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452 行
20 KiB
452 行
20 KiB
// ----------------------------------------------------------------------------
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// <copyright file="Player.cs" company="Exit Games GmbH">
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// Loadbalancing Framework for Photon - Copyright (C) 2018 Exit Games GmbH
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// </copyright>
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// <summary>
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// Per client in a room, a Player is created. This client's Player is also
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// known as PhotonClient.LocalPlayer and the only one you might change
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// properties for.
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// </summary>
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// <author>developer@photonengine.com</author>
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// ----------------------------------------------------------------------------
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#if UNITY_4_7 || UNITY_5 || UNITY_5_3_OR_NEWER
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#define SUPPORTED_UNITY
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#endif
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namespace Photon.Realtime
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{
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using ExitGames.Client.Photon;
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#if SUPPORTED_UNITY
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using UnityEngine;
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#endif
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#if SUPPORTED_UNITY || NETFX_CORE
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using Hashtable = ExitGames.Client.Photon.Hashtable;
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using SupportClass = ExitGames.Client.Photon.SupportClass;
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#endif
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/// <summary>
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/// Summarizes a "player" within a room, identified (in that room) by ID (or "actorNumber").
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/// </summary>
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/// <remarks>
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/// Each player has a actorNumber, valid for that room. It's -1 until assigned by server (and client logic).
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/// </remarks>
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public class Player
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{
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/// <summary>
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/// Used internally to identify the masterclient of a room.
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/// </summary>
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protected internal Room RoomReference { get; set; }
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/// <summary>Backing field for property.</summary>
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private int actorNumber = -1;
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/// <summary>Identifier of this player in current room. Also known as: actorNumber or actorNumber. It's -1 outside of rooms.</summary>
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/// <remarks>The ID is assigned per room and only valid in that context. It will change even on leave and re-join. IDs are never re-used per room.</remarks>
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public int ActorNumber
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{
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get { return this.actorNumber; }
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}
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/// <summary>Only one player is controlled by each client. Others are not local.</summary>
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public readonly bool IsLocal;
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public bool HasRejoined
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{
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get; internal set;
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}
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/// <summary>Background field for nickName.</summary>
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private string nickName = string.Empty;
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/// <summary>Non-unique nickname of this player. Synced automatically in a room.</summary>
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/// <remarks>
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/// A player might change his own playername in a room (it's only a property).
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/// Setting this value updates the server and other players (using an operation).
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/// </remarks>
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public string NickName
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{
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get
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{
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return this.nickName;
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}
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set
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{
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if (!string.IsNullOrEmpty(this.nickName) && this.nickName.Equals(value))
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{
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return;
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}
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this.nickName = value;
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// update a room, if we changed our nickName locally
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if (this.IsLocal)
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{
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this.SetPlayerNameProperty();
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}
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}
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}
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/// <summary>UserId of the player, available when the room got created with RoomOptions.PublishUserId = true.</summary>
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/// <remarks>Useful for <see cref="LoadBalancingClient.OpFindFriends"/> and blocking slots in a room for expected players (e.g. in <see cref="LoadBalancingClient.OpCreateRoom"/>).</remarks>
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public string UserId { get; internal set; }
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/// <summary>
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/// True if this player is the Master Client of the current room.
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/// </summary>
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public bool IsMasterClient
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{
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get
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{
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if (this.RoomReference == null)
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{
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return false;
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}
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return this.ActorNumber == this.RoomReference.MasterClientId;
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}
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}
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/// <summary>If this player is active in the room (and getting events which are currently being sent).</summary>
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/// <remarks>
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/// Inactive players keep their spot in a room but otherwise behave as if offline (no matter what their actual connection status is).
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/// The room needs a PlayerTTL != 0. If a player is inactive for longer than PlayerTTL, the server will remove this player from the room.
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/// For a client "rejoining" a room, is the same as joining it: It gets properties, cached events and then the live events.
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/// </remarks>
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public bool IsInactive { get; protected internal set; }
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/// <summary>Read-only cache for custom properties of player. Set via Player.SetCustomProperties.</summary>
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/// <remarks>
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/// Don't modify the content of this Hashtable. Use SetCustomProperties and the
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/// properties of this class to modify values. When you use those, the client will
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/// sync values with the server.
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/// </remarks>
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/// <see cref="SetCustomProperties"/>
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public Hashtable CustomProperties { get; set; }
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/// <summary>Can be used to store a reference that's useful to know "by player".</summary>
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/// <remarks>Example: Set a player's character as Tag by assigning the GameObject on Instantiate.</remarks>
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public object TagObject;
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/// <summary>
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/// Creates a player instance.
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/// To extend and replace this Player, override LoadBalancingPeer.CreatePlayer().
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/// </summary>
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/// <param name="nickName">NickName of the player (a "well known property").</param>
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/// <param name="actorNumber">ID or ActorNumber of this player in the current room (a shortcut to identify each player in room)</param>
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/// <param name="isLocal">If this is the local peer's player (or a remote one).</param>
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protected internal Player(string nickName, int actorNumber, bool isLocal) : this(nickName, actorNumber, isLocal, null)
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{
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}
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/// <summary>
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/// Creates a player instance.
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/// To extend and replace this Player, override LoadBalancingPeer.CreatePlayer().
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/// </summary>
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/// <param name="nickName">NickName of the player (a "well known property").</param>
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/// <param name="actorNumber">ID or ActorNumber of this player in the current room (a shortcut to identify each player in room)</param>
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/// <param name="isLocal">If this is the local peer's player (or a remote one).</param>
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/// <param name="playerProperties">A Hashtable of custom properties to be synced. Must use String-typed keys and serializable datatypes as values.</param>
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protected internal Player(string nickName, int actorNumber, bool isLocal, Hashtable playerProperties)
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{
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this.IsLocal = isLocal;
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this.actorNumber = actorNumber;
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this.NickName = nickName;
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this.CustomProperties = new Hashtable();
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this.InternalCacheProperties(playerProperties);
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}
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/// <summary>
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/// Get a Player by ActorNumber (Player.ID).
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/// </summary>
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/// <param name="id">ActorNumber of the a player in this room.</param>
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/// <returns>Player or null.</returns>
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public Player Get(int id)
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{
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if (this.RoomReference == null)
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{
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return null;
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}
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return this.RoomReference.GetPlayer(id);
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}
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/// <summary>Gets this Player's next Player, as sorted by ActorNumber (Player.ID). Wraps around.</summary>
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/// <returns>Player or null.</returns>
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public Player GetNext()
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{
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return GetNextFor(this.ActorNumber);
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}
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/// <summary>Gets a Player's next Player, as sorted by ActorNumber (Player.ID). Wraps around.</summary>
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/// <remarks>Useful when you pass something to the next player. For example: passing the turn to the next player.</remarks>
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/// <param name="currentPlayer">The Player for which the next is being needed.</param>
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/// <returns>Player or null.</returns>
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public Player GetNextFor(Player currentPlayer)
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{
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if (currentPlayer == null)
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{
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return null;
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}
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return GetNextFor(currentPlayer.ActorNumber);
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}
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/// <summary>Gets a Player's next Player, as sorted by ActorNumber (Player.ID). Wraps around.</summary>
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/// <remarks>Useful when you pass something to the next player. For example: passing the turn to the next player.</remarks>
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/// <param name="currentPlayerId">The ActorNumber (Player.ID) for which the next is being needed.</param>
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/// <returns>Player or null.</returns>
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public Player GetNextFor(int currentPlayerId)
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{
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if (this.RoomReference == null || this.RoomReference.Players == null || this.RoomReference.Players.Count < 2)
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{
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return null;
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}
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Dictionary<int, Player> players = this.RoomReference.Players;
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int nextHigherId = int.MaxValue; // we look for the next higher ID
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int lowestId = currentPlayerId; // if we are the player with the highest ID, there is no higher and we return to the lowest player's id
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foreach (int playerid in players.Keys)
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{
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if (playerid < lowestId)
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{
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lowestId = playerid; // less than any other ID (which must be at least less than this player's id).
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}
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else if (playerid > currentPlayerId && playerid < nextHigherId)
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{
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nextHigherId = playerid; // more than our ID and less than those found so far.
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}
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}
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//UnityEngine.Debug.LogWarning("Debug. " + currentPlayerId + " lower: " + lowestId + " higher: " + nextHigherId + " ");
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//UnityEngine.Debug.LogWarning(this.RoomReference.GetPlayer(currentPlayerId));
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//UnityEngine.Debug.LogWarning(this.RoomReference.GetPlayer(lowestId));
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//if (nextHigherId != int.MaxValue) UnityEngine.Debug.LogWarning(this.RoomReference.GetPlayer(nextHigherId));
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return (nextHigherId != int.MaxValue) ? players[nextHigherId] : players[lowestId];
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}
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/// <summary>Caches properties for new Players or when updates of remote players are received. Use SetCustomProperties() for a synced update.</summary>
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/// <remarks>
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/// This only updates the CustomProperties and doesn't send them to the server.
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/// Mostly used when creating new remote players, where the server sends their properties.
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/// </remarks>
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protected internal virtual void InternalCacheProperties(Hashtable properties)
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{
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if (properties == null || properties.Count == 0 || this.CustomProperties.Equals(properties))
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{
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return;
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}
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if (properties.ContainsKey(ActorProperties.PlayerName))
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{
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string nameInServersProperties = (string)properties[ActorProperties.PlayerName];
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if (nameInServersProperties != null)
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{
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if (this.IsLocal)
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{
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// the local playername is different than in the properties coming from the server
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// so the local nickName was changed and the server is outdated -> update server
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// update property instead of using the outdated nickName coming from server
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if (!nameInServersProperties.Equals(this.nickName))
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{
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this.SetPlayerNameProperty();
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}
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}
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else
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{
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this.NickName = nameInServersProperties;
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}
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}
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}
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if (properties.ContainsKey(ActorProperties.UserId))
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{
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this.UserId = (string)properties[ActorProperties.UserId];
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}
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if (properties.ContainsKey(ActorProperties.IsInactive))
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{
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this.IsInactive = (bool)properties[ActorProperties.IsInactive]; //TURNBASED new well-known propery for players
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}
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this.CustomProperties.MergeStringKeys(properties);
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this.CustomProperties.StripKeysWithNullValues();
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}
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/// <summary>
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/// Brief summary string of the Player: ActorNumber and NickName
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/// </summary>
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public override string ToString()
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{
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return string.Format("#{0:00} '{1}'",this.ActorNumber, this.NickName);
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}
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/// <summary>
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/// String summary of the Player: player.ID, name and all custom properties of this user.
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/// </summary>
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/// <remarks>
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/// Use with care and not every frame!
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/// Converts the customProperties to a String on every single call.
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/// </remarks>
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public string ToStringFull()
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{
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return string.Format("#{0:00} '{1}'{2} {3}", this.ActorNumber, this.NickName, this.IsInactive ? " (inactive)" : "", this.CustomProperties.ToStringFull());
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}
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/// <summary>
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/// If players are equal (by GetHasCode, which returns this.ID).
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/// </summary>
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public override bool Equals(object p)
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{
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Player pp = p as Player;
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return (pp != null && this.GetHashCode() == pp.GetHashCode());
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}
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/// <summary>
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/// Accompanies Equals, using the ID (actorNumber) as HashCode to return.
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/// </summary>
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public override int GetHashCode()
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{
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return this.ActorNumber;
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}
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/// <summary>
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/// Used internally, to update this client's playerID when assigned (doesn't change after assignment).
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/// </summary>
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protected internal void ChangeLocalID(int newID)
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{
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if (!this.IsLocal)
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{
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//Debug.LogError("ERROR You should never change Player IDs!");
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return;
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}
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this.actorNumber = newID;
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}
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/// <summary>
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/// Updates and synchronizes this Player's Custom Properties. Optionally, expectedProperties can be provided as condition.
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/// </summary>
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/// <remarks>
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/// Custom Properties are a set of string keys and arbitrary values which is synchronized
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/// for the players in a Room. They are available when the client enters the room, as
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/// they are in the response of OpJoin and OpCreate.
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///
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/// Custom Properties either relate to the (current) Room or a Player (in that Room).
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///
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/// Both classes locally cache the current key/values and make them available as
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/// property: CustomProperties. This is provided only to read them.
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/// You must use the method SetCustomProperties to set/modify them.
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///
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/// Any client can set any Custom Properties anytime (when in a room).
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/// It's up to the game logic to organize how they are best used.
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///
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/// You should call SetCustomProperties only with key/values that are new or changed. This reduces
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/// traffic and performance.
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///
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/// Unless you define some expectedProperties, setting key/values is always permitted.
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/// In this case, the property-setting client will not receive the new values from the server but
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/// instead update its local cache in SetCustomProperties.
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///
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/// If you define expectedProperties, the server will skip updates if the server property-cache
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/// does not contain all expectedProperties with the same values.
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/// In this case, the property-setting client will get an update from the server and update it's
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/// cached key/values at about the same time as everyone else.
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///
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/// The benefit of using expectedProperties can be only one client successfully sets a key from
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/// one known value to another.
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/// As example: Store who owns an item in a Custom Property "ownedBy". It's 0 initally.
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/// When multiple players reach the item, they all attempt to change "ownedBy" from 0 to their
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/// actorNumber. If you use expectedProperties {"ownedBy", 0} as condition, the first player to
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/// take the item will have it (and the others fail to set the ownership).
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///
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/// Properties get saved with the game state for Turnbased games (which use IsPersistent = true).
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/// </remarks>
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/// <param name="propertiesToSet">Hashtable of Custom Properties to be set. </param>
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/// <param name="expectedValues">If non-null, these are the property-values the server will check as condition for this update.</param>
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/// <param name="webFlags">Defines if this SetCustomProperties-operation gets forwarded to your WebHooks. Client must be in room.</param>
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/// <returns>
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/// False if propertiesToSet is null or empty or have zero string keys.
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/// True in offline mode even if expectedProperties or webFlags are used.
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/// If not in a room, returns true if local player and expectedValues and webFlags are null.
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/// (Use this to cache properties to be sent when joining a room).
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/// Otherwise, returns if this operation could be sent to the server.
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/// </returns>
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public bool SetCustomProperties(Hashtable propertiesToSet, Hashtable expectedValues = null, WebFlags webFlags = null)
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{
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if (propertiesToSet == null || propertiesToSet.Count == 0)
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{
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return false;
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}
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Hashtable customProps = propertiesToSet.StripToStringKeys() as Hashtable;
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if (this.RoomReference != null)
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{
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if (this.RoomReference.IsOffline)
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{
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if (customProps.Count == 0)
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{
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return false;
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}
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this.CustomProperties.Merge(customProps);
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this.CustomProperties.StripKeysWithNullValues();
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// invoking callbacks
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this.RoomReference.LoadBalancingClient.InRoomCallbackTargets.OnPlayerPropertiesUpdate(this, customProps);
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return true;
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}
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else
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{
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Hashtable customPropsToCheck = expectedValues.StripToStringKeys() as Hashtable;
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// send (sync) these new values if in online room
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return this.RoomReference.LoadBalancingClient.OpSetPropertiesOfActor(this.actorNumber, customProps, customPropsToCheck, webFlags);
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}
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}
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if (this.IsLocal)
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{
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if (customProps.Count == 0)
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{
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return false;
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}
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if (expectedValues == null && webFlags == null)
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{
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this.CustomProperties.Merge(customProps);
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this.CustomProperties.StripKeysWithNullValues();
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return true;
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}
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}
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return false;
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}
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/// <summary>Uses OpSetPropertiesOfActor to sync this player's NickName (server is being updated with this.NickName).</summary>
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private bool SetPlayerNameProperty()
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{
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if (this.RoomReference != null && !this.RoomReference.IsOffline)
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{
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Hashtable properties = new Hashtable();
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properties[ActorProperties.PlayerName] = this.nickName;
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return this.RoomReference.LoadBalancingClient.OpSetPropertiesOfActor(this.ActorNumber, properties);
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}
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return false;
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}
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}
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}
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