I am working on a UWP application in C#.
We have a requirement to perform an operation whenever device is connected to power source for charging. We need to sense that event and do our tasks which are dependent on it.
So far I have found this which raises event when 1% charging is decreased
but we are interested in device connected to power source event.
I got one example where event is binded when page loads.
Battery.AggregateBattery.ReportUpdated += AggregateBattery_ReportUpdated;
and get the report as below.
private void GetBatteryReport(object sender, RoutedEventArgs e)
{
// Clear UI
BatteryReportPanel.Children.Clear();
if (AggregateButton.IsChecked == true)
{
// Request aggregate battery report
RequestAggregateBatteryReport();
}
else
{
// Request individual battery report
RequestIndividualBatteryReports();
}
// Note request
reportRequested = true;
}
This is not what I require.
Can anyone please guide me how to sense device power source connected event?
PowerManager.PowerSupplyStatus can be Adequate, InAdequate, or NotPresent:
var pss = PowerManager.PowerSupplyStatus;
if (pss.ToString() == "NotPresent")
{
pluggedin = false;
} else {
pluggedin = true;
}
Try this to get the battery status:
private void OnPageLoad(object sender, RoutedEventArgs e)
{
PowerManager.BatteryStatusChanged += OnBatteryStatusChanged;
}
private async void OnBatteryStatusChanged(object sender, object e)
{
var bs = PowerManager.BatteryStatus;
await Dispatcher.RunAsync(CoreDispatcherPriority.Normal, () =>
{
var dischargeTime = PowerManager.RemainingDischargeTime;
this.batteryProgress.Value = PowerManager.RemainingChargePercent;
this.batteryProgressPercentage.Text = PowerManager.RemainingChargePercent + " % remaining";
this.batteryStatus.Text = "Battery Level: " + bs;
this.batteryDischargeTime.Text = "Battery Left: " + dischargeTime.Hours + " hours " + dischargeTime.Minutes + " minutes " + dischargeTime.Seconds + " seconds";
});
}
Related
My problem is that I have multiple Forms Controls that I need to make visible/invisible/change text, based on the output of my code.
Obviously this is very easy to achieve but the code is ridiculously long due to how I've set it up.
I have 3 image boxes containing a red, green and orange 'light'.
When the ping action is started (button click or a timer) all the controls need to be set like so:
// ping 1
redLight1.Visible = true;
greenLight1.Visible = false;
orangeLight1.Visible = false;
status_Lbl1.Text = "Initiated...";
I need to do this 9 times, and the code looks a bit meh to me having this repeated this many times.
I have a ping object that sends a ping every second for x amount of time. If all of the pings are sent and received successfully then an imagebox containing a green circle becomes visible greenLight1.Visible = true, while all others are set redLight1.Visible = false, orangeLight1.Visible = false, etc.
I have 9 of these sets of 'traffic lights', with a different IP being pinged and a different outcome for each.
I feel there must be a way to iteratively change the values of each of these boxes using the fact they all follow the same naming convention with just a different number on the end corresponding to the ping object they represent.
Here's a more visual idea of what I want to achieve.
private void backgroundWorker1_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)
{
// int counter = 0
if (e.Cancelled == true)
{
status_Lbl1.Text = "Cancelled";
}
else if (e.Error != null)
{
status_Lbl1.Text = "Error: " + e.Error.Message;
}
else
{
foreach (Ping pingObj in pings)
{
if (pingObj.SuccessfulPings == 0)
{
Debug.WriteLine("Ping Object: " + pingObj.Fqdn + " failed to successfully ping");
// greenLight[i].Visible = false;
// orangeLight[i].Visible = false;
// redLight[i].Visible = true;
// counter++
}
else if (pingObj.FailedPings != 0)
{
Debug.WriteLine("Ping Object: " + pingObj.Fqdn + " failed to successfully ping: " + pingObj.FailedPings + " times.");
// greenLight[i].Visible = false;
// orangeLight[i].Visible = true;
// redLight[i].Visible = false;
// counter++
}
else
{
Debug.WriteLine("Ping Object: " + pingObj.Fqdn + " succesfully pinged: " + pingObj.SuccessfulPings + " times.");
// greenLight[i].Visible = false;
// orangeLight[i].Visible = false;
// redLight[i].Visible = false;
// counter++
}
}
}
}
Here's the method that creates/uses the ping objects just in case that is necessary
private async void backgroundWorker1_DoWork(object sender, DoWorkEventArgs e)
{
try
{
// Create background worker
BackgroundWorker worker = (BackgroundWorker)sender;
// Write to log file
await file.WriteAsync("Starting job...\n");
await file.WriteAsync("Requested amount of pings: " + count + "\n");
// Create date object for logs
DateTime localDate = DateTime.Now;
for (int i = 0; i < count; i++)
{
// Create ping objects
System.Net.NetworkInformation.Ping pinger = new System.Net.NetworkInformation.Ping();
PingReply pingReply;
try
{
foreach (Ping pingObj in pings)
{
try
{
pingReply = pinger.Send(pingObj.IpAddress);
// Write log file
await file.WriteLineAsync(localDate.TimeOfDay + " | Friendly Name " + pingObj.FriendlyName + " | Ping: " + pingReply.Address + " | Status " + pingReply.Status + " | Time: " + pingReply.RoundtripTime);
if (pingReply.Status.ToString().Contains("Success"))
{
pingObj.SuccessfulPings += 1;
}
else // Unsuccessful ping has been sent
{
pingObj.FailedPings += 1;
}
}
catch (Exception ex)
{
Debug.WriteLine(ex.ToString());
}
}
wait(1000);
}
catch (Exception b)
{
Debug.WriteLine(b.ToString());
}
}
}
catch (Exception a)
{
Debug.WriteLine(a.ToString());
}
}
You can use Controls.Find() and "search by name" with the recurse option:
Control ctl = this.Controls.Find("greenLight" + counter, true).FirstOrDefault() as Control;
if (ctl != null) {
ctl.Visible = false;
}
I'm writing a C# Program to display the Temperature of CPU/GPU from my PS3.
There is a connect button. This works really good and it shows me the Temp. from my PS3's CPU/GPU.
Now I've implemented a "refresh" button, which starts a timer for all x Seconds to do this:
public void get_psdata()
{
//Get data from PS3
cputemp = PS3.GetTemperatureCELL();
gputemp = PS3.GetTemperatureRSX();
psversion = PS3.GetFirmwareVersion();
psversiontype = PS3.GetFirmwareType();
//Set data into Var
L_cputemp_show.Text = cputemp;
L_gputemp_show.Text = gputemp;
L_firmware_show.Text = psversion;
L_type_show.Text = psversiontype;
//Update Label
L_cputemp_show.Refresh();
}
So this "get_psdata" works only on the first time, when i press the connect button. (The connect button starts directly the "get_psdate" function, while the refresh button does a bit different, like you can see later...)
Here is the code to run the get_psdata:
//B_connect, Connect Button
private void b_connect_Click(object sender, EventArgs e)
{
//Connect CCAPI to PS3 if Button clicked
PS3.ConnectTarget(psip);
//Check Connection
if (PS3.SUCCESS(PS3.ConnectTarget(psip)))
{
//Show Status
MessageBox.Show("Connected to: " + psip + "!");
this.L_status_show.Text = "Connected!"; L_status_show.ForeColor = System.Drawing.Color.Green;
//Call Function
get_psdata();
}
else
{
//Show Status
MessageBox.Show("Failed to Connect to: " + psip + "!");
this.L_status_show.Text = "Not Connected!"; L_status_show.ForeColor = System.Drawing.Color.Red;
}
}
For testing, I added a Messagebox.Show to the "get_psdata" function to see if it runs all x Seconds... Yes it does and this is my timer:
//Function to set refresh delay
public void refresh_delay()
{
MessageBox.Show("Delay set to " + refresh_int + " Seconds!");
refresh_int = refresh_int * 1000; //Change to Miliseconds
init_timer();
}
//Timer
public Timer timer1;
public void init_timer()
{
timer1 = new Timer();
timer1.Tick += new EventHandler(timer1_Tick);
timer1.Interval = refresh_int; // in miliseconds
timer1.Start();
}
public void timer1_Tick(object sender, EventArgs e)
{
get_psdata();
}
And this is what starts my timer:
//B_set, Set refresh time button
private void B_set_Click(object sender, EventArgs e)
{
//Check refresh Value
refresh_string = TB_refresh.Text;
//Check empty
if (refresh_string != "")
{
//Check minimum
refresh_int = Convert.ToInt32(TB_refresh.Text);
if (refresh_int < 5)
{
DialogResult confirm = MessageBox.Show("This is not the delay you are looking for! \r (I recommend to set it bigger then 5) \r Continue with " + refresh_int + " Seconds?", "Realy dude?", MessageBoxButtons.YesNo);
if (confirm == DialogResult.Yes)
{
//Call Function
refresh_delay();
}
}
else
{
//Call Function
refresh_delay();
}
}
else
{
MessageBox.Show("Please set refresh delay!");
}
}
So I'm sure that the code will run all x Seconds but the label's are only updated when I hit the connect button, but not if I start the counter after connecting with the B_set button.
The Variables from "get_psdata" are not showing the updated value. They just show the result from the first "Get". Why aren't they show the latest result?
If I use your code in a fresh winforms screen, all works well. I did however use the following implementation for get_psdata.
public void get_psdata()
{
var rnd = new Random();
//Set data into Var
L_cputemp_show.Text = rnd.Next().ToString();
L_gputemp_show.Text = rnd.Next().ToString();
L_firmware_show.Text = rnd.Next().ToString();
L_type_show.Text = rnd.Next().ToString();
//Update Label
L_cputemp_show.Refresh();
}
With an interval of 1 second, this gives me new values on screen every second. Could you try this code please?
If this works well, then the problem is with the PS3 object that doesn't refresh its internals perhaps?
my class start new process (Tshark) and start capturing, from the main form i am checking the class properties in order to update my GUI, sometimes the received packets rate i so high that my GUI stuck so i want the option to check whose properties every 1-2 second.
this is my progress change function who checking my class all the time and in this point i am update my GUi, how can i checking those properties every 2 seconds ?
Tshark tshark = new Tshark();
private void bgWSniffer_ProgressChanged(object sender, ProgressChangedEventArgs e)
{
tshark = e.UserState as Tshark;
lblNumberOfReceivedPackets.Text = tshark._receivesPackets.ToString("#,##0");
lblTrafficRate.Text = (tshark._bitsPerSecond * 0.000001).ToString("0.##") + " Mbit/sec" + " (" + tshark._bitsPerSecond.ToString("#,##0") + " Bits/sec" + ")";
lblPacketsRate.Text = tshark._packetsPerSecond.ToString("#,##0") + " Packets/sec";
lblStatus.Text = tshark._status;
lblFileSize.Text = formatBytes(tshark._myFile.Length);
tshark._myFile.Refresh();
}
Check if 2 seconds has passed since the last check. Here, I'm using a class member to tract that time.
private DateTime _LastCheck = DateTime.MinValue;
private private void bgWSniffer_ProgressChanged(object sender, ProgressChangedEventArgs e)
{
if (_LastCheck.AddSeconds(2) <= DateTime.Now)
{
_LastCheck = DateTime.Now;
// do the UI update.
}
}
Instead of updating the UI within the BackgroundWorker you can just create a Timer to do the job
private void bgWSniffer_ProgressChanged(object sender, ProgressChangedEventArgs e)
{
tshark = e.UserState as Tshark;
}
In the ctor create the timer:
_timer = new Timer()
_timer.Intrerval = 2000;
_timer.Tick += UpdateUI;
_timer.Start();
You can add some checking in case the values have changed so you don't update the UI needlessly:
private void UpdateUI()
{
var local = _tshark;
if(local != null)
{
lblNumberOfReceivedPackets.Text = local._receivesPackets.ToString("#,##0");
lblTrafficRate.Text = (local._bitsPerSecond * 0.000001).ToString("0.##") + " Mbit/sec" + " (" + local._bitsPerSecond.ToString("#,##0") + " Bits/sec" + ")";
lblPacketsRate.Text = local._packetsPerSecond.ToString("#,##0") + " Packets/sec";
lblStatus.Text = local._status;
lblFileSize.Text = formatBytes(local._myFile.Length);
local._myFile.Refresh();
}
}
So I am trying to create a basic WinForm Application that uses SNMP, from snmpsharpnet.
I have two buttons 'Eye' and 'Jitter' that when one is pressed a timer starts which executes SNMP code inside the timer handler every minute.
I am trying to write the SNMP output to a textbox from the timer handler but everything I try either leads to thread exceptions or a continuous running process when I exit the program.
I have tried so many different things to fix those two errors that I may be screwing everything up but here is the code I have:
using System;
using System.Net;
using SnmpSharpNet;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
namespace WindowsFormsApplication1
{
public partial class Form1 : Form
{
public static bool stop = false;
static bool min = false, sec = false, eye = false, jitter = false;
static string ipAdd = "";
static System.Windows.Forms.Timer timer = new System.Windows.Forms.Timer();
static int alarmCounter = 1;
static bool exitFlag = false;
static TextBox textbox;
public Form1()
{
InitializeComponent();
}
private void Form1_Load(object sender, EventArgs e)
{
textbox = outputBox;
}
private void IPtext_TextChanged(object sender, EventArgs e)
{
ipAdd = IPtext.Text;
}
private void stopButton_Click(object sender, EventArgs e)
{
stop = true;
timer.Stop();
}
// This is the method to run when the timer is raised.
private static void TimerEventProcessor(Object myObject,
EventArgs myEventArgs)
{
timer.Stop();
// If stop button has not been pressed then continue timer.
if (stop == false)
{
textbox.Clear();
// Restarts the timer and increments the counter.
alarmCounter += 1;
timer.Enabled = true;
/*
textbox.Invoke(
new MethodInvoker(
delegate { textbox.AppendText("fsjdaò"); }));
*/
System.IO.StreamWriter file;
if (eye == true)
{
file = new System.IO.StreamWriter("c:/Users/bshellnut/Desktop/Eye.txt", true);
}
else
{
file = new System.IO.StreamWriter("c:/Users/bshellnut/Desktop/Jitter.txt", true);
}
// SNMP community name
OctetString community = new OctetString("public");
// Define agent parameters class
AgentParameters param = new AgentParameters(community);
// Set SNMP version to 2 (GET-BULK only works with SNMP ver 2 and 3)
param.Version = SnmpVersion.Ver2;
// Construct the agent address object
// IpAddress class is easy to use here because
// it will try to resolve constructor parameter if it doesn't
// parse to an IP address
IpAddress agent = new IpAddress(ipAdd);
// Construct target
UdpTarget target = new UdpTarget((IPAddress)agent, 161, 2000, 1);
// Define Oid that is the root of the MIB
// tree you wish to retrieve
Oid rootOid;
if (eye == true)
{
rootOid = new Oid("1.3.6.1.4.1.128.5.2.10.14"); // ifDescr
}
else
{
rootOid = new Oid("1.3.6.1.4.1.128.5.2.10.15");
}
// This Oid represents last Oid returned by
// the SNMP agent
Oid lastOid = (Oid)rootOid.Clone();
// Pdu class used for all requests
Pdu pdu = new Pdu(PduType.GetBulk);
// In this example, set NonRepeaters value to 0
pdu.NonRepeaters = 0;
// MaxRepetitions tells the agent how many Oid/Value pairs to return
// in the response.
pdu.MaxRepetitions = 5;
// Loop through results
while (lastOid != null)
{
// When Pdu class is first constructed, RequestId is set to 0
// and during encoding id will be set to the random value
// for subsequent requests, id will be set to a value that
// needs to be incremented to have unique request ids for each
// packet
if (pdu.RequestId != 0)
{
pdu.RequestId += 1;
}
// Clear Oids from the Pdu class.
pdu.VbList.Clear();
// Initialize request PDU with the last retrieved Oid
pdu.VbList.Add(lastOid);
// Make SNMP request
SnmpV2Packet result;
try
{
result = (SnmpV2Packet)target.Request(pdu, param);
//textbox.Text = "";
}
catch (SnmpSharpNet.SnmpException)
{
textbox.Invoke(
new MethodInvoker(
delegate { textbox.AppendText("Could not connect to the IP Provided."); }));
timer.Stop();
//outputBox.Text += "Could not connect to the IP Provided.";
break;
}
// You should catch exceptions in the Request if using in real application.
// If result is null then agent didn't reply or we couldn't parse the reply.
if (result != null)
{
// ErrorStatus other then 0 is an error returned by
// the Agent - see SnmpConstants for error definitions
if (result.Pdu.ErrorStatus != 0)
{
// agent reported an error with the request
/*Console.WriteLine("Error in SNMP reply. Error {0} index {1}",
result.Pdu.ErrorStatus,
result.Pdu.ErrorIndex);*/
textbox.Invoke(
new MethodInvoker(
delegate { textbox.AppendText("Error in SNMP reply. " + "Error " + result.Pdu.ErrorStatus + " index " + result.Pdu.ErrorIndex); }));
//outputBox.Text = "Error in SNMP reply. " + "Error " + result.Pdu.ErrorStatus + " index " + result.Pdu.ErrorIndex;
lastOid = null;
break;
}
else
{
// Walk through returned variable bindings
foreach (Vb v in result.Pdu.VbList)
{
// Check that retrieved Oid is "child" of the root OID
if (rootOid.IsRootOf(v.Oid))
{
/*Console.WriteLine("{0} ({1}): {2}",
v.Oid.ToString(),
SnmpConstants.GetTypeName(v.Value.Type),
v.Value.ToString());*/
textbox.Invoke(
new MethodInvoker(
delegate { textbox.AppendText(v.Oid.ToString() + " " + SnmpConstants.GetTypeName(v.Value.Type) +
" " + v.Value.ToString() + Environment.NewLine); }));
//outputBox.Text += v.Oid.ToString() + " " + SnmpConstants.GetTypeName(v.Value.Type) +
//" " + v.Value.ToString() + Environment.NewLine;
file.WriteLine(v.Oid.ToString() + " " + SnmpConstants.GetTypeName(v.Value.Type) +
" " + v.Value.ToString(), true);
if (v.Value.Type == SnmpConstants.SMI_ENDOFMIBVIEW)
lastOid = null;
else
lastOid = v.Oid;
}
else
{
// we have reached the end of the requested
// MIB tree. Set lastOid to null and exit loop
lastOid = null;
}
}
}
}
else
{
//Console.WriteLine("No response received from SNMP agent.");
textbox.Invoke(
new MethodInvoker(
delegate { textbox.AppendText("No response received from SNMP agent."); }));
//outputBox.Text = "No response received from SNMP agent.";
}
}
target.Close();
file.Close();
}
else
{
// Stops the timer.
exitFlag = true;
}
}
private void eyeButton_Click(object sender, EventArgs e)
{
outputBox.Text = "Connecting...";
eye = true;
jitter = false;
stop = false;
timer.Tick += new EventHandler(TimerEventProcessor);
// Sets the timer interval to 5 seconds.
timer.Interval = 5000;
timer.Start();
// Runs the timer, and raises the event.
while (exitFlag == false)
{
// Processes all the events in the queue.
Application.DoEvents();
}
}
private void jitterButton_Click(object sender, EventArgs e)
{
outputBox.Text = "Connecting...";
eye = false;
jitter = true;
stop = false;
timer.Tick += new EventHandler(TimerEventProcessor);
// Sets the timer interval to 5 seconds.
timer.Interval = 5000;
timer.Start();
// Runs the timer, and raises the event.
while (exitFlag == false)
{
// Processes all the events in the queue.
Application.DoEvents();
}
}
private void Seconds_CheckedChanged(object sender, EventArgs e)
{
min = false;
sec = true;
}
private void Minutes_CheckedChanged(object sender, EventArgs e)
{
min = true;
sec = false;
}
}
}
I believe you are running into a deadlock on the UI thread.
TimerEventProcessor() is called by your instance of System.Windows.Forms.Timer, which runs on the UI thread. When the timer goes off, I believe it puts a message into the UI thread's message queue to call your TimerEventProcessor() method. That method in turn calls textbox.Invoke(), which puts another message into the queue and then waits for it to be processed.
Your UI thread is now stuck, as it is in the middle of processing a message, but must wait until another message is processed before it can continue. The calls to Application.DoEvents() do you no good, as they are not being called once your program enters TimerEventProcessor(). (They're also unnecessary, since your button click handlers wouldn't be blocking the UI thread anyway.)
Since the timer runs on the UI thread, you can get rid of the textbox.Invoke() calls and just access textbox directly.
Summary:
Replace your calls to textbox.Invoke() with direct access to textbox
Remove your calls to Application.DoEvents()
Note: if you got the Application.DoEvents() logic from the MSDN example for using a timer, they put it there so that the application doesn't quit once the Main function completes.
Update: You can see if this is truly the issue by replacing your calls to textbox.Invoke with the following code. If this code works, then you definitely have a UI message queue deadlocking issue. Also, if this does resolve the issue, I would not recommend keeping this as the solution, but rather, addressing the deadlocking as suggested above.
// Make the request asynchronously
System.IAsyncResult asyncResult = textbox.BeginInvoke(
new MethodInvoker(
delegate { /* insert delegate code here */ }));
// Process the message queue until this request has been completed
while(!asyncResult.IsCompleted) Application.DoEvents();
// Clean up our async request
textbox.EndInvoke(asyncResult);
Since you seem to have your code working, you can ignore the above test code.
Your problem is not related to the timer and all the Invoke statements you use are not necessary. The System.Windows.Forms.Timer class operates in the UI thread. Look here: http://msdn.microsoft.com/en-us/library/system.windows.forms.timer.aspx
I've just downloaded the MSNP-Sharp library with the aim of creating my own messaging client, however I am struggling to get the example to sign in. The code all compiles and runs, but when I provide my login details and select "Login" I almost immediately get the following SocketException:
"No connection could be made because the target machine actively refused it 64.4.9.254:1863"
I've stepped through the code and it's the messenger.Connect() function that is causing this, somewhat obviously. When I run the example I only change the login and password details. I am running Windows 7 x86 with the latest version of Windows Live Messenger.
I have tried disabling my antivirus, even going as far as to temporarily uninstall it in case that was the error.
I have also tried disabling Windows Firewall, with no luck.
Firstly, use the stable version of MSNPSharp (that is, 3.0). Since it is a SocketException, this may relate to a problem within the internet protocol (a firewall for instance). Try to ensure that nothing is blocking the program from accessing to the MSN protocol. Since you have said you have disabled your Windows Firewall, could there be anything else that could be blocking it?
Secondly, have you tried using MSN Messenger Live for a test. If that works, MSNPSharp client should probably work too. Ensure you have .NET Framework 2.0 or within their version of the .NET Framework. If it constantly appears to be a problem, I don't believe this is a problem from the MSNPSharp client (I'm not sure however).
here is a demo,i hope it would be useful
using System;
using System.Collections.Generic;
using System.Text;
using System.Drawing.Color;
namespace MSNRobot
{
using MSNPSharp;
using MSNPSharp.Core;
using MSNPSharp.DataTransfer;
class RobotConversation
{
private Conversation _conversation = null;
private RobotMain _robotmain = null;
public RobotConversation(Conversation conv, RobotMain robotmain)
{
Console.WriteLine("==> Struct a conversation");
_conversation = conv;
_conversation.Switchboard.TextMessageReceived += new EventHandler<TextMessageEventArgs>(Switchboard_TextMessageReceived);
_conversation.Switchboard.SessionClosed += new EventHandler<EventArgs>(Switchboard_SessionClosed);
_conversation.Switchboard.ContactLeft += new EventHandler<ContactEventArgs>(Switchboard_ContactLeft);
_robotmain = robotmain;
}
//online status
private void Switchboard_TextMessageReceived(object sender, TextMessageEventArgs e)
{
Console.WriteLine("==>Received Msg From " + e.Sender.Mail + " Content:\n" + e.Message.Text);
//echo back ///////////// TODO /////////////////
_conversation.Switchboard.SendTextMessage(e.Message);
}
private void Switchboard_SessionClosed(object sender, EventArgs e)
{
Console.WriteLine("==>Session Closed, Remove conversation");
_conversation.Switchboard.Close();
_conversation = null;
_robotmain.RobotConvlist.Remove(this);
}
private void Switchboard_ContactLeft(object sender, ContactEventArgs e)
{
Console.WriteLine("==>Contact Left.");
}
}
class RobotMain
{
private Messenger messenger = new Messenger();
private List<RobotConversation> _convs = new List<RobotConversation>(0);
public RobotMain()
{
messenger.NameserverProcessor.ConnectionEstablished += new EventHandler<EventArgs>(NameserverProcessor_ConnectionEstablished);
messenger.Nameserver.SignedIn += new EventHandler<EventArgs>(Nameserver_SignedIn);
messenger.Nameserver.SignedOff += new EventHandler<SignedOffEventArgs>(Nameserver_SignedOff);
messenger.NameserverProcessor.ConnectingException += new EventHandler<ExceptionEventArgs>(NameserverProcessor_ConnectingException);
messenger.Nameserver.ExceptionOccurred += new EventHandler<ExceptionEventArgs>(Nameserver_ExceptionOccurred);
messenger.Nameserver.AuthenticationError += new EventHandler<ExceptionEventArgs>(Nameserver_AuthenticationError);
messenger.Nameserver.ServerErrorReceived += new EventHandler<MSNErrorEventArgs>(Nameserver_ServerErrorReceived);
messenger.Nameserver.ContactService.ReverseAdded += new EventHandler<ContactEventArgs>(Nameserver_ReverseAdded);
messenger.ConversationCreated += new EventHandler<ConversationCreatedEventArgs>(messenger_ConversationCreated);
messenger.Nameserver.OIMService.OIMReceived += new EventHandler<OIMReceivedEventArgs>(Nameserver_OIMReceived);
messenger.Nameserver.OIMService.OIMSendCompleted += new EventHandler<OIMSendCompletedEventArgs>(OIMService_OIMSendCompleted);
}
public List<RobotConversation> RobotConvlist
{
get
{
return _convs;
}
}
private void NameserverProcessor_ConnectionEstablished(object sender, EventArgs e)
{
//messenger.Nameserver.AutoSynchronize = true;
Console.WriteLine("==>Connection established!");
}
private void Nameserver_SignedIn(object sender, EventArgs e)
{
messenger.Owner.Status = PresenceStatus.Online;
Console.WriteLine("==>Signed into the messenger network as " + messenger.Owner.Name);
}
private void Nameserver_SignedOff(object sender, SignedOffEventArgs e)
{
Console.WriteLine("==>Signed off from the messenger network");
}
private void NameserverProcessor_ConnectingException(object sender, ExceptionEventArgs e)
{
//MessageBox.Show(e.Exception.ToString(), "Connecting exception");
Console.WriteLine("==>Connecting failed");
}
private void Nameserver_ExceptionOccurred(object sender, ExceptionEventArgs e)
{
// ignore the unauthorized exception, since we're handling that error in another method.
if (e.Exception is UnauthorizedException)
return;
Console.WriteLine("==>Nameserver exception:" + e.Exception.ToString());
}
private void Nameserver_AuthenticationError(object sender, ExceptionEventArgs e)
{
Console.WriteLine("==>Authentication failed:" + e.Exception.InnerException.Message);
}
private void Nameserver_ServerErrorReceived(object sender, MSNErrorEventArgs e)
{
// when the MSN server sends an error code we want to be notified.
Console.WriteLine("==>Server error received:" + e.MSNError.ToString());
}
void Nameserver_ReverseAdded(object sender, ContactEventArgs e)
{
//Contact contact = e.Contact;
//contact.OnAllowedList = true;
//contact.OnPendingList = false;
//messenger.Nameserver.ContactService.AddNewContact(contact.Mail);
Console.WriteLine("==>ReverseAdded contact mail:" + e.Contact.Mail);
//messenger.Nameserver.AddNewContact(
e.Contact.OnAllowedList = true;
e.Contact.OnForwardList = true;
}
private void messenger_ConversationCreated(object sender, ConversationCreatedEventArgs e)
{
Console.WriteLine("==>Conversation created");
_convs.Add(new RobotConversation(e.Conversation, this));
}
//offline status
void Nameserver_OIMReceived(object sender, OIMReceivedEventArgs e)
{
Console.WriteLine("==>OIM received at : " + e.ReceivedTime + " From : " +
e.NickName + " (" + e.Email + ") " + e.Message);
TextMessage message = new TextMessage(e.Message);
message.Font = "Trebuchet MS";
//message.Color = Color.Brown;
message.Decorations = TextDecorations.Bold;
Console.WriteLine("==>Echo back");
messenger.OIMService.SendOIMMessage(e.Email, message.Text);
}
void OIMService_OIMSendCompleted(object sender, OIMSendCompletedEventArgs e)
{
if (e.Error != null)
{
Console.WriteLine("OIM Send Error:" + e.Error.Message);
}
}
public void BeginLogin(string account, string password)
{
if (messenger.Connected)
{
Console.WriteLine("==>Disconnecting from server");
messenger.Disconnect();
}
// set the credentials, this is ofcourse something every MSNPSharp program will need to implement.
messenger.Credentials = new Credentials(account, password, MsnProtocol.MSNP16);
// inform the user what is happening and try to connecto to the messenger network.
Console.WriteLine("==>Connecting to server...");
messenger.Connect();
//displayImageBox.Image = global::MSNPSharpClient.Properties.Resources.loading;
//loginButton.Tag = 1;
//loginButton.Text = "Cancel";
// note that Messenger.Connect() will run in a seperate thread and return immediately.
// it will fire events that informs you about the status of the connection attempt.
// these events are registered in the constructor.
}
/// <summary>
/// main()
/// </summary>
/// <param name="args"></param>
static void Main(string[] args)
{
string robot_acc = "";
string robot_passwd = "";
if (args.Length == 0)
{
Console.WriteLine("USAGE:MSNRobot.exe <msn_account> [password]");
return;
}
robot_acc = args[0];
if (args.Length == 2)
robot_passwd = args[1];
else
{
Console.WriteLine("Password for " + robot_acc + ":");
robot_passwd = Console.ReadLine();
}
RobotMain app = new RobotMain();
app.BeginLogin(robot_acc, robot_passwd);
while (true)
{
Console.WriteLine("I am a MSN robot:" + robot_acc);
Console.ReadLine();
}
}
}
}
Have you tried the example client for MSNPSharp?