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📄 deleted.002

📁 windows mobile 中使用篮牙
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%!PS-Adobe-2.0
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(SpaceWarForm.cs) 36 770 ms
(Page 1) 515 770 ms
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(using System;) ns
(using System.Collections.Generic;) ns
(using System.ComponentModel;) ns
(using System.Data;) ns
(using System.Drawing;) ns
(using System.IO;) ns
(using System.Text;) ns
(using System.Windows.Forms;) ns
(using System.Threading;) ns
(using System.Net.Sockets;) ns
(using Microsoft.WindowsMobile.SharedSource.Bluetooth;) ns
() ns
(namespace SpaceWar2D) ns
({) ns
(    public partial class SpaceWarForm : Form, IGameStateChangeSink) ns
(    {) ns
(        /// <summary>) ns
(        ///  An opcode that is sent across the Bluetooth stream.) ns
(        /// </summary>) ns
(        enum GameStateChangeOpCode) ns
(        {) ns
(            Move = 0xF000,) ns
(            Damage,) ns
(            Thrust,) ns
(            Rotate,) ns
(            MissileMove,) ns
(            MissileGone,) ns
(            OtherShipsMissileGone,) ns
(            Disconnect,) ns
(            DisconnectAcknowledge,) ns
(        };) ns
(        ) ns
(        /// <summary>) ns
(        /// Manages the Bluetooth connection) ns
(        /// </summary>) ns
(        ConnectionManager connectionMgr;) ns
() ns
(        /// <summary>) ns
(        /// The entire state of the SpaceWar game) ns
(        /// </summary>) ns
(        Game game;) ns
() ns
() ns
(        /// <summary>) ns
(        /// Is the game paused?) ns
(        /// </summary>) ns
(        private bool paused = false;) ns
() ns
(        /// <summary>) ns
(        /// The last time the game was updated.) ns
(        /// </summary>) ns
(        private int lastUpdateTime;) ns
() ns
(        /// <summary>) ns
(        /// Are we about to quit the application?) ns
(        /// </summary>) ns
(        private bool exitting = false;) ns
() ns
(        #region Timing instrumentation) ns
(#if INSTRUMENT) ns
(        private int samplesCount = 0;) ns
(        private int samplesTotal = 0;) ns
(#endif) ns
(        #endregion) ns
() ns
(        public SpaceWarForm\(\)) ns
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(        {) ns
(            InitializeComponent\(\);) ns
(        }) ns
(            ) ns
(        private void SpaceWarForm_Load\(object sender, EventArgs e\)) ns
(        {) ns
(            connectionMgr = new ConnectionManager\() ns
(                new Guid\("{54C12AE8-160C-4422-8550-4900EC1C4ACD}"\), ) ns
(                new ThreadStart\(StreamProcessor\)\);) ns
() ns
(            game = new Game\(\);) ns
(            game.SetWindowSize\(this.Size.Width, this.Size.Height\);) ns
(            lastUpdateTime = Environment.TickCount;) ns
(        }) ns
() ns
(        private void SetMenuToDisconnect\(object sender, EventArgs e\)) ns
(        {) ns
(            menuConnect.Text = "Disconnect";) ns
(        }) ns
() ns
(        private void SetMenuToConnect\(object sender, EventArgs e\)) ns
(        {) ns
(            menuConnect.Text = "Connect";) ns
(        }) ns
() ns
() ns
(        /// <summary>) ns
(        /// The callback function that reads and processes data from the ) ns
(        /// Bluetooth Stream.  This function starts when a connection is ) ns
(        /// established, and ends when the connection goes away.) ns
(        /// </summary>) ns
(        private void StreamProcessor\(\)) ns
(        {) ns
(            bool disconnected = false;) ns
() ns
(            // Now that we are connected, let the user disconnect.) ns
(            Invoke\(new EventHandler\(SetMenuToDisconnect\)\);) ns
() ns
(            BinaryReader reader = connectionMgr.Reader;) ns
(            BinaryWriter writer = connectionMgr.Writer;) ns
() ns
(            // Set up to receive notifications from the friendly ship.) ns
(            game.FriendlyShip.Sink = \(IGameStateChangeSink\)this;) ns
() ns
(            // Start processing notifications from the remote enemy ship) ns
(            // and forward them to the local enemy ship.) ns
(            try) ns
(            {) ns
(                while \(!disconnected\)) ns
(                {) ns
(                    GameStateChangeOpCode change = \(GameStateChangeOpCode\)reader) ns
(.ReadInt32\(\);) ns
(                    switch \(change\)) ns
(                    {) ns
(                        case GameStateChangeOpCode.Damage:) ns
(                            game.EnemyShip.OnShipDamage\(reader.ReadBoolean\(\)\);) ns
(                            break;) ns
() ns
(                        case GameStateChangeOpCode.MissileGone:) ns
(                            game.EnemyShip.OnMissileGone\(reader.ReadInt32\(\)\);) ns
(                            break;) ns
() ns
(                        case GameStateChangeOpCode.MissileMove:) ns
(                            game.EnemyShip.OnMissileMove\(reader.ReadInt32\(\),) ns
(                                                         new Vector\(reader.ReadI) ns
(nt32\(\), reader.ReadInt32\(\)\)\);) ns
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(                            break;) ns
() ns
(                        case GameStateChangeOpCode.Move:) ns
(                            game.EnemyShip.OnShipMove\(new Vector\(reader.ReadInt3) ns
(2\(\), reader.ReadInt32\(\)\)\);) ns
(                            break;) ns
() ns
(                        case GameStateChangeOpCode.OtherShipsMissileGone:) ns
(                            game.EnemyShip.OnOtherShipsMissileGone\(reader.ReadIn) ns
(t32\(\)\);) ns
(                            break;) ns
() ns
(                        case GameStateChangeOpCode.Rotate:) ns
(                            game.EnemyShip.OnShipRotate\(reader.ReadInt32\(\)\);) ns
(                            break;) ns
() ns
(                        case GameStateChangeOpCode.Thrust:) ns
(                            game.EnemyShip.OnShipThrust\(reader.ReadBoolean\(\)\);) ns
(                            break;) ns
() ns
(                        case GameStateChangeOpCode.Disconnect:) ns
(                            // Ack the disconnect. ) ns
(                            writer.Write\(\(int\)GameStateChangeOpCode.DisconnectAc) ns
(knowledge\);) ns
(                            // Break out of the loop) ns
(                            disconnected = true;) ns
(                            break;) ns
() ns
(                        case GameStateChangeOpCode.DisconnectAcknowledge:) ns
(                            // Break out of the loop) ns
(                            disconnected = true;) ns
(                            break;) ns
() ns
(                        default:) ns
(                            throw new Exception\("Bad stream opcode"\);) ns
(                    }) ns
(                }) ns
(            }) ns
(            catch \(System.IO.EndOfStreamException\)) ns
(            {) ns
(                // Lost the connection.  So, we're disconnected now.) ns
(            }) ns
() ns
(            OnDisconnect\(\);) ns
(        }) ns
() ns
() ns
(        /// <summary>) ns
(        /// Do the necessary cleanup once there is no more data to be read or ) ns
(        /// written, either because the normal disconnect handshake has been ) ns
(        /// completed or because of a forced disconnect \(a thrown exception\).) ns
(        /// </summary>) ns
(        private void OnDisconnect\(\)) ns
(        {) ns
(            // Stop receiving notifications from the friendly ship.) ns
(            game.FriendlyShip.Sink = null;) ns
() ns
(            // Disconnect the bluetooth stream) ns
(            connectionMgr.Disconnect\(\);) ns
() ns
(            if \(!exitting\)) ns
(            {) ns
(                // Now that we are disconnected, let the user connect again.) ns
(                Invoke\(new EventHandler\(SetMenuToConnect\)\);) ns

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