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using System;
using System.Collections.Generic;
using Unity.Services.Lobbies.Models;
namespace Unity.Multiplayer.Samples.BossRoom.Shared.Net.UnityServices.Lobbies
{
/// <summary>
/// Data for a local lobby user instance. This will update data and is observed to know when to push local user changes to the entire lobby.
/// </summary>
[Serializable]
public class LocalLobbyUser
{
public event Action<LocalLobbyUser> changed;
public LocalLobbyUser()
{
m_UserData = new UserData(isHost: false, displayName: null, id: null);
}
public struct UserData
{
public bool IsHost { get; set; }
public string DisplayName { get; set; }
public string ID { get; set; }
public UserData(bool isHost, string displayName, string id)
{
IsHost = isHost;
DisplayName = displayName;
ID = id;
}
}
UserData m_UserData;
public void ResetState()
{
m_UserData = new UserData(false, m_UserData.DisplayName, m_UserData.ID);
}
/// <summary>
/// Used for limiting costly OnChanged actions to just the members which actually changed.
/// </summary>
[Flags]
public enum UserMembers
{
IsHost = 1,
DisplayName = 2,
ID = 4,
}
UserMembers m_LastChanged;
public bool IsHost
{
get { return m_UserData.IsHost; }
set
{
if (m_UserData.IsHost != value)
{
m_UserData.IsHost = value;
m_LastChanged = UserMembers.IsHost;
OnChanged();
}
}
}
public string DisplayName
{
get => m_UserData.DisplayName;
set
{
if (m_UserData.DisplayName != value)
{
m_UserData.DisplayName = value;
m_LastChanged = UserMembers.DisplayName;
OnChanged();
}
}
}
public string ID
{
get => m_UserData.ID;
set
{
if (m_UserData.ID != value)
{
m_UserData.ID = value;
m_LastChanged = UserMembers.ID;
OnChanged();
}
}
}
public void CopyDataFrom(LocalLobbyUser lobby)
{
var data = lobby.m_UserData;
int lastChanged = // Set flags just for the members that will be changed.
(m_UserData.IsHost == data.IsHost ? 0 : (int)UserMembers.IsHost) |
(m_UserData.DisplayName == data.DisplayName ? 0 : (int)UserMembers.DisplayName) |
(m_UserData.ID == data.ID ? 0 : (int)UserMembers.ID);
if (lastChanged == 0) // Ensure something actually changed.
{
return;
}
m_UserData = data;
m_LastChanged = (UserMembers)lastChanged;
OnChanged();
}
void OnChanged()
{
changed?.Invoke(this);
}
public Dictionary<string, PlayerDataObject> GetDataForUnityServices() =>
new Dictionary<string, PlayerDataObject>()
{
{"DisplayName", new PlayerDataObject(PlayerDataObject.VisibilityOptions.Member, DisplayName)},
};
}
}