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274 行
11 KiB
274 行
11 KiB
// ----------------------------------------------------------------------------
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// <copyright file="RoomInfo.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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// This class resembles info about available rooms, as sent by the Master
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// server's lobby. Consider all values as readonly.
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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.Collections;
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using ExitGames.Client.Photon;
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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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/// A simplified room with just the info required to list and join, used for the room listing in the lobby.
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/// The properties are not settable (IsOpen, MaxPlayers, etc).
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/// </summary>
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/// <remarks>
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/// This class resembles info about available rooms, as sent by the Master server's lobby.
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/// Consider all values as readonly. None are synced (only updated by events by server).
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/// </remarks>
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public class RoomInfo
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{
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/// <summary>Used in lobby, to mark rooms that are no longer listed (for being full, closed or hidden).</summary>
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public bool RemovedFromList;
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/// <summary>Backing field for property.</summary>
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private Hashtable customProperties = new Hashtable();
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/// <summary>Backing field for property.</summary>
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protected byte maxPlayers = 0;
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/// <summary>Backing field for property.</summary>
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protected int emptyRoomTtl = 0;
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/// <summary>Backing field for property.</summary>
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protected int playerTtl = 0;
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/// <summary>Backing field for property.</summary>
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protected string[] expectedUsers;
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/// <summary>Backing field for property.</summary>
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protected bool isOpen = true;
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/// <summary>Backing field for property.</summary>
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protected bool isVisible = true;
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/// <summary>Backing field for property. False unless the GameProperty is set to true (else it's not sent).</summary>
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protected bool autoCleanUp = true;
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/// <summary>Backing field for property.</summary>
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protected string name;
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/// <summary>Backing field for master client id (actorNumber). defined by server in room props and ev leave.</summary>
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public int masterClientId;
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/// <summary>Backing field for property.</summary>
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protected string[] propertiesListedInLobby;
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/// <summary>Read-only "cache" of custom properties of a room. Set via Room.SetCustomProperties (not available for RoomInfo class!).</summary>
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/// <remarks>All keys are string-typed and the values depend on the game/application.</remarks>
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/// <see cref="Room.SetCustomProperties"/>
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public Hashtable CustomProperties
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{
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get
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{
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return this.customProperties;
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}
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}
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/// <summary>The name of a room. Unique identifier for a room/match (per AppId + game-Version).</summary>
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public string Name
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{
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get
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{
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return this.name;
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}
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}
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/// <summary>
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/// Count of players currently in room. This property is overwritten by the Room class (used when you're in a Room).
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/// </summary>
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public int PlayerCount { get; private set; }
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/// <summary>
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/// The limit of players for this room. This property is shown in lobby, too.
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/// If the room is full (players count == maxplayers), joining this room will fail.
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/// </summary>
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/// <remarks>
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/// As part of RoomInfo this can't be set.
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/// As part of a Room (which the player joined), the setter will update the server and all clients.
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/// </remarks>
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public byte MaxPlayers
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{
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get
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{
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return this.maxPlayers;
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}
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}
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/// <summary>
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/// Defines if the room can be joined.
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/// This does not affect listing in a lobby but joining the room will fail if not open.
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/// If not open, the room is excluded from random matchmaking.
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/// Due to racing conditions, found matches might become closed even while you join them.
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/// Simply re-connect to master and find another.
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/// Use property "IsVisible" to not list the room.
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/// </summary>
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/// <remarks>
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/// As part of RoomInfo this can't be set.
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/// As part of a Room (which the player joined), the setter will update the server and all clients.
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/// </remarks>
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public bool IsOpen
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{
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get
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{
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return this.isOpen;
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}
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}
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/// <summary>
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/// Defines if the room is listed in its lobby.
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/// Rooms can be created invisible, or changed to invisible.
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/// To change if a room can be joined, use property: open.
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/// </summary>
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/// <remarks>
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/// As part of RoomInfo this can't be set.
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/// As part of a Room (which the player joined), the setter will update the server and all clients.
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/// </remarks>
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public bool IsVisible
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{
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get
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{
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return this.isVisible;
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}
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}
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/// <summary>
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/// Constructs a RoomInfo to be used in room listings in lobby.
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/// </summary>
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/// <param name="roomName">Name of the room and unique ID at the same time.</param>
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/// <param name="roomProperties">Properties for this room.</param>
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protected internal RoomInfo(string roomName, Hashtable roomProperties)
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{
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this.InternalCacheProperties(roomProperties);
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this.name = roomName;
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}
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/// <summary>
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/// Makes RoomInfo comparable (by name).
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/// </summary>
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public override bool Equals(object other)
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{
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RoomInfo otherRoomInfo = other as RoomInfo;
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return (otherRoomInfo != null && this.Name.Equals(otherRoomInfo.name));
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}
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/// <summary>
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/// Accompanies Equals, using the name's HashCode as return.
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/// </summary>
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/// <returns></returns>
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public override int GetHashCode()
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{
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return this.name.GetHashCode();
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}
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/// <summary>Returns most interesting room values as string.</summary>
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/// <returns>Summary of this RoomInfo instance.</returns>
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public override string ToString()
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{
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return string.Format("Room: '{0}' {1},{2} {4}/{3} players.", this.name, this.isVisible ? "visible" : "hidden", this.isOpen ? "open" : "closed", this.maxPlayers, this.PlayerCount);
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}
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/// <summary>Returns most interesting room values as string, including custom properties.</summary>
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/// <returns>Summary of this RoomInfo instance.</returns>
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public string ToStringFull()
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{
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return string.Format("Room: '{0}' {1},{2} {4}/{3} players.\ncustomProps: {5}", this.name, this.isVisible ? "visible" : "hidden", this.isOpen ? "open" : "closed", this.maxPlayers, this.PlayerCount, this.customProperties.ToStringFull());
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}
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/// <summary>Copies "well known" properties to fields (IsVisible, etc) and caches the custom properties (string-keys only) in a local hashtable.</summary>
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/// <param name="propertiesToCache">New or updated properties to store in this RoomInfo.</param>
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protected internal virtual void InternalCacheProperties(Hashtable propertiesToCache)
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{
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if (propertiesToCache == null || propertiesToCache.Count == 0 || this.customProperties.Equals(propertiesToCache))
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{
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return;
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}
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// check of this game was removed from the list. in that case, we don't
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// need to read any further properties
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// list updates will remove this game from the game listing
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if (propertiesToCache.ContainsKey(GamePropertyKey.Removed))
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{
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this.RemovedFromList = (bool)propertiesToCache[GamePropertyKey.Removed];
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if (this.RemovedFromList)
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{
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return;
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}
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}
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// fetch the "well known" properties of the room, if available
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if (propertiesToCache.ContainsKey(GamePropertyKey.MaxPlayers))
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{
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this.maxPlayers = (byte)propertiesToCache[GamePropertyKey.MaxPlayers];
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}
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if (propertiesToCache.ContainsKey(GamePropertyKey.IsOpen))
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{
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this.isOpen = (bool)propertiesToCache[GamePropertyKey.IsOpen];
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}
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if (propertiesToCache.ContainsKey(GamePropertyKey.IsVisible))
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{
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this.isVisible = (bool)propertiesToCache[GamePropertyKey.IsVisible];
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}
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if (propertiesToCache.ContainsKey(GamePropertyKey.PlayerCount))
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{
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this.PlayerCount = (int)((byte)propertiesToCache[GamePropertyKey.PlayerCount]);
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}
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if (propertiesToCache.ContainsKey(GamePropertyKey.CleanupCacheOnLeave))
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{
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this.autoCleanUp = (bool)propertiesToCache[GamePropertyKey.CleanupCacheOnLeave];
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}
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if (propertiesToCache.ContainsKey(GamePropertyKey.MasterClientId))
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{
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this.masterClientId = (int)propertiesToCache[GamePropertyKey.MasterClientId];
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}
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if (propertiesToCache.ContainsKey(GamePropertyKey.PropsListedInLobby))
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{
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this.propertiesListedInLobby = propertiesToCache[GamePropertyKey.PropsListedInLobby] as string[];
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}
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if (propertiesToCache.ContainsKey((byte)GamePropertyKey.ExpectedUsers))
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{
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this.expectedUsers = (string[])propertiesToCache[GamePropertyKey.ExpectedUsers];
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}
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if (propertiesToCache.ContainsKey((byte)GamePropertyKey.EmptyRoomTtl))
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{
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this.emptyRoomTtl = (int)propertiesToCache[GamePropertyKey.EmptyRoomTtl];
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}
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if (propertiesToCache.ContainsKey((byte)GamePropertyKey.PlayerTtl))
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{
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this.playerTtl = (int)propertiesToCache[GamePropertyKey.PlayerTtl];
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}
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// merge the custom properties (from your application) to the cache (only string-typed keys will be kept)
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this.customProperties.MergeStringKeys(propertiesToCache);
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this.customProperties.StripKeysWithNullValues();
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}
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}
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}
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