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

热度:251   发布时间:2016-04-28 02:21:03.0
用c#开发安卓程序 (xamarin.android)系列之二 简单的聊天程序

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

 

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