标签:eid logs ima netcore over 图片 let 状态更新 ash
原文:Blazor(WebAssembly) + .NETCore 实现斗地主
之前群里大神发了一个 html5+ .NETCore的斗地主,刚好在看Blazor WebAssembly 就尝试重写试试。
还有就是有些标题党了,因为文章里几乎没有斗地主的相关实现:),这里主要介绍一些Blazor前端的一些方法实现而斗地主的实现总结来说就是获取数据绑定UI,语法上基本就是Razor,页面上的注入语法等不在重复介绍,完整实现可以查看github:https://github.com/saber-wang/FightLandlord/tree/master/src/BetGame.DDZ.WasmClient,在线演示:http://111.231.188.181:5000/
另外强调一下Blazor WebAssembly 是纯前端框架,所有相关组件等都会下载到浏览器运行,要和MVC、Razor Pages等区分开来
当前是基于NetCore3.1和Blazor WebAssembly 3.1.0-preview4。
Blazor WebAssembly默认是没有安装的,在命令行执行下边的命令安装Blazor WebAssembly模板。
1 | dotnet new -i Microsoft.AspNetCore.Blazor.Templates::3.1.0-preview4.19579.2 |
选择Blazor应用,跟着往下就会看到Blazor WebAssembly App模板,如果看不到就在ASP.NET Core3.0和3.1之间切换一下。
新建后项目结构如下。
一眼看过去,大体和Razor Pages 差不多。Program.cs也和ASP.NET Core差不多,区别是返回了一个IWebAssemblyHostBuilder。
public static void Main(string[] args) { CreateHostBuilder(args).Build().Run(); } public static IWebAssemblyHostBuilder CreateHostBuilder(string[] args) => BlazorWebAssemblyHost.CreateDefaultBuilder() .UseBlazorStartup<Startup>();
Startup.cs结构也和ASP.NET Core基本一致。Configure中接受的是IComponentsApplicationBuilder,并指定了启动组件
public class Startup { public void ConfigureServices(IServiceCollection services) { //web api 请求 services.AddScoped<ApiService>(); //Js Function调用 services.AddScoped<FunctionHelper>(); //LocalStorage存储 services.AddScoped<LocalStorage>(); //AuthenticationStateProvider实现 services.AddScoped<CustomAuthStateProvider>(); services.AddScoped<AuthenticationStateProvider>(s => s.GetRequiredService<CustomAuthStateProvider>()); //启用认证 services.AddAuthorizationCore(); } public void Configure(IComponentsApplicationBuilder app) { WebAssemblyHttpMessageHandlerOptions.DefaultCredentials = FetchCredentialsOption.Include; app.AddComponent<App>("app"); } }
Blazor WebAssembly 中也支持DI,注入方式与生命周期与ASP.NET Core一致,但是Scope生命周期不太一样,注册的服务的行为类似于 Singleton
服务。
默认已注入了HttpClient,IJSRuntime,NavigationManager,具体可以看官方文档介绍。
App.razor中定义了路由和默认路由,修改添加AuthorizeRouteView和CascadingAuthenticationState以AuthorizeView、AuthenticationState级联参数用于认证和当前的身份验证状态。
<Router AppAssembly="@typeof(Program).Assembly"> <Found Context="routeData"> <AuthorizeRouteView RouteData="@routeData" DefaultLayout="@typeof(MainLayout)" /> </Found> <NotFound> <CascadingAuthenticationState> <LayoutView Layout="@typeof(MainLayout)"> <p>Sorry, there‘s nothing at this address.</p> </LayoutView> </CascadingAuthenticationState> </NotFound> </Router>
自定义AuthenticationStateProvider并注入为AuthorizeView和CascadingAuthenticationState组件提供认证。
//AuthenticationStateProvider实现 services.AddScoped<CustomAuthStateProvider>(); services.AddScoped<AuthenticationStateProvider>(s => s.GetRequiredService<CustomAuthStateProvider>());
public class CustomAuthStateProvider : AuthenticationStateProvider { ApiService _apiService; Player _playerCache; public CustomAuthStateProvider(ApiService apiService) { _apiService = apiService; } public override async Task<AuthenticationState> GetAuthenticationStateAsync() { var player = _playerCache??= await _apiService.GetPlayer(); if (player == null) { return new AuthenticationState(new ClaimsPrincipal()); } else { //认证通过则提供ClaimsPrincipal var user = Utils.GetClaimsIdentity(player); return new AuthenticationState(user); } } /// <summary> /// 通知AuthorizeView等用户状态更改 /// </summary> public void NotifyAuthenticationState() { NotifyAuthenticationStateChanged(GetAuthenticationStateAsync()); } /// <summary> /// 提供Player并通知AuthorizeView等用户状态更改 /// </summary> public void NotifyAuthenticationState(Player player) { _playerCache = player; NotifyAuthenticationState(); } }
我们这个时候就可以在组件上添加AuthorizeView根据用户是否有权查看来选择性地显示 UI,该组件公开了一个 AuthenticationState 类型的 context 变量,可以使用该变量来访问有关已登录用户的信息。
<AuthorizeView> <Authorized> //认证通过 @context.User </Authorized> <NotAuthorized> //认证不通过 </NotAuthorized> </AuthorizeView>
使身份验证状态作为级联参数
[CascadingParameter] private Task<AuthenticationState> authenticationStateTask { get; set; }
获取当前用户信息
private async Task GetPlayer() { var user = await authenticationStateTask; if (user?.User?.Identity?.IsAuthenticated == true) { player = new Player { Balance = Convert.ToInt32(user.User.FindFirst(nameof(Player.Balance)).Value), GameState = user.User.FindFirst(nameof(Player.GameState)).Value, Id = user.User.FindFirst(nameof(Player.Id)).Value, IsOnline = Convert.ToBoolean(user.User.FindFirst(nameof(Player.IsOnline)).Value), Nick = user.User.FindFirst(nameof(Player.Nick)).Value, Score = Convert.ToInt32(user.User.FindFirst(nameof(Player.Score)).Value), }; await ConnectWebsocket(); } }
注册用户并通知AuthorizeView状态更新
private async Task GetOrAddPlayer(MouseEventArgs e) { GetOrAddPlayering = true; player = await ApiService.GetOrAddPlayer(editNick); this.GetOrAddPlayering = false; if (player != null) { CustomAuthStateProvider.NotifyAuthenticationState(player); await ConnectWebsocket(); } }
JavaScript 互操作,虽然很希望完全不操作JavaScript,但目前版本的Web WebAssembly不太现实,例如弹窗、WebSocket、本地存储等,Blazor中操作JavaScript主要靠IJSRuntime 抽象。
从Blazor操作JavaScript比较简单,操作的JavaScript需要是公开的,这里实现从Blazor调用alert和localStorage如下
public class FunctionHelper { private readonly IJSRuntime _jsRuntime; public FunctionHelper(IJSRuntime jsRuntime) { _jsRuntime = jsRuntime; } public ValueTask Alert(object message) { //无返回值使用InvokeVoidAsync return _jsRuntime.InvokeVoidAsync("alert", message); } }
public class LocalStorage { private readonly IJSRuntime _jsRuntime; private readonly static JsonSerializerOptions SerializerOptions = new JsonSerializerOptions(); public LocalStorage(IJSRuntime jsRuntime) { _jsRuntime = jsRuntime; } public ValueTask SetAsync(string key, object value) { if (string.IsNullOrEmpty(key)) { throw new ArgumentException("Cannot be null or empty", nameof(key)); } var json = JsonSerializer.Serialize(value, options: SerializerOptions); return _jsRuntime.InvokeVoidAsync("localStorage.setItem", key, json); } public async ValueTask<T> GetAsync<T>(string key) { if (string.IsNullOrEmpty(key)) { throw new ArgumentException("Cannot be null or empty", nameof(key)); } //有返回值使用InvokeAsync var json =await _jsRuntime.InvokeAsync<string>("localStorage.getItem", key); if (json == null) { return default; } return JsonSerializer.Deserialize<T>(json, options: SerializerOptions); } public ValueTask DeleteAsync(string key) { return _jsRuntime.InvokeVoidAsync( $"localStorage.removeItem",key); } }
从JavaScript调用C#方法则需要把C#方法使用[JSInvokable]特性标记且必须为公开的。调用C#静态方法看这里,这里主要介绍调用C#的实例方法。
因为Blazor Wasm暂时不支持ClientWebSocket,所以我们用JavaScript互操作来实现WebSocket的链接与C#方法的回调。
使用C#实现一个调用JavaScript的WebSocket,并使用DotNetObjectReference.Create包装一个实例传递给JavaScript方法的参数(dotnetHelper),这里直接传递了当前实例。
[JSInvokable] public async Task ConnectWebsocket() { Console.WriteLine("ConnectWebsocket"); var serviceurl = await ApiService.ConnectWebsocket(); //TODO ConnectWebsocket if (!string.IsNullOrWhiteSpace(serviceurl)) await _jsRuntime.InvokeAsync<string>("newWebSocket", serviceurl, DotNetObjectReference.Create(this)); }
JavaScript代码里使用参数(dotnetHelper)接收的实例调用C#方法(dotnetHelper.invokeMethodAsync(‘方法名‘,方法参数...))。
var gsocket = null; var gsocketTimeId = null; function newWebSocket(url, dotnetHelper) { console.log(‘newWebSocket‘); if (gsocket) gsocket.close(); gsocket = null; gsocket = new WebSocket(url); gsocket.onopen = function (e) { console.log(‘websocket connect‘); //调用C#的onopen(); dotnetHelper.invokeMethodAsync(‘onopen‘) }; gsocket.onclose = function (e) { console.log(‘websocket disconnect‘); dotnetHelper.invokeMethodAsync(‘onclose‘) gsocket = null; clearTimeout(gsocketTimeId); gsocketTimeId = setTimeout(function () { console.log(‘websocket onclose ConnectWebsocket‘); //调用C#的ConnectWebsocket(); dotnetHelper.invokeMethodAsync(‘ConnectWebsocket‘); //_self.ConnectWebsocket.call(_self); }, 5000); }; gsocket.onmessage = function (e) { try { console.log(‘websocket onmessage‘); var msg = JSON.parse(e.data); //调用C#的onmessage(); dotnetHelper.invokeMethodAsync(‘onmessage‘, msg); //_self.onmessage.call(_self, msg); } catch (e) { console.log(e); return; } }; gsocket.onerror = function (e) { console.log(‘websocket error‘); gsocket = null; clearTimeout(gsocketTimeId); gsocketTimeId = setTimeout(function () { console.log(‘websocket onerror ConnectWebsocket‘); dotnetHelper.invokeMethodAsync(‘ConnectWebsocket‘); //_self.ConnectWebsocket.call(_self); }, 5000); }; }
从JavaScript回调的onopen,onclose,onmessage实现
[JSInvokable] public async Task onopen() { Console.WriteLine("websocket connect"); wsConnectState = 1; await GetDesks(); StateHasChanged(); } [JSInvokable] public void onclose() { Console.WriteLine("websocket disconnect"); wsConnectState = 0; StateHasChanged(); } [JSInvokable] public async Task onmessage(object msgobjer) { try { var jsonDocument = JsonSerializer.Deserialize<object>(msgobjer.ToString()); if (jsonDocument is JsonElement msg) { if (msg.TryGetProperty("type", out var element) && element.ValueKind == JsonValueKind.String) { Console.WriteLine(element.ToString()); if (element.GetString() == "Sitdown") { Console.WriteLine(msg.GetProperty("msg").GetString()); var deskId = msg.GetProperty("deskId").GetInt32(); foreach (var desk in desks) { if (desk.Id.Equals(deskId)) { var pos = msg.GetProperty("pos").GetInt32(); Console.WriteLine(pos); var player = JsonSerializer.Deserialize<Player>(msg.GetProperty("player").ToString()); switch (pos) { case 1: desk.player1 = player; break; case 2: desk.player2 = player; break; case 3: desk.player3 = player; break; } break; } } } else if (element.GetString() == "Standup") { Console.WriteLine(msg.GetProperty("msg").GetString()); var deskId = msg.GetProperty("deskId").GetInt32(); foreach (var desk in desks) { if (desk.Id.Equals(deskId)) { var pos = msg.GetProperty("pos").GetInt32(); Console.WriteLine(pos); switch (pos) { case 1: desk.player1 = null; break; case 2: desk.player2 = null; break; case 3: desk.player3 = null; break; } break; } } } else if (element.GetString() == "GameStarted") { Console.WriteLine(msg.GetProperty("msg").GetString()); currentChannel.msgs.Insert(0, msg); } else if (element.GetString() == "GameOvered") { Console.WriteLine(msg.GetProperty("msg").GetString()); currentChannel.msgs.Insert(0, msg); } else if (element.GetString() == "GamePlay") { ddzid = msg.GetProperty("ddzid").GetString(); ddzdata = JsonSerializer.Deserialize<GameInfo>(msg.GetProperty("data").ToString()); Console.WriteLine(msg.GetProperty("data").ToString()); stage = ddzdata.stage; selectedPokers = new int?[55]; if (playTips.Any()) playTips.RemoveRange(0, playTips.Count); playTipsIndex = 0; if (this.stage == "游戏结束") { foreach (var ddz in this.ddzdata.players) { if (ddz.id == player.Nick) { this.player.Score += ddz.score; break; } } } if (this.ddzdata.operationTimeoutSeconds > 0 && this.ddzdata.operationTimeoutSeconds < 100) await this.operationTimeoutTimer(); } else if (element.GetString() == "chanmsg") { currentChannel.msgs.Insert(0, msg); if (currentChannel.msgs.Count > 120) currentChannel.msgs.RemoveRange(100, 20); } } //Console.WriteLine("StateHasChanged"); StateHasChanged(); Console.WriteLine("onmessage_end"); } } catch (Exception ex) { Console.WriteLine($"onmessage_ex_{ex.Message}_{msgobjer}"); } }
因为是回调函数所以这里我们使用 StateHasChanged()来通知UI更新。
在html5版中有使用setTimeout来刷新用户的等待操作时间,我们可以通过一个折中方法实现
private CancellationTokenSource timernnnxx { get; set; } //js setTimeout private async Task setTimeout(Func<Task> action, int time) { try { timernnnxx = new CancellationTokenSource(); await Task.Delay(time, timernnnxx.Token); await action?.Invoke(); } catch (Exception ex) { Console.WriteLine($"setTimeout_{ex.Message}"); } } private async Task operationTimeoutTimer() { Console.WriteLine("operationTimeoutTimer_" + this.ddzdata.operationTimeoutSeconds); if (timernnnxx != null) { timernnnxx.Cancel(false); Console.WriteLine("operationTimeoutTimer 取消"); } this.ddzdata.operationTimeoutSeconds--; StateHasChanged(); if (this.ddzdata.operationTimeoutSeconds > 0) { await setTimeout(this.operationTimeoutTimer, 1000); } }
其他组件相关如数据绑定,事件处理,组件参数等等推荐直接看文档也没必要在复制一遍。
完整实现下来感觉和写MVC似的就是一把梭,各种C#语法,函数往上怼就行了,目前而言还是Web WebAssembly的功能有限,另外就是目前运行时比较大,挂在羊毛机上启动下载都要一会才能下完,感受一下这个加载时间···
Blazor(WebAssembly) + .NETCore 实现斗地主
标签:eid logs ima netcore over 图片 let 状态更新 ash
原文地址:https://www.cnblogs.com/lonelyxmas/p/12043502.html