/// <summary> /// 动态隐藏方法 /// </summary> /// <param name="hideTo">隐藏后的动作</param> private void HideMe(HideTo hideTo) { UnityModule.DebugPrint("开始动态隐藏窗体...{0}", this.Name); ThreadPool.QueueUserWorkItem(new WaitCallback(delegate { int IniTop = this.Top; while (this.Opacity > 0) { this.Opacity -= 0.1; this.Top -= 2; Thread.Sleep(15); } if (hideTo == HideTo.Min) { UnityModule.DebugPrint("最小化窗体"); this.WindowState = FormWindowState.Minimized; this.Opacity = 1.0; this.Top = IniTop; } else if (hideTo == HideTo.JustHide) { this.Hide(); this.Opacity = 1.0; this.Top = IniTop; SignInButton.Text = "Sign In"; } else if (hideTo == HideTo.Close) { UnityModule.DebugPrint("退出程序"); AllowToClose = true; Application.Exit(); } })); }
/// <summary> /// 动态隐藏方法 /// </summary> /// <param name="hideTo">隐藏后的动作</param> private void HideMe(HideTo hideTo) { UnityModule.DebugPrint("开始动态隐藏窗体...{0}", this.Name); ThreadPool.QueueUserWorkItem(new WaitCallback(delegate { int IniTop = this.Top; while (this.Opacity > 0) { this.Opacity -= 0.1; this.Top -= 2; Thread.Sleep(15); } if (hideTo == HideTo.Min) { UnityModule.DebugPrint("最小化窗体"); this.WindowState = FormWindowState.Minimized; this.Opacity = 1.0; this.Top = IniTop; } else if (hideTo == HideTo.JusetClose) { UnityModule.DebugPrint("关闭ClientForm"); //初始化FriendItem静态数据,否则再次登录后会出现问题 FriendItem.ResetStaticData(); AllowToClose = true; this.Close(); } else if (hideTo == HideTo.ExitApp) { UnityModule.DebugPrint("退出程序"); AllowToClose = true; ExitApplication(); } })); }
private void LoginForm_Load(object sender, EventArgs e) { //设置标题图标 TitleLabel.Image = UnityResource.Speleon.ToBitmap(); //设置控件的容器关系 TitleLabel.Parent = ActiveBGIBOX; MinButton.Parent = ActiveBGIBOX; CloseButton.Parent = ActiveBGIBOX; LoginAreaLabel.Parent = ActiveBGIBOX; TipsPanel.Parent = ActiveBGIBOX; //绑定鼠标拖动事件 this.MouseDown += new MouseEventHandler(UnityModule.MoveFormViaMouse); ActiveBGIBOX.MouseDown += new MouseEventHandler(UnityModule.MoveFormViaMouse); TitleLabel.MouseDown += new MouseEventHandler(UnityModule.MoveFormViaMouse); LoginAreaLabel.MouseDown += new MouseEventHandler(UnityModule.MoveFormViaMouse); //防止输入框选中 UserIDTextBox.SelectionStart = UserIDTextBox.Text.Length; UserIDTextBox.SelectionLength = 0; PasswordTextBox.SelectionStart = PasswordTextBox.Text.Length; PasswordTextBox.SelectionLength = 0; //记录关闭Tips事件句柄 CloseTipsEventHandler = new EventHandler(TipsClsoeButton_Click); UnityModule.DebugPrint("窗体加载成功"); }
/// <summary> /// FriendItem激活项改变,切换聊天记录控件 /// </summary> /// <param name="OldActiveItem"></param> /// <param name="NewActiveItem"></param> private void FriendItemActiveChanged(object OldActiveItem, FriendItem NewActiveItem) { if ((FriendItem)OldActiveItem != null) { UnityModule.DebugPrint("旧的激活项:{0}", ((FriendItem)OldActiveItem).FriendID); ((FriendItem)OldActiveItem).ChatDraft = ChatInputTextBox.Text; ((FriendItem)OldActiveItem).ChatBubblesPanel?.Hide(); } if ((FriendItem)NewActiveItem != null) { UnityModule.DebugPrint("新的激活项:{0}", ((FriendItem)NewActiveItem).FriendID); if (!ChatSendPanel.Visible) { ChatSendPanel.Show(); } ChatInputTextBox.Text = NewActiveItem.ChatDraft; if (NewActiveItem.ChatBubblesPanel != null) { NewActiveItem.ChatBubblesPanel.Show(); NewActiveItem.ChatBubblesPanel.BringToFront(); } } else { ChatSendPanel.Hide(); } }
private void ClientForm_Shown(object sender, EventArgs e) { this.Invalidate(); ThreadPool.QueueUserWorkItem(new WaitCallback(delegate { try { UnitySocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); UnitySocket.Connect(UnityModule.ServerIP, UnityModule.ServerPort); ReceiveThread = new Thread(ReceiveMessage); ReceiveThread.Start(); //发送WHOAMI数据,告诉服务端自己的USERID UnitySocket.Send(Encoding.UTF8.GetBytes(ProtocolFormatter.FormatProtocol(ProtocolFormatter.CMDType.WhoAmI, Application.ProductVersion, UnityModule.USERID))); UnityModule.DebugPrint("WHOAMI 数据包发送成功!"); //发送获取好友列表请求 UnitySocket.Send(Encoding.UTF8.GetBytes(ProtocolFormatter.FormatProtocol(ProtocolFormatter.CMDType.GetFriendsList, Application.ProductVersion, UnityModule.USERID))); UnityModule.DebugPrint("GETFRIENDSLIST 数据包发送成功!"); } catch (Exception ex) { this.Invoke(new Action(() => { new MyMessageBox("连接服务器遇到错误:{0}", ex.Message).ShowDialog(this); })); } })); }
private void CloseButton_Click(object sender, EventArgs e) { UnityModule.DebugPrint("点击关闭按钮"); CloseButton.Image = UnityResource.Close_1; CloseButton.Invalidate(); TryToClose(); CloseButton.Image = UnityResource.Close_0; CloseButton.Invalidate(); }
public ClientForm() { //禁用多线程UI检查 CheckForIllegalCrossThreadCalls = false; InitializeComponent(); //设置 图标 和 绘制方式(减少闪烁) this.Icon = UnityResource.Speleon; this.SetStyle(ControlStyles.DoubleBuffer, true); this.SetStyle(ControlStyles.ResizeRedraw, true); this.SetStyle(ControlStyles.OptimizedDoubleBuffer, true); this.SetStyle(ControlStyles.AllPaintingInWmPaint, true); this.SetStyle(ControlStyles.UserPaint, true); this.SetStyle(ControlStyles.SupportsTransparentBackColor, true); UpdateStyles(); //为窗体增加阴影 UnityModule.DrawWindowShadow(this); UnityModule.DebugPrint("ClientForm 窗体创建成功"); }
/// <summary> /// 获取指定协议类型的正则表达式 /// </summary> /// <param name="cmdType">协议类型</param> /// <returns>指定协议的正则表达式</returns> static public string GetProtocolPattern(CMDType cmdType) { UnityModule.DebugPrint("开始获取协议正则表达式:{0}", cmdType.ToString()); string ProtocolString = null; //每条协议最后使用换行符结束 switch (cmdType) { case CMDType.ChatMessage: { ProtocolString = "HI_CMDTYPE=CHATMESSAGE_FROMID=(?<FROMID>.+?)_CHATTIME=(?<CHATTIME>.+?)_MESSAGEID=(?<MESSAGEID>.+?)_MESSAGE=(?<MESSAGE>.+?)\n"; break; } case CMDType.GetFriendsList: { ProtocolString = "HI_CMDTYPE=GETFRIENDSLIST_FRIENDID=(?<FRIENDID>.+?)_NICKNAME=(?<NICKNAME>.+?)_SIGNATURE=(?<SIGNATURE>.+?)_ONLINE=(?<ONLINE>.+?)\n"; break; } case CMDType.FriendSignIn: { ProtocolString = "HI_CMDTYPE=FRIENDSIGNIN_FRIENDID=(?<FRIENDID>.+?)\n"; break; } case CMDType.FriendSignOut: { ProtocolString = "HI_CMDTYPE=FRIENDSIGNOUT_FRIENDID=(?<FRIENDID>.+?)\n"; break; } default: { ProtocolString = ""; break; } } UnityModule.DebugPrint("协议正则表达式:{0}", ProtocolString); return(ProtocolString); }
private void ClientForm_Load(object sender, EventArgs e) { //设置标题图标 TitleLabel.Image = UnityResource.Speleon.ToBitmap(); //绑定鼠标拖动事件 this.MouseDown += new MouseEventHandler(UnityModule.MoveFormViaMouse); TitleLabel.MouseDown += new MouseEventHandler(UnityModule.MoveFormViaMouse); TitlePanel.MouseDown += new MouseEventHandler(UnityModule.MoveFormViaMouse); //为关闭按钮设置动态效果 CloseButton.MouseEnter += new EventHandler(delegate(object s, EventArgs ea) { CloseButton.Image = UnityResource.Close_1 as Image; }); CloseButton.MouseLeave += new EventHandler(delegate(object s, EventArgs ea) { CloseButton.Image = UnityResource.Close_0 as Image; }); CloseButton.MouseDown += new MouseEventHandler(delegate(object s, MouseEventArgs mea) { CloseButton.Image = UnityResource.Close_2; }); //为 FriendItem 赋值 ParentPanel 属性,并绑定事件 FriendItem.ParentPanel = FriendsFlowPanel; FriendItem.ActiveItemChanged += new EventHandler <FriendItem>(FriendItemActiveChanged); BubbleMaxWidth = MainPanel.Width - 60; UnityModule.DebugPrint("窗体加载成功"); }
private void CloseButton_Click(object sender, EventArgs e) { UnityModule.DebugPrint("点击关闭按钮"); HideMe(HideTo.Close); }
private void MinButton_Click(object sender, EventArgs e) { UnityModule.DebugPrint("点击最小化按钮"); HideMe(HideTo.Min); }
/// <summary> /// 登录 /// </summary> private void Login() { //更新界面 this.Invoke(new Action(() => { UserIDTextBox.Enabled = false; PasswordTextBox.Enabled = false; SignInButton.Text = "Cancel"; this.Invalidate(); })); try { //创建TCP连接 LoginSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); LoginSocket.Connect(UnityModule.ServerIP, UnityModule.ServerPort); //发送登录协议 LoginSocket.Send(Encoding.ASCII.GetBytes(ProtocolFormatter.FormatProtocol(ProtocolFormatter.CMDType.SignIn, Application.ProductVersion, UserIDTextBox.Text, PasswordTextBox.Text))); //接收登录验证结果 byte[] SignResultBytes = new byte[LoginSocket.ReceiveBufferSize - 1]; LoginSocket.Receive(SignResultBytes); string SignResult = Encoding.ASCII.GetString(SignResultBytes).Trim('\0'); UnityModule.DebugPrint("接收到登录结果:{0}", SignResult); string MessagePattern = ProtocolFormatter.GetCMDTypePattern(); Regex MessageRegex = new Regex(MessagePattern, RegexOptions.IgnoreCase | RegexOptions.Singleline); Match MessageMatchResult = MessageRegex.Match(SignResult); string cmdType = MessageMatchResult.Groups["CMDTYPE"].Value.ToUpper(); switch (cmdType) { case "SIGNINSUCCESSFULLY": { //登录成功,切换界面 this.Invoke(new Action(() => { ShowTips("登录成功!"); SignInButton.Text = "Success."; this.Invalidate(); UnityModule.USERID = UserIDTextBox.Text; new ClientForm() { loginForm = this }.Show(); HideMe(HideTo.JustHide); })); break; } case "SIGNINUNSUCCESSFULLY": { //登录失败 this.Invoke(new Action(() => { ShowTips("您的密码输入错误,请重试!"); SignInButton.Text = "Sign In"; PasswordTextBox.Focus(); })); break; } } LoginSocket?.Close(); UnityModule.DebugPrint("验证登录TCP连接已经关闭 ..."); UserIDTextBox.Enabled = true; PasswordTextBox.Enabled = true; this.Invalidate(); } catch (ThreadAbortException) { //遇到线程中断异常时忽略,因为此异常由用户手动取消放弃登录任务。 return; } catch (Exception ex) { //登录过程中遇到错误 Logining = false; UnityModule.DebugPrint("登录遇到错误!{0}", ex.Message); this.Invoke(new Action(() => { UserIDTextBox.Enabled = true; PasswordTextBox.Enabled = true; SignInButton.Text = "Sign In"; this.Invalidate(); ShowTips("登录遇到错误,请检查网络连接。" + Convert.ToString(ex.HResult, 16)); })); } Logining = false; }
/// <summary> /// 获取按指定协议类型格式化的协议字符串 /// </summary> /// <param name="cmdType">协议类型</param> /// <returns>协议字符串</returns> static public string FormatProtocol(CMDType cmdType, params string[] ProtocolValues) { UnityModule.DebugPrint("开始格式化通信协议:{0} : {1}", cmdType.ToString(), string.Join(" + ", ProtocolValues)); //每条协议最后加一个换行符,否则服务端无法使用正则匹配最后一个参数 string ProtocolString = ""; try { switch (cmdType) { case CMDType.ChatMessage: { ProtocolString = string.Format("HEY_CVER={0}_CMDTYPE=CHATMESSAGE_TOID={1}_MESSAGE={2}\n", ProtocolValues[0], ProtocolValues[1], Convert.ToBase64String(Encoding.UTF8.GetBytes(ProtocolValues[2]))); break; } case CMDType.SignIn: { ProtocolString = string.Format("HEY_CVER={0}_CMDTYPE=SIGNIN_USERID={1}_PASSWORD={2}\n", ProtocolValues[0], ProtocolValues[1], ProtocolValues[2]); break; } case CMDType.WhoAmI: { ProtocolString = string.Format("HEY_CVER={0}_CMDTYPE=WHOAMI_USERID={1}\n", ProtocolValues[0], ProtocolValues[1]); break; } case CMDType.GetFriendsList: { ProtocolString = string.Format("HEY_CVER={0}_CMDTYPE=GETFRIENDSLIST_USERID={1}\n", ProtocolValues[0], ProtocolValues[1]); break; } case CMDType.SignOut: { ProtocolString = string.Format("HEY_CVER={0}_CMDTYPE=SIGNOUT_USERID={1}\n", ProtocolValues[0], ProtocolValues[1]); break; } case CMDType.GetMessageNotSendYet: { ProtocolString = string.Format("HEY_CVER={0}_CMDTYPE=GETMESSAGENOTSENDYET_USERID={1}\n", ProtocolValues[0], ProtocolValues[1]); break; } case CMDType.GetChatHistory: { ProtocolString = string.Format("HEY_CVER={0}_CMDTYPE=GETCHATHISTORY_FRIENDID={1}_FIRSTMESSAGEID={2}\n", ProtocolValues[0], ProtocolValues[1], ProtocolValues[2]); break; } default: { ProtocolString = ""; break; } } UnityModule.DebugPrint("协议内容:{0}", ProtocolString); return(ProtocolString); } catch (Exception ex) { UnityModule.DebugPrint("获取 {0} 通信协议时遇到错误:{1}", cmdType.ToString(), ex.Message); return(""); } }
/// <summary> /// 接收来自服务器的消息 /// </summary> private void ReceiveMessage() { while (true) { #region 接收消息 byte[] MessageBuffer = new byte[] { }; int MessageBufferSize = 0; string ServerMessagePackage = ""; try { MessageBuffer = new byte[UnitySocket.ReceiveBufferSize - 1]; MessageBufferSize = UnitySocket.Receive(MessageBuffer); ServerMessagePackage = Encoding.UTF8.GetString(MessageBuffer, 0, MessageBufferSize); } catch (ThreadAbortException) { return; } catch (Exception ex) { UnityModule.DebugPrint("接收消息时遇到错误:{0}", ex.Message); HideMe(HideTo.JusetClose); this.loginForm.Show(); this.loginForm.ShowTips("与服务器连接中断,请检查网络连接。" + Convert.ToString(ex.HResult, 16)); return; } UnityModule.DebugPrint("ServerMessagePackage : {0}", ServerMessagePackage); #endregion /* * 遇到严重的TCP粘包问题,服务端分多次发送的GETFRIENDSLIST协议,被一次发送给了客户端 * 导致客户端只能提取到第一条协议,因为每条协议以'\n'结尾,所以每次收到数据包后对其按'\n'分割 * 分割后判断不为空的段后加'\n'再按正常的协议包处理,为空不处理 * 以上,解决粘包问题 */ string[] ServerMessages = ServerMessagePackage.Split('\n'); foreach (string TempServerMessage in ServerMessages) { try { if (string.IsNullOrEmpty(TempServerMessage)) { continue; } #region 读取消息协议类型 string ServerMessage = TempServerMessage + '\n'; UnityModule.DebugPrint("ServerMessage : {0}", ServerMessage); string MessagePattern = ProtocolFormatter.GetCMDTypePattern(); Regex MessageRegex = new Regex(MessagePattern, RegexOptions.IgnoreCase | RegexOptions.Singleline); Match MessageMatchResult = MessageRegex.Match(ServerMessage); string cmdType = MessageMatchResult.Groups["CMDTYPE"].Value.ToUpper(); UnityModule.DebugPrint("收到 CMDTYPE : {0}", cmdType); #endregion switch (cmdType) { case "CHATMESSAGE": { #region 聊天消息 string FromID = null, Message = null; int MessageID; DateTime ChatTime; MessagePattern = ProtocolFormatter.GetProtocolPattern(ProtocolFormatter.CMDType.ChatMessage); MessageRegex = new Regex(MessagePattern, RegexOptions.IgnoreCase | RegexOptions.Singleline); MessageMatchResult = MessageRegex.Match(ServerMessage); FromID = MessageMatchResult.Groups["FROMID"].Value; ChatTime = DateTime.TryParse(MessageMatchResult.Groups["CHATTIME"].Value.ToString(), out ChatTime) ? ChatTime.ToLocalTime() : DateTime.Now; MessageID = int.Parse(MessageMatchResult.Groups["MESSAGEID"].Value); Message = Encoding.UTF8.GetString(Convert.FromBase64String(MessageMatchResult.Groups["MESSAGE"].Value)); this.Invoke(new Action(() => { FriendItem MessageFrom = FriendItem.GetFriendItemByFriendID(FromID); if (MessageFrom != null) { FriendsFlowPanel.Controls.SetChildIndex(MessageFrom, 0); if (FriendItem.ActiveFriend != MessageFrom) { MessageFrom.MessageNRTCount += 1; } MessageFrom.ChatBubblesPanel.Controls.Add( new ChatBubble ( MessageID.ToString(), ChatTime.ToString(), FromID, Message, BubbleMaxWidth, false ) ); } })); break; #endregion } case "GETCHATHISTORY": { #region 获取历史聊天记录 //todo:显示历史聊天记录 string FromID = ""; int MessageID = 0; //更新本地第一条聊天记录MessageID if (FriendsFirstMessageID.ContainsKey(FromID)) { //如果遇到更小的MessageID,只有 if (MessageID < FriendsFirstMessageID[FromID]) { FriendsFirstMessageID[FromID] = MessageID; } } else { //估计运行不到这里 FriendsFirstMessageID.Add(FromID, MessageID); } break; #endregion } case "GETFRIENDSLIST": { #region 获取好友列表 string FriendID = null, NickName = null, Signature = null; bool OnLine = false; MessagePattern = ProtocolFormatter.GetProtocolPattern(ProtocolFormatter.CMDType.GetFriendsList); MessageRegex = new Regex(MessagePattern, RegexOptions.IgnoreCase | RegexOptions.Singleline); MessageMatchResult = MessageRegex.Match(ServerMessage); FriendID = MessageMatchResult.Groups["FRIENDID"].Value.ToString(); NickName = Encoding.UTF8.GetString(Convert.FromBase64String(MessageMatchResult.Groups["NICKNAME"].Value.ToString())); Signature = Encoding.UTF8.GetString(Convert.FromBase64String(MessageMatchResult.Groups["SIGNATURE"].Value.ToString())); OnLine = Convert.ToBoolean(MessageMatchResult.Groups["ONLINE"].Value.ToString()); this.Invoke(new Action(() => { UnityModule.DebugPrint("收到好友信息:{1} ({0}):{2}", FriendID, NickName, Signature); if (FriendItem.FriendExisted(FriendID)) { //TODO:如果 FriendID已经存在,且FriendItem不为null,仅更新FriendID的信息,此特性可以在服务端用于有用户更新了资料时,立即向好友客户端更新资料 FriendItem.GetFriendItemByFriendID(FriendID)?.SetNickNameSignatureAndOnLine(NickName, Signature, OnLine); } else { //默认好友聊天历史记录最早一条MessageID=0 if (!FriendsFirstMessageID.ContainsKey(FriendID)) { FriendsFirstMessageID.Add(FriendID, 0); } //新添加 FriendItem FriendItem NewFriendItem = new FriendItem(FriendID, NickName, Signature, OnLine) { RightToLeft = RightToLeft.No }; NewFriendItem.FriendItemClick += new EventHandler(FriendItemClick); //创建好友聊天记录控件 MyTableLayoutPanel NewChatBubblePanel = new MyTableLayoutPanel() { AutoScroll = true, Dock = DockStyle.Fill, BackColor = Color.White, Visible = false, }; //绑定自动滚动到底部事件 NewChatBubblePanel.ControlAdded += new ControlEventHandler(ChatBubblesPanel_ControlAdded); MainPanel.Controls.Add(NewChatBubblePanel); NewFriendItem.ChatBubblesPanel = NewChatBubblePanel; FriendsFlowPanel.Controls.Add(NewFriendItem); } })); break; #endregion } case "FRIENDSIGNIN": { #region 好友登录 string FriendID = null; MessagePattern = ProtocolFormatter.GetProtocolPattern(ProtocolFormatter.CMDType.FriendSignIn); MessageRegex = new Regex(MessagePattern, RegexOptions.IgnoreCase | RegexOptions.Singleline); MessageMatchResult = MessageRegex.Match(ServerMessage); FriendID = MessageMatchResult.Groups["FRIENDID"].Value.ToString(); this.Invoke(new Action(() => { UnityModule.DebugPrint("收到好友登录消息:{0}", FriendID); if (FriendItem.FriendExisted(FriendID)) { FriendItem JustSignIn = FriendItem.GetFriendItemByFriendID(FriendID); if (JustSignIn != null) { FriendsFlowPanel.Controls.SetChildIndex(JustSignIn, FriendItem.OnLineCount); JustSignIn.OnLine = true; } } })); break; #endregion } case "FRIENDSIGNOUT": { #region 好友注销登录 string FriendID = null; MessagePattern = ProtocolFormatter.GetProtocolPattern(ProtocolFormatter.CMDType.FriendSignOut); MessageRegex = new Regex(MessagePattern, RegexOptions.IgnoreCase | RegexOptions.Singleline); MessageMatchResult = MessageRegex.Match(ServerMessage); FriendID = MessageMatchResult.Groups["FRIENDID"].Value.ToString(); this.Invoke(new Action(() => { UnityModule.DebugPrint("收到好友注销消息:{0}", FriendID); if (FriendItem.FriendExisted(FriendID)) { FriendItem JustSignIn = FriendItem.GetFriendItemByFriendID(FriendID); if (JustSignIn != null) { JustSignIn.OnLine = false; FriendsFlowPanel.Controls.SetChildIndex(JustSignIn, FriendItem.OnLineCount); } } })); break; #endregion } case "FRIENDSLISTCOMPLETE": { #region 好友列表获取完毕 UnitySocket.Send(Encoding.UTF8.GetBytes(ProtocolFormatter.FormatProtocol(ProtocolFormatter.CMDType.GetMessageNotSendYet, Application.ProductVersion, UnityModule.USERID))); break; #endregion } case "MESSAGENSYCOMPLETE": { #region 未读消息获取完毕 //准备完毕,测试用 UnitySocket.Send(Encoding.UTF8.GetBytes(ProtocolFormatter.FormatProtocol(ProtocolFormatter.CMDType.GetChatHistory, Application.ProductVersion, "66666", "0"))); break; #endregion } case "ANOTHORSIGNIN": { #region 异地登录 this.Invoke(new Action(() => { HideMe(HideTo.JusetClose); this.loginForm.Show(); this.loginForm.ShowTips("您的账号异地登陆,请注意密码安全!"); UnitySocket.Close(); ReceiveThread.Abort(); })); //这里需要 return; 否则会进入 catch(){} 被当做异常处理 return; #endregion } case "SERVERSHUTDOWN": { #region 远程服务端关闭 this.Invoke(new Action(() => { HideMe(HideTo.JusetClose); this.loginForm.Show(); this.loginForm.ShowTips("远程服务器主动关闭,可能Leon关机去上课了..."); UnitySocket.Close(); ReceiveThread.Abort(); })); return; #endregion } default: { #region 未知的消息协议 this.Invoke(new Action(() => { new MyMessageBox("遇到未知的 CMDTYPE : " + cmdType, MyMessageBox.IconType.Info).Show(this); })); break; #endregion } } } catch (ThreadAbortException) { return; } catch (Exception ex) { UnityModule.DebugPrint("处理消息时遇到错误:{0}", ex.Message); } } } }
private void RestoreButton_Click(object sender, EventArgs e) { UnityModule.DebugPrint("点击还原按钮"); this.WindowState = FormWindowState.Normal; }
private void MaxButton_Click(object sender, EventArgs e) { UnityModule.DebugPrint("点击最大化按钮"); this.WindowState = FormWindowState.Maximized; }