networkcomm.net 网络通信框架来自于英国剑桥,其开源版本2.3.1 中自带了一个编写android的例子,可以很好的帮助我们入门。
此示例的功能,是在2个安卓手机上,输入对方的IP和端口,能够实现聊天功能。
把代码放上,供大家一览
using System; using Android.App; using Android.Content; using Android.Runtime; using Android.Views; using Android.Widget; using Android.OS; using System.Net; using System.Collections.Generic; using System.IO; namespace ExamplesChat.Android { [Activity(Label = "ExamplesChat.Android", MainLauncher = true, Icon = "@drawable/icon")] public class Activity1 : Activity { #region Private Fields /// <summary> /// 一个聊天程序的实例 /// </summary> ChatAppAndroid chatApplication; /// <summary> /// 用于显示聊天消息 /// </summary> TextView chatHistory; /// <summary> /// 发送消息按钮 /// </summary> Button sendButton; /// <summary> /// 消息输入框 /// </summary> AutoCompleteTextView input; /// <summary> /// The texbox containing the master ip address (server) /// </summary> AutoCompleteTextView ipTextBox; /// <summary> /// The texbox containing the master port number (server) /// </summary> AutoCompleteTextView portTextBox; /// <summary> /// The spinner (drop down) menu for selecting the connection type to use /// </summary> Spinner connectionTypeSelector; /// <summary> /// The checkbox which can be used to enable local server mode /// </summary> CheckBox enableLocalServerCheckBox; #endregion /// <summary> /// Method runs after the application has been launched /// </summary> /// <param name="bundle"></param> protected override void OnCreate(Bundle bundle) { base.OnCreate(bundle); // Set our view from the "main" layout resource SetContentView(Resource.Layout.Main); //Get references to user interface controls connectionTypeSelector = FindViewById<Spinner>(Resource.Id.connectionTypeSpinner); chatHistory = FindViewById<TextView>(Resource.Id.mainText); input = FindViewById<AutoCompleteTextView>(Resource.Id.messageTextInput); ipTextBox = FindViewById<AutoCompleteTextView>(Resource.Id.ipTextInput); portTextBox = FindViewById<AutoCompleteTextView>(Resource.Id.portTextInput); sendButton = FindViewById<Button>(Resource.Id.sendButton); enableLocalServerCheckBox = FindViewById<CheckBox>(Resource.Id.enableLocalServer); //Set the connection type selection drop down options ArrayAdapter adapter = ArrayAdapter.CreateFromResource(this, Resource.Array.ConnectionTypes, global::Android.Resource.Layout.SimpleSpinnerItem); adapter.SetDropDownViewResource(global::Android.Resource.Layout.SimpleSpinnerDropDownItem); connectionTypeSelector.Adapter = adapter; //Append the method 'connectionType_Selected' to the connection type selected event connectionTypeSelector.ItemSelected += connectionType_Selected; //Append the method 'sendButton_Click' to the button click event sendButton.Click += sendButton_Click; //Append the method 'enableLocalServerCheckBox_CheckedChange' when the enable //local server checkbox state is changed enableLocalServerCheckBox.CheckedChange += enableLocalServerCheckBox_CheckedChange; //Initialise the chat application chatApplication = new ChatAppAndroid(this, chatHistory, input); //Print the usage instructions chatApplication.PrintUsageInstructions(); //Initialise NetworkComms.Net but without a local server chatApplication.RefreshNetworkCommsConfiguration(); //Uncomment this line to enable logging //EnableLogging(); } /// <summary> /// Enable NetworkComms.Net logging. Usefull for debugging. /// </summary> void EnableLogging() { //We will create the log file in the root external storage directory string sdCardDir = global::Android.OS.Environment.ExternalStorageDirectory.AbsolutePath; string logFileName = Path.Combine(sdCardDir, "NetworkCommsLog.txt"); chatApplication.AppendLineToChatHistory(System.Environment.NewLine + "Logging enabled to " + logFileName); NetworkCommsDotNet.NetworkComms.EnableLogging(logFileName); } #region Event Handlers /// <summary> /// Event triggered when the enable local server checkbox is changed /// </summary> /// <param name="sender"></param> /// <param name="e"></param> void enableLocalServerCheckBox_CheckedChange(object sender, CompoundButton.CheckedChangeEventArgs e) { //Update the local server enabled state and then refresh the network configuration chatApplication.LocalServerEnabled = enableLocalServerCheckBox.Checked; chatApplication.RefreshNetworkCommsConfiguration(); } /// <summary> /// Event triggered when the send button is clicked /// </summary> /// <param name="sender"></param> /// <param name="e"></param> void sendButton_Click(object sender, EventArgs e) { //Parse the ip address box if (ipTextBox.Text != "") { IPAddress newMasterIPAddress; if (IPAddress.TryParse(ipTextBox.Text, out newMasterIPAddress)) //If the parse was succesfull we can update the chat application chatApplication.ServerIPAddress = newMasterIPAddress.ToString(); else //If the parse failed set the ipTextBox back to the the previous good value ipTextBox.Text = chatApplication.ServerIPAddress; } else //If no server IP has been entered we ensure the chat application has a blank address chatApplication.ServerIPAddress = ""; //Parse the port number if (portTextBox.Text != "") { int newPort; bool portParseResult = int.TryParse(portTextBox.Text, out newPort); if (!portParseResult || newPort < 1 || newPort > ushort.MaxValue) //If the parse failed we set the portTextBox back to the previous good value portTextBox.Text = chatApplication.ServerPort.ToString(); else chatApplication.ServerPort = newPort; } else chatApplication.ServerPort = -1; //Send the text entered in the input box chatApplication.SendMessage(input.Text); } /// <summary> /// Checks if the selected connection type has changed. If changed reset the example to use the new connection type. /// </summary> /// <param name="sender"></param> /// <param name="e"></param> void connectionType_Selected(object sender, EventArgs e) { //Parse the connection type string selectedItem = connectionTypeSelector.SelectedItem.ToString(); if (selectedItem == "TCP") chatApplication.ConnectionType = NetworkCommsDotNet.ConnectionType.TCP; else if (selectedItem == "UDP") chatApplication.ConnectionType = NetworkCommsDotNet.ConnectionType.UDP; //Update the NetworkComms.Net configuration chatApplication.RefreshNetworkCommsConfiguration(); } #endregion } }
using System; using System.Collections.Generic; using System.Linq; using System.Text; using Android.App; using Android.Content; using Android.OS; using Android.Runtime; using Android.Views; using Android.Widget; namespace ExamplesChat.Android { /// <summary> /// All NetworkComms.Net implementation can be found here and in ChatAppBase /// </summary> public class ChatAppAndroid : ChatAppBase { #region Public Fields /// <summary> /// The chat history window. This is where all of the message appear /// </summary> public TextView ChatHistory { get; private set; } /// <summary> /// The input box where new messages are input /// </summary> public AutoCompleteTextView Input { get; private set; } /// <summary> /// The parent context of this object /// </summary> public Context ParentContext { get; private set; } #endregion #region Private Fields /// <summary> /// Handler used to post information to the parent context /// </summary> Handler handler = new Handler(); #endregion /// <summary> /// Constructor for the Android chat app. /// </summary> public ChatAppAndroid(Context parentContext, TextView chatHistory, AutoCompleteTextView input) : base("Android", NetworkCommsDotNet.ConnectionType.TCP) { this.ParentContext = parentContext; this.ChatHistory = chatHistory; this.Input = input; } #region GUI Interface Overrides /// <summary> /// Append the provided message to the chatBox text box. /// </summary> /// <param name="message">Message to be appended</param> public override void AppendLineToChatHistory(string message) { handler.Post(() => { ChatHistory.Text += System.Environment.NewLine + message; }); } /// <summary> /// Clear all previous chat history /// </summary> /// <param name="message">Message to be appended</param> public override void ClearChatHistory() { handler.Post(() => { ChatHistory.Text = ""; }); } /// <summary> /// Clears the input text box /// </summary> public override void ClearInputLine() { handler.Post(() => { Input.Text = ""; }); } /// <summary> /// Ouput message on error /// </summary> /// <param name="message">Message to be output</param> public override void ShowMessage(string message) { handler.Post(() => { AlertDialog dialog = (new AlertDialog.Builder(ParentContext)).Create(); dialog.SetCancelable(false); // This blocks the 'BACK' button dialog.SetMessage(message); dialog.SetButton("OK", new EventHandler<DialogClickEventArgs>((obj, args) => { dialog.Dismiss(); })); dialog.Show(); }); } #endregion } }
using System; using System.Collections.Generic; using System.Linq; using System.Text; using Android.App; using Android.Content; using Android.OS; using Android.Runtime; using Android.Views; using Android.Widget; using NetworkCommsDotNet; using DPSBase; namespace ExamplesChat.Android { /// <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 Android.App; using Android.Content; using Android.OS; using Android.Runtime; using Android.Views; using Android.Widget; using ProtoBuf; using NetworkCommsDotNet; namespace ExamplesChat.Android { /// <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> public 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++; } } }
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