Inheritance: IExplicitlySerialize
Ejemplo n.º 1
0
 public static void Deserialize(System.IO.Stream inputStream, out ChatMessage result)
 {
     result = new ChatMessage();
     result.Deserialize(inputStream);
 }
Ejemplo n.º 2
0
        /// <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 in case 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 occurred while trying to send message to " + serverConnectionInfo + ". Please check settings and try again."); }
                catch (Exception) { AppendLineToChatHistory("Error: A general error occurred 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 occurred while trying to send message to " + info + ". Please check settings and try again."); }
                catch (Exception) { AppendLineToChatHistory("Error: A general error occurred while trying to send message to " + info + ". Please check settings and try again."); }
            }

            return;
        }
Ejemplo n.º 3
0
        /// <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 in case 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 occurred while trying to send message to " + serverConnectionInfo + ". Please check settings and try again."); }
                catch (Exception) { AppendLineToChatHistory("Error: A general error occurred 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 occurred while trying to send message to " + info + ". Please check settings and try again."); }
                catch (Exception) { AppendLineToChatHistory("Error: A general error occurred while trying to send message to " + info + ". Please check settings and try again."); }
            }

            return;
        }
Ejemplo n.º 4
0
        /// <summary>
        /// Performs whatever functions we might so desire when we receive an incoming ChatMessage
        /// </summary>
        /// <param name="header">The PacketHeader corresponding with the received object</param>
        /// <param name="connection">The Connection from which this object was received</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 receive 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 received 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 definition
                    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 general comms exception, ignore and continue */ }
                }
            }
        }
Ejemplo n.º 5
0
        /// <summary>
        /// Performs whatever functions we might so desire when we receive an incoming ChatMessage
        /// </summary>
        /// <param name="header">The PacketHeader corresponding with the received object</param>
        /// <param name="connection">The Connection from which this object was received</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 receive 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 received 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 definition
                    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 general comms exception, ignore and continue */ }
                }
            }
        }