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// Copyright 2022 Google LLC
// All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// Modified from https://github.com/googleforgames/agones unity sdk
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Runtime.CompilerServices;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using Unity.Cn.Multiverse.Model;
using MiniJSON;
using UnityEngine;
using UnityEngine.Networking;
namespace Unity.Cn.Multiverse
{
/// <summary>
/// Multiverse Alpha SDK for Unity.
/// </summary>
public class MultiverseAlphaSdk : MultiverseSdk
{
#region MultiverseRestClient Public Methods
private struct Player
{
public string playerID;
public Player(string playerId)
{
this.playerID = playerId;
}
}
/// <summary>
/// This function increases the SDK’s stored player count by one, and appends this playerID to GameServer.Status.Players.IDs.
/// Returns true and adds the playerID to the list of playerIDs if the playerIDs was not already in the list of connected playerIDs.
/// </summary>
/// <returns>True if the playerID was added to the list of playerIDs</returns>
public async Task<bool> PlayerConnect(string id)
{
string json = JsonUtility.ToJson(new Player(playerId: id));
return await SendRequestAsync("/alpha/player/connect", json).ContinueWith(task => task.Result.ok);
}
/// <summary>
/// This function decreases the SDK’s stored player count by one, and removes the playerID from GameServer.Status.Players.IDs.
/// Will return true and remove the supplied playerID from the list of connected playerIDs if the playerID value exists within the list.
/// </summary>
/// <returns>True if the playerID was removed from the list of playerIDs</returns>
public async Task<bool> PlayerDisconnect(string id)
{
string json = JsonUtility.ToJson(new Player(playerId: id));
return await SendRequestAsync("/alpha/player/disconnect", json).ContinueWith(task => task.Result.ok);
}
private struct Capacity
{
public long count;
public Capacity(long count)
{
this.count = count;
}
}
/// <summary>
/// This changes the player capacity to a new value.
/// </summary>
/// <returns>gRPC Status of the request</returns>
public async Task<bool> SetPlayerCapacity(long count)
{
string json = JsonUtility.ToJson(new Capacity(count: count));
return await SendRequestAsync("/alpha/player/capacity", json, UnityWebRequest.kHttpVerbPUT).ContinueWith(task => task.Result.ok);
}
/// <summary>
/// This returns the last player capacity that was set through the SDK.
/// If the player capacity is set from outside the SDK, use SDK.GameServer() instead.
/// </summary>
/// <returns>Player capacity</returns>
public async Task<long> GetPlayerCapacity()
{
var result = await SendRequestAsync("/alpha/player/capacity", "{}", UnityWebRequest.kHttpVerbGET);
if (!result.ok)
{
return 0;
}
if (Json.Deserialize(result.json) is not Dictionary<string, object> data
|| !data.TryGetValue("count", out object countObject)
|| countObject is not string countString
|| !long.TryParse(countString, out long count))
{
return 0;
}
return count;
}
/// <summary>
/// Returns the current player count.
/// </summary>
/// <returns>Player count</returns>
public async Task<long> GetPlayerCount()
{
var result = await SendRequestAsync("/alpha/player/count", "{}", UnityWebRequest.kHttpVerbGET);
if (!result.ok)
{
return 0;
}
if (Json.Deserialize(result.json) is not Dictionary<string, object> data
|| !data.TryGetValue("count", out object countObject)
|| countObject is not string countString
|| !long.TryParse(countString, out long count))
{
return 0;
}
return count;
}
/// <summary>
/// This returns if the playerID is currently connected to the GameServer.
/// This is always accurate, even if the value hasn’t been updated to the GameServer status yet.
/// </summary>
/// <returns>True if the playerID is currently connected</returns>
public async Task<bool> IsPlayerConnected(string id)
{
var result = await SendRequestAsync($"/alpha/player/connected/{id}", "{}", UnityWebRequest.kHttpVerbGET);
if (!result.ok)
{
return false;
}
if (Json.Deserialize(result.json) is not Dictionary<string, object> data
|| !data.TryGetValue("bool", out object boolObject)
|| boolObject is not bool resultBool)
{
return false;
}
return resultBool;
}
/// <summary>
/// This returns the list of the currently connected player ids.
/// This is always accurate, even if the value has not been updated to the Game Server status yet.
/// </summary>
/// <returns>The list of the currently connected player ids</returns>
public async Task<List<string>> GetConnectedPlayers()
{
var result = await SendRequestAsync("/alpha/player/connected", "{}", UnityWebRequest.kHttpVerbGET);
if (!result.ok)
{
return new List<string>();
}
if (Json.Deserialize(result.json) is not Dictionary<string, object> data
|| !data.TryGetValue("list", out object listObject)
|| listObject is not List<object> list)
{
return new List<string>();
}
return list.Where(l => l is string).Select(l => l.ToString()).ToList();;
}
#endregion
}
}