用c#开发安卓程序 (xamarin.android)系列之二 简单的聊天程序

NetworkComms网络通信框架序言

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

    }

}
MainActivity
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

    }

}
ChatAppAndroid
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

    }

}
ChatAppBase
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++;

        }

    }

}
ChatMessage

 

最后生成的APK文件

工程文件

 www.networkcomms.cn

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