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
}
}


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
}
}


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++;
}
}
}


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
}
}