UnityJacob
2 年前
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共有 4 个文件被更改,包括 22 次插入 和 79 次删除
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4README.md
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20CHANGELOG.md
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11Assets/Scripts/GameLobby/Relay/RelayAPIInterface.cs.meta
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66Assets/Scripts/GameLobby/Relay/RelayAPIInterface.cs
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#1.1 (2022-11-18) |
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## Highlights: |
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This updates the sample to support the latest Lobby-Wire integration, which introduces a websocket callback workflow for listening to Lobby changes. |
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This update also addresses multiple rounds of user feedback from discord, forums and github, where we heard that the sample had too much uneccesary infrastructure for it's size. |
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As such we've taken steps to simplify it. |
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### **Lobby with Wire Integration** |
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Switch from polling model to a websocket-callback architecture for listening to Lobby changes. |
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### **Sample Simplification Refactor** |
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We heard feedback from users that there simply was too much in this sample. We took the opportunity that came with the incoming Wire changes to Lobby to take a hard look at the rest of the project and replace the generic infrastructure with much simpler coupled code. |
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### **Tasks over Callbacks** |
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We refactored to a largerly Task-based workflow, as it makes reading asynchronous service code much easier. |
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## Features: |
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* **Observer** class removed, replaced with **CallbackValue<T>** which is responsible for notifying UI when a value has been changed, and hooks neatly into the Lobby API callback workflow. |
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* ** Messenger and Locator** patterns retired. Replaced with the more tightly coupled, but more readable **Unity Singleton Pattern** on the GameManager and InGameRunner |
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* **LobbySynchronizer** retired, we now subscribe to Lobby change callbacks in **LobbyManager.BindLocalLobbyToRemote** |
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* **RelayUTP** classes retired, the lobby change callbacks are so snappy we no longer need to use the Relay and Transport combo to create a decent Lobby experience. |
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using System; |
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using Unity.Services.Relay.Models; |
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using UnityEngine; |
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using RelayService = Unity.Services.Relay.Relay; |
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namespace LobbyRelaySample.relay |
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{ |
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/// <summary>
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/// Wrapper for all the interaction with the Relay API.
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/// Relay acts as an intermediary between hosts and clients for privacy. Each player will connect to an obfuscated IP address provided by Relay as though connecting directly to other players.
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/// </summary>
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public static class RelayAPIInterface |
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{ |
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/// <summary>
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/// A Relay Allocation represents a "server" for a new host.
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/// </summary>
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public static void AllocateAsync(int maxConnections, Action<Allocation> onComplete) |
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{ |
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var task = RelayService.Instance.CreateAllocationAsync(maxConnections); |
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AsyncRequestRelay.Instance.DoRequest(task, OnResponse); |
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void OnResponse(Allocation response) |
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{ |
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if (response == null) |
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Debug.LogError("Relay returned a null Allocation. This might occur if the Relay service has an outage, if your cloud project ID isn't linked, or if your Relay package version is outdated."); |
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else |
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onComplete?.Invoke(response); |
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} |
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} |
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/// <summary>
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/// Only after an Allocation has been completed can a Relay join code be obtained. This code will be stored in the lobby's data as non-public
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/// such that players can retrieve the Relay join code only after connecting to the lobby. (Note that this is not the same as the lobby code.)
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/// </summary>
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public static void GetJoinCodeAsync(Guid hostAllocationId, Action<string> onComplete) |
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{ |
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var task = RelayService.Instance.GetJoinCodeAsync(hostAllocationId); |
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AsyncRequestRelay.Instance.DoRequest(task, OnResponse); |
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void OnResponse(string response) |
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{ |
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if (response == null) |
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Debug.LogError("Could not retrieve a Relay join code."); |
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else |
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onComplete?.Invoke(response); |
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} |
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} |
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/// <summary>
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/// Clients call this to retrieve the host's Allocation via a Relay join code.
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/// </summary>
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public static void JoinAsync(string joinCode, Action<JoinAllocation> onComplete) |
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{ |
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var task = RelayService.Instance.JoinAllocationAsync(joinCode); |
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AsyncRequestRelay.Instance.DoRequest(task, OnResponse); |
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void OnResponse(JoinAllocation response) |
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{ |
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if (response == null) |
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Debug.LogError("Could not join async with Relay join code " + joinCode); |
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else |
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onComplete?.Invoke(response); |
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} |
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} |
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} |
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} |
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