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SocketManager.cs
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SocketManager.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Net.Sockets;
using System.Text;
using System.Threading.Tasks;
using SocketIOClient;
namespace ScreenTime
{
public class SocketManager : IDisposable
{
private readonly SocketIOClient.SocketIO client;
private bool isDisposed = false;
public event EventHandler<string> StateChanged;
public SocketManager()
{
client = new SocketIOClient.SocketIO("https://azar.ee");
client.OnConnected += (sender, e) => Console.WriteLine("Connected to server");
client.OnDisconnected += (sender, e) => Console.WriteLine("Disconnected from server");
}
public async Task ConnectAsync()
{
if (!client.Connected)
{
await client.ConnectAsync();
}
}
public async Task SendUpdateAsync(string newState)
{
if (!client.Connected)
{
await ConnectAsync();
}
await client.EmitAsync("update_state", new { state = newState });
StateChanged?.Invoke(this, newState);
}
public async Task DisconnectAsync()
{
if (client.Connected)
{
await client.DisconnectAsync();
}
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool disposing)
{
if (!isDisposed)
{
if (disposing)
{
DisconnectAsync().Wait();
client.Dispose();
}
isDisposed = true;
}
}
}
}