// <summary>
        /// Reference to the chat history text block 
        /// </summary>
        public TextBlock ChatHistory { get; private set; }

        /// <summary>
        /// Reference to the scrollviewer 
        /// </summary>
        public ScrollViewer Scroller { get; private set; }

        /// <summary>
        /// Reference to the messages from text box
        /// </summary>
        public TextBox MessagesFrom { get; private set; }

        /// <summary>
        /// Reference to the messages text text box
        /// </summary>
        public TextBox MessagesText { get; private set; }
        #endregion

        /// <summary>
        /// Constructor for the WPF chat app.
        /// </summary>
        public ChatAppWPF(TextBlock chatHistory, ScrollViewer scroller, TextBox messagesFrom, TextBox messagesText)
            : base (NetworkComms.HostName, NetworkCommsDotNet.ConnectionType.TCP)
        {
            this.ChatHistory = chatHistory;
            this.Scroller = scroller;
            this.MessagesFrom = messagesFrom;
            this.MessagesText = messagesText;
        }

        /// <summary>
        /// Refresh the messagesFrom text box using the recent message history.
        /// </summary>
        public void RefreshMessagesFromBox()
        {
            //We will perform a lock here to ensure the text box is only
            //updated one thread at  time
            lock (lastPeerMessageDict)
            {
                //Use a linq experssion to extract an array of all current users from lastPeerMessageDict
                string[] currentUsers = (from current in lastPeerMessageDict.Values orderby current.SourceName select current.SourceName).ToArray();

                //To ensure we can succesfully append to the text box from any thread
                //we need to wrap the append within an invoke action.
                MessagesFrom.Dispatcher.BeginInvoke(new Action<string[]>((users) =>
                {
                    //First clear the text box
                    MessagesFrom.Text = "";

                    //Now write out each username
                    foreach (var username in users)
                        MessagesFrom.AppendText(username + "\n");
                }), new object[] { currentUsers });
            }
        }

        /// <summary>
        /// Append the provided message to the chatBox text box including the provided formatting.
        /// </summary>
        /// <param name="message"></param>
        public void AppendLineToChatHistory(System.Drawing.FontStyle style, string text, bool addNewLine)
        {
            //To ensure we can succesfully append to the text box from any thread
            //we need to wrap the append within an invoke action.
            ChatHistory.Dispatcher.BeginInvoke(new Action(() =>
            {
                if (style == System.Drawing.FontStyle.Regular)
                    ChatHistory.Inlines.Add(new Run(text));
                else if (style == System.Drawing.FontStyle.Bold)
                    ChatHistory.Inlines.Add(new Bold(new Run(text)));
                else if (style == System.Drawing.FontStyle.Italic)
                    ChatHistory.Inlines.Add(new Italic(new Run(text)));
                else
                    ChatHistory.Inlines.Add(new Run("Error: Attempted to add unknown text with unknown font style."));

                if (addNewLine)
                    ChatHistory.Inlines.Add("\n");
                Scroller.ScrollToBottom();
            }));
        }

        /// <summary>
        /// Performs whatever functions we might so desire when we recieve an incoming ChatMessage
        /// </summary>
        /// <param name="header">The PacketHeader corresponding with the recieved object</param>
        /// <param name="connection">The Connection from which this object was recieved</param>
        /// <param name="incomingMessage">The incoming ChatMessage we are after</param>
        protected override void HandleIncomingChatMessage(PacketHeader header, Connection connection, ChatMessage incomingMessage)
        {
            //We call the base that handles everything
            base.HandleIncomingChatMessage(header, connection, incomingMessage);

            //Once the base is complete we refresh the messages from box
            RefreshMessagesFromBox();
        }

        #region GUI Interface Overrides
        /// <summary>
        /// Append the provided message to the chatBox text box.
        /// </summary>
        /// <param name="message"></param>
        public override void AppendLineToChatHistory(string message)
        {
            AppendLineToChatHistory(System.Drawing.FontStyle.Regular, message, true);
        }

        /// <summary>
        /// Clear the chat history window
        /// </summary>
        public override void ClearChatHistory()
        {
            ChatHistory.Dispatcher.BeginInvoke(new Action(() =>
            {
                ChatHistory.Inlines.Clear();
                Scroller.ScrollToBottom();
            }));
        }

        /// <summary>
        /// Clear the text message input box
        /// </summary>
        public override void ClearInputLine()
        {
            MessagesText.Dispatcher.BeginInvoke(new Action(() =>
            {
                MessagesText.Text = "";
            }));
        }

        /// <summary>
        /// Show a message as an alternative to adding text to chat history
        /// </summary>
        /// <param name="message"></param>
        public override void ShowMessage(string message)
        {
            MessageBox.Show(message);
        }
        #endregion
    }
}
ChatAppWPF.cs
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

//We need to add the following two namespaces to this class
using NetworkCommsDotNet;
using ProtoBuf;

namespace ExamplesWPFChat
{
    /// <summary>
    /// A wrapper class for the messages that we intend to send and recieve. 
    /// The [ProtoContract] attribute informs NetworkCommsDotNet that we intend to 
    /// serialise (turn into bytes) this object. At the base level the 
    /// serialisation is performed by protobuf.net.
    /// </summary>
    [ProtoContract]
    public class ChatMessage
    {
        /// <summary>
        /// The source identifier of this ChatMessage.
        /// We use this variable as the constructor for the ShortGuid.
        /// The [ProtoMember(1)] attribute informs the serialiser that when
        /// an object of type ChatMessage is serialised we want to include this variable
        /// </summary>
        [ProtoMember(1)]
        string _sourceIdentifier;

        /// <summary>
        /// The source identifier is accessible as a ShortGuid
        /// </summary>
        public ShortGuid SourceIdentifier { get { return new ShortGuid(_sourceIdentifier); } }

        /// <summary>
        /// The name of the source of this ChatMessage. 
        /// We use shorthand declaration, get and set.
        /// The [ProtoMember(2)] attribute informs the serialiser that when
        /// an object of type ChatMessage is serialised we want to include this variable 
        /// </summary>
        [ProtoMember(2)]
        public string SourceName { get; private set; }

        /// <summary>
        /// The actual message.
        /// </summary>
        [ProtoMember(3)]
        public string Message { get; private set; }

        /// <summary>
        /// The index of this message. Every message sent by a particular source
        /// has an incrementing index.
        /// </summary>
        [ProtoMember(4)]
        public long MessageIndex { get; private set; }

        /// <summary>
        /// The number of times this message has been relayed.
        /// </summary>
        [ProtoMember(5)]
        public int RelayCount { get; private set; }

        /// <summary>
        /// We must include a private constructor to be used by the deserialisation step.
        /// </summary>
        private ChatMessage() { }

        /// <summary>
        /// Create a new ChatMessage
        /// </summary>
        /// <param name="sourceIdentifier">The source identifier</param>
        /// <param name="sourceName">The source name</param>
        /// <param name="message">The message to be sent</param>
        /// <param name="messageIndex">The index of this message</param>
        public ChatMessage(ShortGuid sourceIdentifier, string sourceName, string message, long messageIndex)
        {
            this._sourceIdentifier = sourceIdentifier;
            this.SourceName = sourceName;
            this.Message = message;
            this.MessageIndex = messageIndex;
            this.RelayCount = 0;
        }

        /// <summary>
        /// Increment the relay count variable
        /// </summary>
        public void IncrementRelayCount()
        {
            RelayCount++;
        }
    }
}
ChatMessage.cs
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Data;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using System.Windows.Navigation;
using System.Windows.Shapes;
using NetworkCommsDotNet;
using DPSBase;
using SevenZipLZMACompressor;
using System.Windows.Threading;

namespace ExamplesWPFChat
{
    /// <summary>
    /// Interaction logic for MainWindow.xaml
    /// </summary>
    public partial class MainWindow : Window
    {
        /// <summary>
        /// An instance of the chat application
        /// </summary>
        ChatAppWPF chatApplication;

        public MainWindow()
        {
            InitializeComponent();

            //Set the localName text to the hostname
            localName.Text = NetworkComms.HostName;

            //Initialise the chat application
            chatApplication = new ChatAppWPF(chatBox, scroller, messagesFrom, messageText);

            //Print out some usage instructions
            chatApplication.PrintUsageInstructions();

            //Initialise the NetworkComms.Net settings
            chatApplication.RefreshNetworkCommsConfiguration();
        }

        #region Event Handlers
        /// <summary>
        /// Send any entered message when we click the send button.
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void SendMessageButton_Click(object sender, RoutedEventArgs e)
        {
            chatApplication.SendMessage(messageText.Text);
        }

        /// <summary>
        /// Send any entered message when we press enter or return
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void MessageText_KeyUp(object sender, KeyEventArgs e)
        {
            if (e.Key == Key.Enter || e.Key == Key.Return)
                chatApplication.SendMessage(messageText.Text);
        }

        /// <summary>
        /// Enable or disable encryption of all data as default
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void UseEncryptionBox_CheckedUnchecked(object sender, RoutedEventArgs e)
        {
            chatApplication.EncryptionEnabled = (bool)useEncryptionBox.IsChecked;
            chatApplication.RefreshNetworkCommsConfiguration();
        }

        /// <summary>
        /// Correctly shutdown NetworkCommsDotNet when closing the WPF application
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void Window_Closing(object sender, System.ComponentModel.CancelEventArgs e)
        {
            //Ensure we shutdown comms when we are finished
            NetworkComms.Shutdown();
        }

        /// <summary>
        /// Use UDP for all communication
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void UseUDP_Checked(object sender, RoutedEventArgs e)
        {
            if (this.UseTCP!=null && this.UseTCP.IsChecked != null && !(bool)this.UseTCP.IsChecked)
            {
                //Update the application and connectionType
                this.UseTCP.IsChecked = false;
                this.UseUDP.IsChecked = true;
                chatApplication.ConnectionType = ConnectionType.UDP;
                chatApplication.RefreshNetworkCommsConfiguration();
            }
        }

        /// <summary>
        /// Use TCP for all communication
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void UseTCP_Checked(object sender, RoutedEventArgs e)
        {
            if (this.UseUDP!= null && this.UseUDP.IsChecked != null && !(bool)this.UseUDP.IsChecked)
            {
                //Update the application and connectionType
                this.UseTCP.IsChecked = true;
                this.UseUDP.IsChecked = false;
                chatApplication.ConnectionType = ConnectionType.TCP;
                chatApplication.RefreshNetworkCommsConfiguration();
            }
        }

        /// <summary>
        /// Update the local server enabled settings
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void EnableLocalServer_CheckedUnChecked(object sender, RoutedEventArgs e)
        {
            chatApplication.LocalServerEnabled = (bool)enableLocalServer.IsChecked;
            chatApplication.RefreshNetworkCommsConfiguration();
        }

        /// <summary>
        /// Update the server IP if changed
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void ServerIP_LostFocus(object sender, RoutedEventArgs e)
        {
            chatApplication.ServerIPAddress = serverIP.Text.Trim();
        }

        /// <summary>
        /// Update the server port if changed
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void ServerPort_LostFocus(object sender, RoutedEventArgs e)
        {
            int portNumber;
            if (int.TryParse(serverPort.Text, out portNumber))
                chatApplication.ServerPort = portNumber;
            else
                serverPort.Text = "";
        }

        /// <summary>
        /// Update the local name if changed
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void LocalName_LostFocus(object sender, RoutedEventArgs e)
        {
            chatApplication.LocalName = localName.Text.Trim();
        }
        #endregion
    }
}
MainWindow

工程文件下载地址

 

转载于:https://my.oschina.net/networkcomms/blog/382058

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