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Merge pull request #5 from Unity-Technologies/mainBranchMergeAndDocs

dev branch merge and docs
/main
GitHub 3 年前
当前提交
75340c6c
共有 107 个文件被更改,包括 6761 次插入2736 次删除
  1. 21
      Assets/Prefabs/GameStateManager.prefab
  2. 151
      Assets/Prefabs/UI/BackButtonBG.prefab
  3. 7
      Assets/Prefabs/UI/CreateContent.prefab
  4. 331
      Assets/Prefabs/UI/GameCanvas.prefab
  5. 241
      Assets/Prefabs/UI/JoinContent.prefab
  6. 67
      Assets/Prefabs/UI/JoinCreateRoomCanvas.prefab
  7. 196
      Assets/Prefabs/UI/LobbyGameCanvas.prefab
  8. 331
      Assets/Prefabs/UI/MainMenuCanvas.prefab
  9. 839
      Assets/Prefabs/UI/PlayerInteractionPanel.prefab
  10. 47
      Assets/Prefabs/UI/RelayCodeCanvas.prefab
  11. 7
      Assets/Prefabs/UI/UserCardPanel.prefab
  12. 435
      Assets/Scenes/mainMenu.unity
  13. 12
      Assets/Scripts/Auth/Identity.cs
  14. 17
      Assets/Scripts/Auth/SubIdentity_Authentication.cs
  15. 318
      Assets/Scripts/Entities/GameStateManager.cs
  16. 111
      Assets/Scripts/Entities/LobbyData.cs
  17. 78
      Assets/Scripts/Entities/LobbyReadyCheck.cs
  18. 21
      Assets/Scripts/Entities/LobbyServiceData.cs
  19. 28
      Assets/Scripts/Entities/LobbyUser.cs
  20. 3
      Assets/Scripts/Entities/LocalGameState.cs
  21. 6
      Assets/Scripts/Infrastructure/ObserverBehaviour.cs
  22. 7
      Assets/Scripts/Relay/RelayInterface.cs
  23. 95
      Assets/Scripts/Rooms/RoomsContentHeartbeat.cs
  24. 20
      Assets/Scripts/Rooms/RoomsInterface.cs
  25. 135
      Assets/Scripts/Rooms/RoomsQuery.cs
  26. 10
      Assets/Scripts/Rooms/ToLobbyData.cs
  27. 147
      Assets/Scripts/Tests/PlayMode/ReadyCheckTests.cs
  28. 3
      Assets/Scripts/Tests/PlayMode/RelayRoundTripTests.cs
  29. 46
      Assets/Scripts/Tests/PlayMode/RoomsRoundtripTests.cs
  30. 51
      Assets/Scripts/Tests/PlayMode/UpdateSlowTests.cs
  31. 5
      Assets/Scripts/UI/BackButtonUI.cs
  32. 3
      Assets/Scripts/UI/GameStateVisibilityUI.cs
  33. 20
      Assets/Scripts/UI/JoinCreateRoomUI.cs
  34. 29
      Assets/Scripts/UI/JoinMenuUI.cs
  35. 5
      Assets/Scripts/UI/LobbyButtonUI.cs
  36. 4
      Assets/Scripts/UI/UIPanelBase.cs
  37. 2
      Assets/Scripts/UI/EndGameButtonUI.cs.meta
  38. 2
      Assets/Scripts/UI/CountdownUI.cs.meta
  39. 4
      Assets/Scripts/Utilities/Messenger.cs
  40. 84
      Assets/Scripts/Utilities/UpdateSlow.cs
  41. 24
      Packages/manifest.json
  42. 79
      Packages/packages-lock.json
  43. 20
      ProjectSettings/ProjectSettings.asset
  44. 4
      ProjectSettings/ProjectVersion.txt
  45. 2
      ProjectSettings/UnityConnectSettings.asset
  46. 6
      README.md
  47. 4
      UserSettings/EditorUserSettings.asset
  48. 67
      .gitignore
  49. 8
      Assets/Art.meta
  50. 273
      Assets/Prefabs/UI/CountDownUI.prefab
  51. 7
      Assets/Prefabs/UI/CountDownUI.prefab.meta
  52. 1001
      Assets/Prefabs/UI/LobbyUserList.prefab
  53. 568
      Assets/Prefabs/UI/SpinnerUI.prefab
  54. 7
      Assets/Prefabs/UI/SpinnerUI.prefab.meta
  55. 19
      Assets/Scripts/UI/CountdownUI.cs
  56. 15
      Assets/Scripts/UI/EndGameButtonUI.cs
  57. 14
      Assets/Scripts/UI/ExitButtonUI.cs
  58. 11
      Assets/Scripts/UI/ExitButtonUI.cs.meta
  59. 19
      Assets/Scripts/UI/LobbyStateVisibilityUI.cs
  60. 11
      Assets/Scripts/UI/LobbyStateVisibilityUI.cs.meta
  61. 70
      Assets/Scripts/UI/LobbyUserCardUI.cs
  62. 65
      Assets/Scripts/UI/LobbyUsersUI.cs
  63. 23
      Assets/Scripts/UI/ReadyCheckUI.cs
  64. 52
      Assets/Scripts/UI/SpinnerUI.cs
  65. 11
      Assets/Scripts/UI/SpinnerUI.cs.meta
  66. 15
      Assets/Scripts/UI/StartLobbyButton.cs
  67. 11
      Assets/Scripts/UI/StartLobbyButton.cs.meta
  68. 73
      Assets/Scripts/Utilities/NameGenerator.cs
  69. 11
      Assets/Scripts/Utilities/NameGenerator.cs.meta
  70. 8
      Assets/StreamingAssets.meta
  71. 16
      ProjectSettings/BurstAotSettings_StandaloneWindows.json
  72. 6
      ProjectSettings/CommonBurstAotSettings.json
  73. 35
      ProjectSettings/MemorySettings.asset
  74. 0
      ProjectSettings/boot.config
  75. 8
      Assets/Art/Spinner.meta
  76. 40
      Assets/Art/Spinner/Spinner.png
  77. 97
      Assets/Art/Spinner/Spinner.png.meta
  78. 306
      Assets/Art/Spinner/SpinnerController.controller
  79. 8
      Assets/Art/Spinner/SpinnerController.controller.meta
  80. 215
      Assets/Art/Spinner/SpinnerError.anim
  81. 8
      Assets/Art/Spinner/SpinnerError.anim.meta
  82. 143
      Assets/Art/Spinner/SpinnerStatic.anim
  83. 8
      Assets/Art/Spinner/SpinnerStatic.anim.meta
  84. 199
      Assets/Art/Spinner/SpinnerUISpin.anim
  85. 8
      Assets/Art/Spinner/SpinnerUISpin.anim.meta
  86. 734
      UserSettings/Layouts/default-2021.dwlt
  87. 1001
      Assets/Prefabs/UI/PlayerList.prefab
  88. 8
      Assets/Prefabs/Configs.meta
  89. 20
      Assets/Scripts/Infrastructure/ServicePathSetter.cs
  90. 11
      Assets/Scripts/Infrastructure/ServicePathSetter.cs.meta
  91. 15
      Assets/Scripts/UI/HostReadyCheckUI.cs
  92. 18
      Assets/Scripts/UI/LobbyUserInteractionUI.cs
  93. 72
      Assets/Scripts/UI/PlayerCardUI.cs
  94. 69
      Assets/Scripts/UI/RoomPlayersUI.cs
  95. 15
      Assets/Scripts/UI/UserReadyCheckUI.cs
  96. 0
      /Assets/Prefabs/UI/UserCardPanel.prefab.meta

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文件差异内容过多而无法显示
查看文件

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12
Assets/Scripts/Auth/Identity.cs


/// One will be created for the local player, as well as for each other member of the room.
/// (TODO: If that's the case, reevaluate the usage as a Located service.)
/// </summary>
public class Identity : IIdentity
public class Identity : IIdentity, IDisposable
{
private Dictionary<IIdentityType, SubIdentity> m_subIdentities = new Dictionary<IIdentityType, SubIdentity>();

m_subIdentities.Add(IIdentityType.Auth, new SubIdentity_Authentication(callbackOnAuthLogin));
}
// Need: Query for the current ID for this player with whatever service, to then be able to get info from that service.
// e.g. What is this player's Vivox SIP so that we can join a channel?
public SubIdentity GetSubIdentity(IIdentityType identityType)
{
return m_subIdentities[identityType];

foreach (var entry in prevIdentity.m_subIdentities)
m_subIdentities.Add(entry.Key, entry.Value);
}
}
public void Dispose()
{
foreach (var sub in m_subIdentities)
if (sub.Value is IDisposable)
(sub.Value as IDisposable).Dispose();
}
}
}

17
Assets/Scripts/Auth/SubIdentity_Authentication.cs


/// </summary>
public SubIdentity_Authentication(Action onSigninComplete = null)
{
Authentication.SetLogLevel(Unity.Services.Authentication.Utilities.LogLevel.Verbose);
Authentication.SignedIn += OnSignInChange;
Authentication.SignedOut += OnSignInChange;
DoSignIn(onSigninComplete);
}
~SubIdentity_Authentication()

{
if (!m_hasDisposed)
{
Authentication.SignedIn -= OnSignInChange;
Authentication.SignedOut -= OnSignInChange;
AuthenticationService.Instance.SignedIn -= OnSignInChange;
AuthenticationService.Instance.SignedOut -= OnSignInChange;
m_hasDisposed = true;
}
}

await UnityServices.Initialize();
await Authentication.SignInAnonymously();
// Authentication.SignOut(); // TODO: I think we want to sign out at *some* point? But then the UAS anonymous token changes, so they can't access any outstanding rooms they've created.
//Authentication.SetLogLevel(Unity.Services.Authentication.Utilities.LogLevel.Verbose); TODO: Is there a new API for this?
AuthenticationService.Instance.SignedIn += OnSignInChange;
AuthenticationService.Instance.SignedOut += OnSignInChange;
if (!AuthenticationService.Instance.IsSignedIn)
await AuthenticationService.Instance.SignInAnonymouslyAsync(); // Note: We don't want to sign out later, since that changes the UAS anonymous token, which would prevent the player from exiting rooms they're already in.
SetContent("id", Authentication.PlayerId);
SetContent("id", AuthenticationService.Instance.PlayerId);
}
}
}

318
Assets/Scripts/Entities/GameStateManager.cs


using Player;
using Unity.Services.Relay.Models;
using UnityEngine;
using UnityEngine.SceneManagement; // TODO: Definitely shouldn't need this just for logging?
using Utilities;
namespace LobbyRooms

[SerializeField]
LogMode m_logMode = LogMode.Critical;
List<LocalGameStateObserver> m_LocalGameStateObservers = new List<LocalGameStateObserver>();
List<LocalGameStateObserver> m_GameStateObservers = new List<LocalGameStateObserver>();
[SerializeField]
List<LobbyDataObserver> m_LobbyDataObservers = new List<LobbyDataObserver>();
[SerializeField]

private RoomsContentHeartbeat m_roomsContentHeartbeat = new RoomsContentHeartbeat();
LocalGameState m_localGameState = new LocalGameState();
LobbyReadyCheck m_LobbyReadyCheck = null;
LocalGameState m_localGameState = new LocalGameState();
LobbyReadyCheck m_LobbyReadyCheck;
LogHandler.Get();
LogHandler.Get().mode = m_logMode;
m_LobbyReadyCheck = new LobbyReadyCheck(null, 7);
Application.wantsToQuit += OnWantToQuit;
}
private void OnAuthSignIn()

m_localUser.DisplayName = NameGenerator.GetName(m_localUser.ID);
}
public void OnReceiveMessage(MessageType type, object msg)

else if (type == MessageType.CreateRoomRequest)
{
var createRoomData = (LobbyData)msg;
RoomsQuery.Instance.CreateRoomAsync(createRoomData.LobbyName, createRoomData.MaxPlayerCount, (r) => { Rooms.ToLobbyData.Convert(r, m_lobbyData, m_localUser); OnCreatedRoom(); }, null); // TODO: Report failure?
RoomsQuery.Instance.CreateRoomAsync(createRoomData.LobbyName, createRoomData.MaxPlayerCount, createRoomData.Private, (r) =>
{
Rooms.ToLobbyData.Convert(r, m_lobbyData, m_localUser);
OnCreatedRoom();
}, OnFailedJoin); // TODO: Report failure?
RoomsQuery.Instance.JoinRoomAsync(roomData.RoomID, roomData.RoomCode, (r) => { Rooms.ToLobbyData.Convert(r, m_lobbyData, m_localUser); OnJoinedRoom(); }, null); // TODO: Report failure?
RoomsQuery.Instance.JoinRoomAsync(roomData.RoomID, roomData.RoomCode, (r) =>
{
Rooms.ToLobbyData.Convert(r, m_lobbyData, m_localUser);
OnJoinedRoom();
}, OnFailedJoin); // TODO: Report failure?
RoomsQuery.Instance.RetrieveRoomListAsync((qr) => { OnRefreshed(Rooms.ToLobbyData.Convert(qr)); });
m_lobbyServiceData.State = LobbyServiceState.Fetching;
RoomsQuery.Instance.RetrieveRoomListAsync(
qr =>
{
if (qr != null)
OnRefreshed(Rooms.ToLobbyData.Convert(qr));
}, er =>
{
long errorLong = 0;
if (er != null)
errorLong = er.Status;
OnRefreshFailed(errorLong);
});
}
else if (type == MessageType.ChangeGameState)
{

var emote = (string)msg;
m_localUser.Emote = emote;
}
else if (type == MessageType.HostInitReadyCheck) //A message that either Initiates or Cancels a ready check. Inititated either by the local user, or recieved via the Room service.
else if (type == MessageType.ChangeLobbyUserState)
var notCancelledByHost = (bool)msg;
m_LobbyReadyCheck = new LobbyReadyCheck(m_lobbyData, OnReadyComplete);
if (notCancelledByHost)
{
if (m_localUser.IsHost)
{
m_localUser.UserStatus = UserStatus.Ready;
}
else
{
m_localUser.UserStatus = UserStatus.ReadyCheck;
}
}
else
{
m_localUser.UserStatus = UserStatus.Cancelled;
m_LobbyReadyCheck.Dispose();
}
m_localUser.UserStatus = (UserStatus)msg;
else if (type == MessageType.LocalUserReadyCheckResponse)
else if (type == MessageType.Client_EndReadyCountdownAt)
var isReady = (bool)msg;
if (isReady)
m_localUser.UserStatus = UserStatus.Ready;
else
m_localUser.UserStatus = UserStatus.Cancelled;
m_lobbyData.TargetEndTime = (DateTime)msg;
BeginCountDown();
else if (type == MessageType.ChangeLobbyUserState)
else if (type == MessageType.ToLobby)
UserStatus newStatus = (UserStatus)msg;
m_localUser.UserStatus = newStatus;
ToLobby();
m_lobbyData = new LobbyData();
m_lobbyData = new LobbyData
{
State = LobbyState.Lobby
};
m_localUser.DisplayName = "New Player";
DefaultObserverSetup();
void InitObservers()
/// <summary>
/// We find and validate that the scene has all the Observers we expect
/// </summary>
void DefaultObserverSetup()
foreach (var gameStateObs in m_LocalGameStateObservers)
foreach (var gameStateObs in FindObjectsOfType<LocalGameStateObserver>())
gameStateObs.BeginObserving(m_localGameState);
if (!gameStateObs.observeOnStart)
continue;
if (!m_GameStateObservers.Contains(gameStateObs))
m_GameStateObservers.Add(gameStateObs);
foreach (var serviceObs in m_LobbyServiceObservers)
foreach (var lobbyData in FindObjectsOfType<LobbyDataObserver>())
serviceObs.BeginObserving(m_lobbyServiceData);
if (!lobbyData.observeOnStart)
continue;
if (!m_LobbyDataObservers.Contains(lobbyData))
m_LobbyDataObservers.Add(lobbyData);
foreach (var lobbyObs in m_LobbyDataObservers)
foreach (var lobbyUserObs in FindObjectsOfType<LobbyUserObserver>())
lobbyObs.BeginObserving(m_lobbyData);
if (!lobbyUserObs.observeOnStart)
continue;
if (!m_LocalUserObservers.Contains(lobbyUserObs))
m_LocalUserObservers.Add(lobbyUserObs);
foreach (var userObs in m_LocalUserObservers)
foreach (var lobbyServiceObs in FindObjectsOfType<LobbyServiceDataObserver>())
userObs.BeginObserving(m_localUser);
if (!lobbyServiceObs.observeOnStart)
continue;
if (!m_LobbyServiceObservers.Contains(lobbyServiceObs))
m_LobbyServiceObservers.Add(lobbyServiceObs);
if (m_GameStateObservers.Count < 4)
Debug.LogWarning($"Scene: {SceneManager.GetActiveScene().name} has less than the default expected Game State Observers, ensure all the observers in the scene that need to watch the gameState are registered in the LocalGameStateObservers List.");
if (m_LobbyDataObservers.Count < 8)
Debug.LogWarning($"Scene: {SceneManager.GetActiveScene().name} has less than the default expected Lobby Data Observers, ensure all the observers in the scene that need to watch the Local Lobby Data are registered in the LobbyDataObservers List.");
if (m_LocalUserObservers.Count < 3)
Debug.LogWarning($"Scene: {SceneManager.GetActiveScene().name} has less than the default expected Local User Observers, ensure all the observers in the scene that need to watch the gameState are registered in the LocalUserObservers List.");
if (m_LobbyServiceObservers.Count < 2)
Debug.LogWarning($"Scene: {SceneManager.GetActiveScene().name} has less than the default expected Lobby Service Observers, ensure all the observers in the scene that need to watch the lobby service state are registered in the LobbyServiceObservers List.");
void SetGameState(GameState state)
void InitObservers()
m_localGameState.State = state;
if (state == GameState.Menu)
foreach (var gameStateObs in m_GameStateObservers)
m_localUser.Emote = null; // TODO: Should we have a more centralized location for cleaning up on room leave? We still have UI bugs with, e.g., leaving and rejoining rooms.
RoomsQuery.Instance.LeaveRoomAsync(m_lobbyData.RoomID, () => { m_lobbyData.CopyObserved(new LobbyInfo(), new Dictionary<string, LobbyUser>()); });
if (gameStateObs == null)
{
Debug.LogError("Missing a gameStateObserver, please make sure all GameStateObservers in the scene are registered here.");
continue;
}
gameStateObs.BeginObserving(m_localGameState);
}
void OnReadyComplete(bool success)
{
if (success)
foreach (var lobbyObs in m_LobbyDataObservers)
m_localGameState.State = GameState.Joining;
RelayInterface.JoinAsync(m_lobbyData.RelayCode, OnJoined);
if (lobbyObs == null)
{
Debug.LogError("Missing a gameStateObserver, please make sure all GameStateObservers in the scene are registered here.");
continue;
}
lobbyObs.BeginObserving(m_lobbyData);
else
foreach (var userObs in m_LocalUserObservers)
m_localGameState.State = GameState.Lobby;
if (userObs == null)
{
Debug.LogError("Missing a gameStateObserver, please make sure all GameStateObservers in the scene are registered here.");
continue;
}
userObs.BeginObserving(m_localUser);
}
foreach (var serviceObs in m_LobbyServiceObservers)
{
if (serviceObs == null)
{
Debug.LogError("Missing a gameStateObserver, please make sure all GameStateObservers in the scene are registered here.");
continue;
}
serviceObs.BeginObserving(m_lobbyServiceData);
void OnJoined(JoinAllocation joinData)
void SetGameState(GameState state)
var ip = joinData.RelayServer.IpV4;
var port = joinData.RelayServer.Port;
m_lobbyData.RelayServer = new ServerAddress(ip, port);
bool isLeavingRoom = (state == GameState.Menu || state == GameState.JoinMenu) && m_localGameState.State == GameState.Lobby;
m_localGameState.State = state;
if (isLeavingRoom)
OnLeftRoom();
void OnRefreshed(IEnumerable<LobbyData> lobbies)
{
var newLobbyDict = new Dictionary<string, LobbyData>();

}
m_lobbyServiceData.State = LobbyServiceState.Fetched;
void OnRefreshFailed(long errorCode)
{
m_lobbyServiceData.lastErrorCode = errorCode;
m_lobbyServiceData.State = LobbyServiceState.Error;
}
void OnCreatedRoom()
{
OnJoinedRoom();

void OnGotRelayAllocation(Allocation allocationID)
{
Debug.Log("allocated relay server");
Debug.Log($"Got Relay code: {relayCode}");
RoomsQuery.Instance.BeginTracking(m_lobbyData.RoomID);
m_roomsContentHeartbeat.BeginTracking(m_lobbyData, m_localUser);
SetUserLobbyState();
Dictionary<string, string> displayNameData = new Dictionary<string, string>();
displayNameData.Add("DisplayName", m_localUser.DisplayName);
RoomsQuery.Instance.UpdatePlayerDataAsync(displayNameData, null);
}
void OnLeftRoom()
{
m_localUser.Emote = null;
RoomsQuery.Instance.LeaveRoomAsync(m_lobbyData.RoomID, ResetLobbyData);
m_roomsContentHeartbeat.EndTracking();
RoomsQuery.Instance.EndTracking();
}
/// <summary>
/// Back to Join menu if we fail to join for whatever reason.
/// </summary>
void OnFailedJoin()
{
SetGameState(GameState.JoinMenu);
}
void BeginCountDown()
{
// Only start the countdown once.
if (m_lobbyData.State == LobbyState.CountDown)
return;
m_lobbyData.CountDownTime = m_lobbyData.TargetEndTime.Subtract(DateTime.Now).Seconds;
m_lobbyData.State = LobbyState.CountDown;
StartCoroutine(CountDown());
}
IEnumerator CountDown()
{
m_LobbyReadyCheck.EndCheckingForReady();
while (m_lobbyData.CountDownTime > 0)
{
yield return new WaitForSeconds(0.2f);
if (m_lobbyData.State != LobbyState.CountDown)
yield break;
m_lobbyData.CountDownTime = m_lobbyData.TargetEndTime.Subtract(DateTime.Now).Seconds;
}
m_localUser.UserStatus = UserStatus.Connecting;
m_lobbyData.State = LobbyState.InGame;
RelayInterface.JoinAsync(m_lobbyData.RelayCode, OnJoinedGame);
}
void OnJoinedGame(JoinAllocation joinData)
{
m_localUser.UserStatus = UserStatus.Connected;
var ip = joinData.RelayServer.IpV4;
var port = joinData.RelayServer.Port;
m_lobbyData.RelayServer = new ServerAddress(ip, port);
}
void ToLobby()
{
m_lobbyData.State = LobbyState.Lobby;
m_lobbyData.CountDownTime = 0;
m_lobbyData.RelayServer = null;
SetUserLobbyState();
}
void SetUserLobbyState()
{
m_roomsContentHeartbeat.BeginTracking(m_lobbyData, m_localUser); // TODO: End tracking somewhere
if (m_localUser.IsHost)
m_LobbyReadyCheck.BeginCheckingForReady();
}
Dictionary<string, string> displayNameData = new Dictionary<string, string>();
displayNameData.Add("DisplayName", m_localUser.DisplayName);
RoomsQuery.Instance.RetrieveRoomAsync(m_lobbyData.RoomID, (r) => {
RoomsQuery.Instance.UpdatePlayerDataAsync(r, displayNameData, null);
});
void ResetLobbyData()
{
m_lobbyData.CopyObserved(new LobbyInfo(), new Dictionary<string, LobbyUser>());
m_lobbyData.CountDownTime = 0;
m_lobbyData.RelayServer = null;
m_LobbyReadyCheck.EndCheckingForReady();
ForceLeaveAttempt();
}
bool OnWantToQuit()
{
bool canQuit = string.IsNullOrEmpty(m_lobbyData?.RoomID);
StartCoroutine(LeaveBeforeQuit());
return canQuit;
}
void ForceLeaveAttempt()
{
if (!string.IsNullOrEmpty(m_lobbyData.RoomID))
RoomsQuery.Instance.LeaveRoomAsync(m_lobbyData.RoomID, null);
if (!string.IsNullOrEmpty(m_lobbyData?.RoomID))
{
RoomsQuery.Instance.LeaveRoomAsync(m_lobbyData?.RoomID, null);
m_lobbyData = null;
}
}
/// <summary>
/// In builds, if we are in a room and try to send a Leave request on application quit, it won't go through if we're quitting on the same frame.
/// So, we need to delay just briefly to let the request happen (though we don't need to wait for the result).
/// </summary>
IEnumerator LeaveBeforeQuit()
{
ForceLeaveAttempt();
// TEMP: Since we're temporarily (as of 6/31/21) deleting empty rooms when we leave them manually, we'll delay a bit to ensure that happens.
//yield return null;
yield return new WaitForSeconds(0.5f);
Application.Quit();
}
}
}

111
Assets/Scripts/Entities/LobbyData.cs


using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;

[Flags]
public enum LobbyState
{
Lobby = 1,
CountDown = 2,
InGame = 4
}
public ServerAddress RelayServer { get; set; }
public LobbyState State { get; set; }
RelayServer = existing.RelayServer;
State = existing.State;
}
public LobbyInfo(string roomCode)

RelayCode = null;
RelayServer = null;
State = LobbyState.Lobby;
}
}

Dictionary<string, LobbyUser> m_LobbyUsers = new Dictionary<string, LobbyUser>();
public Dictionary<string, LobbyUser> LobbyUsers => m_LobbyUsers;
#region LocalLobbyData
float m_CountDownTime;
public float CountDownTime
{
get { return m_CountDownTime; }
set
{
m_CountDownTime = value;
OnChanged(this);
}
}
DateTime m_TargetEndTime;
public DateTime TargetEndTime
{
get => m_TargetEndTime;
set
{
m_TargetEndTime = value;
OnChanged(this);
}
}
ServerAddress m_relayServer;
public ServerAddress RelayServer
{
get => m_relayServer;
set
{
m_relayServer = value;
OnChanged(this);
}
}
#endregion
public void AddPlayer(LobbyUser user)
{
if (m_LobbyUsers.ContainsKey(user.ID))

DoAddPlayer(user);
OnChanged(this);
}
private void DoAddPlayer(LobbyUser user)
{
m_LobbyUsers.Add(user.ID, user);

public void RemovePlayer(LobbyUser user)
{
DoRemoveUser(user);
OnChanged(this);
}
private void DoRemoveUser(LobbyUser user)
{
if (!m_LobbyUsers.ContainsKey(user.ID))
{
Debug.LogWarning($"Player {user.DisplayName}({user.ID}) does not exist in room: {RoomID}");

m_LobbyUsers.Remove(user.ID);
user.onChanged -= OnChangedUser;
OnChanged(this);
}
private void OnChangedUser(LobbyUser user)

}
}
public ServerAddress RelayServer
public string LobbyName
get => m_data.RelayServer;
get => m_data.LobbyName;
m_data.RelayServer = value;
m_data.LobbyName = value;
public string LobbyName
public LobbyState State
get => m_data.LobbyName;
get => m_data.State;
m_data.LobbyName = value;
m_data.State = value;
public bool Private
{
get => m_data.Private;

m_LobbyUsers = new Dictionary<string, LobbyUser>();
else
{
List<string> toRemove = new List<string>();
foreach (var m_user in m_LobbyUsers)
List<LobbyUser> toRemove = new List<LobbyUser>();
foreach (var user in m_LobbyUsers)
if (oldUsers.ContainsKey(m_user.Key))
m_user.Value.CopyObserved(oldUsers[m_user.Key]);
if (oldUsers.ContainsKey(user.Key))
user.Value.CopyObserved(oldUsers[user.Key]);
toRemove.Add(m_user.Key);
toRemove.Add(user.Value);
foreach (string remove in toRemove)
m_LobbyUsers.Remove(remove);
foreach (var remove in toRemove)
{
DoRemoveUser(remove);
}
foreach (var oldUser in oldUsers)
{
if (!m_LobbyUsers.ContainsKey(oldUser.Key))

OnChanged(this);
}

}
public void SetAllPlayersToState(UserStatus status)
{
foreach (var user in LobbyUsers.Values)
{
user.UserStatus = status;
}
}
~LobbyData()
{
OnDestroy(this);
}
}
}

78
Assets/Scripts/Entities/LobbyReadyCheck.cs


using System;
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
/// <summary>
/// On the host, this will watch for all players to ready, and once they have, it will prepare for a synchronized countdown.
/// </summary>
public bool ReadyCheckFinished { get; private set; }
public bool ReadyCheckSuccess { get; private set; }
const float k_Checkinterval = 0.5f;
LobbyData m_LobbyData;
float m_ReadyTime = 10;
float m_ReadyTime = 5;
public LobbyReadyCheck(LobbyData lobbyData, Action<bool> onReadyCheckComplete, float readyTime = 10)
public LobbyReadyCheck(Action<bool> onReadyCheckComplete = null, float readyTime = 5)
m_ReadyTime = readyTime;
}
m_LobbyData = lobbyData;
m_LobbyData.SetAllPlayersToState(UserStatus.ReadyCheck);
m_ReadyTime = readyTime;
Locator.Get.UpdateSlow.Subscribe(CheckIfReady);
public void BeginCheckingForReady()
{
Locator.Get.UpdateSlow.Subscribe(OnUpdate);
float m_CheckCount;
float m_TimeElapsed = 0;
public void EndCheckingForReady()
{
Locator.Get.UpdateSlow.Unsubscribe(OnUpdate);
}
/// Checks the lobby to see if we have all Readied up, or any one has cancelled.
/// NOTE: The countdown will be happening at different times with this setup, possibility of a desynched game start.
/// Or a player cancellign the last milliseconds resulting in players starting without him
/// Checks the lobby to see if we have all Readied up. If so, send out a message with the target time at which to end a countdown.
void CheckIfReady(float dt)
void OnUpdate(float dt)
m_TimeElapsed += dt;
if (m_CheckCount < k_Checkinterval)
{
m_CheckCount += dt;
var room = RoomsQuery.Instance.CurrentRoom;
if (room == null || room.Players.Count == 0)
}
m_CheckCount = 0;
if (m_TimeElapsed + 1 < m_ReadyTime && m_LobbyData.PlayersOfState(UserStatus.Cancelled, 1)) //Dont allow cancels near the end of the ready check
int readyCount = room.Players.Count((p) =>
FinishedReadyCheck(false);
}
else if (m_LobbyData.PlayersOfState(UserStatus.Ready))
if (p.Data?.ContainsKey("UserStatus") != true) // Needs to be "!= true" to handle null properly.
return false;
UserStatus status;
if (Enum.TryParse(p.Data["UserStatus"].Value, out status))
return status == UserStatus.Ready;
return false;
});
if (readyCount == room.Players.Count)
FinishedReadyCheck(true);
}
else if (m_TimeElapsed > m_ReadyTime)
{
FinishedReadyCheck(false);
Dictionary<string, string> data = new Dictionary<string, string>();
DateTime targetTime = DateTime.Now.AddSeconds(m_ReadyTime);
data.Add("AllPlayersReady", targetTime.Ticks.ToString());
RoomsQuery.Instance.UpdateRoomDataAsync(data, null);
EndCheckingForReady(); // TODO: We'll need to restart checking once we end the relay sequence and return to the room.
void FinishedReadyCheck(bool success)
{
ReadyCheckSuccess = success;
ReadyCheckFinished = true;
m_OnReadyCheckComplete?.Invoke(success);
}
Locator.Get.UpdateSlow.Unsubscribe(CheckIfReady);
EndCheckingForReady();
}
}
}

21
Assets/Scripts/Entities/LobbyServiceData.cs


namespace LobbyRooms
{
public enum LobbyServiceState
{
Empty,
Fetching,
Error,
Fetched
}
/// <summary>
/// Holds the latest service data, such as the list of rooms
/// </summary>

LobbyServiceState m_CurrentState = LobbyServiceState.Empty;
public long lastErrorCode;
public LobbyServiceState State
{
get { return m_CurrentState; }
set
{
m_CurrentState = value;
OnChanged(this);
}
}
Dictionary<string, LobbyData> m_currentLobbies = new Dictionary<string, LobbyData>();
/// <summary>

28
Assets/Scripts/Entities/LobbyUser.cs


[Flags]
public enum UserStatus
{
Lobby = 1, //Connected to lobby
ReadyCheck = 2, //User is readying up.
Lobby = 1, // Connected to lobby, not ready yet
Connected = 16, // User Connected through relay
Menu = 32,
Cancelled = 64 // User Cancelled their Ready Check
Connected = 16, // User connected through relay
Menu = 32, // User is in a menu, external to the lobby
}
/// <summary>

public class LobbyUser : Observed<LobbyUser>
{
public LobbyUser(bool isHost = false, string displayName = null, string id = null, string emote = null)
public LobbyUser(bool isHost = false, string displayName = null, string id = null, string emote = null, string userStatus = null)
m_ID = id;
m_ID = id;
UserStatus status;
if (!string.IsNullOrEmpty(userStatus) && Enum.TryParse(userStatus, out status))
m_UserStatus = status;
}
bool m_isHost;

public override void CopyObserved(LobbyUser oldObserved)
{
m_DisplayName = oldObserved.m_DisplayName;
m_Emote = oldObserved.m_Emote;
m_ID = oldObserved.m_ID;
m_isHost = oldObserved.m_isHost;
m_UserStatus = oldObserved.m_UserStatus;
m_Emote = oldObserved.m_Emote;
m_ID = oldObserved.m_ID;
m_isHost = oldObserved.m_isHost;
m_UserStatus = oldObserved.m_UserStatus;
}
~LobbyUser()
{
OnDestroy(this);
}
}
}

3
Assets/Scripts/Entities/LocalGameState.cs


{
Menu = 1,
Lobby = 2,
InGame = 4,
Joining = 8
JoinMenu = 4,
}
/// <summary>

6
Assets/Scripts/Infrastructure/ObserverBehaviour.cs


using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Serialization;
namespace LobbyRooms
{

public T observed { get; set; }
public UnityEvent<T> OnObservedUpdated;
/// <summary>
/// Option to allow certain observers to not be registered by the GameStateManager automatically.
/// </summary>
public bool observeOnStart = true;
protected virtual void UpdateObserver(T obs)
{

7
Assets/Scripts/Relay/RelayInterface.cs


}
}
/// <summary>
/// Overwrite the base Path on Awake to point the service somewhere else.
/// </summary>
public static void SetPath(string path = "https://relay-allocations.cloud.unity3d.com")
{
Configuration.BasePath = path;
}
/// <summary>
/// Creates a Relay Server, and returns the Allocation (Response.Result.Data.Allocation)

95
Assets/Scripts/Rooms/RoomsContentHeartbeat.cs


using Utilities;
using System;
using Utilities;
using Room = Unity.Services.Rooms.Models.Room;
namespace LobbyRooms
{

m_lobbyData = lobby;
m_localUser = localUser;
Locator.Get.UpdateSlow.Subscribe(OnUpdate);
lobby.onChanged += OnLobbyDataChanged;
m_lobbyData.onChanged += OnLobbyDataChanged;
m_shouldPushData = true; // Ensure the initial presence of a new player is pushed to the room; otherwise, when a non-host joins, the LobbyData never receives their data until they push something new.
}
public void EndTracking()
{
m_shouldPushData = false;
Locator.Get.UpdateSlow.Unsubscribe(OnUpdate);
if (m_lobbyData != null)
m_lobbyData.onChanged -= OnLobbyDataChanged;
m_lobbyData = null;
m_localUser = null;
{
m_shouldPushData = false;
Locator.Get.UpdateSlow.Unsubscribe(OnUpdate);
m_lobbyData.onChanged -= OnLobbyDataChanged;
m_lobbyData = null;
m_localUser = null;
}
EndTracking();
m_shouldPushData = true;
}

return;
m_isAwaitingQuery = true; // TODO: Recover if we fail? Try-catch?
m_isAwaitingQuery = true; // TODO: Recover if we fail? Try-catch? (I.e. if we fail during the update, this might not be reset to false.)
PushDataToRoom();
else
OnRetrieve();
void PushDataToRoom()
RoomsQuery.Instance.RetrieveRoomAsync(m_lobbyData.RoomID, (r) =>
if (m_localUser == null)
if (m_localUser.IsHost)
DoRoomDataPush(r);
else
DoPlayerDataPush(r);
});
m_isAwaitingQuery = false;
return; // Don't revert m_shouldPushData yet, so that we can retry.
}
m_shouldPushData = false;
if (m_localUser.IsHost)
DoRoomDataPush();
else
DoPlayerDataPush();
else
RoomsQuery.Instance.RetrieveRoomAsync(m_lobbyData.RoomID, OnRetrieve);
m_shouldPushData = false;
void DoRoomDataPush()
{
RoomsQuery.Instance.UpdateRoomDataAsync(Rooms.ToLobbyData.RetrieveRoomData(m_lobbyData), () => { DoPlayerDataPush(); }); // TODO: This needs not happen as often as player updates, right?
}
void DoRoomDataPush(Unity.Services.Rooms.Models.Room room)
void DoPlayerDataPush()
RoomsQuery.Instance.UpdateRoomDataAsync(room, Rooms.ToLobbyData.RetrieveRoomData(m_lobbyData), () => { DoPlayerDataPush(room); }); // TODO: This needs not happen as often as player updates, right?
RoomsQuery.Instance.UpdatePlayerDataAsync(Rooms.ToLobbyData.RetrieveUserData(m_localUser), () => { m_isAwaitingQuery = false; });
void DoPlayerDataPush(Unity.Services.Rooms.Models.Room room)
void OnRetrieve()
RoomsQuery.Instance.UpdatePlayerDataAsync(room, Rooms.ToLobbyData.RetrieveUserData(m_localUser), () => { m_isAwaitingQuery = false; });
m_isAwaitingQuery = false;
Room room = RoomsQuery.Instance.CurrentRoom;
if (room == null) return;
bool prevShouldPush = m_shouldPushData;
var prevState = m_lobbyData.State;
Rooms.ToLobbyData.Convert(room, m_lobbyData, m_localUser);
m_shouldPushData = prevShouldPush; // Copying the room data to the local lobby likely caused a change in its observed data, which would prompt updating room data, but that's not necessary here.
CheckForRoomReady(room);
if (prevState != LobbyState.Lobby && m_lobbyData.State == LobbyState.Lobby)
Locator.Get.Messenger.OnReceiveMessage(MessageType.ToLobby, null);
void OnRetrieve(Unity.Services.Rooms.Models.Room room)
void CheckForRoomReady(Room room)
m_isAwaitingQuery = false;
if (room != null)
bool areAllPlayersReady = room?.Data?.ContainsKey("AllPlayersReady") == true && !string.IsNullOrWhiteSpace(room.Data["AllPlayersReady"].Value);
if (areAllPlayersReady)
bool prevShouldPush = m_shouldPushData;
Rooms.ToLobbyData.Convert(room, m_lobbyData, m_localUser);
m_shouldPushData = prevShouldPush; // Copying the room data to the local lobby likely caused a change in its observed data, which would prompt updating room data, but that's not necessary here.
long targetTimeTicks;
if (long.TryParse(room.Data["AllPlayersReady"].Value, out targetTimeTicks))
{
DateTime targetTime = new DateTime(targetTimeTicks);
if (targetTime.Subtract(DateTime.Now).Seconds < 0)
return;
Locator.Get.Messenger.OnReceiveMessage(MessageType.Client_EndReadyCountdownAt, targetTime); // Note that this could be called multiple times.
// TODO: Make sure to disable state changes at this point? I guess we'll still have to handle disconnects, at least.
}
// TODO: Report failure?
}
}
}

20
Assets/Scripts/Rooms/RoomsInterface.cs


private async void DoRequest(Task<T> task, Action<T> onComplete)
{
T result = default;
string currentTrace = System.Environment.StackTrace;
result = await task; // TODO: We lose call stacks here. Can that be prevented?
result = await task;
} catch (Exception e) {
Exception eFull = new Exception($"Call stack before async call:\n{currentTrace}\n", e);
throw eFull;
} finally {
onComplete?.Invoke(result);
}

/// <summary>
/// Overwrite the base Path on Awake to point the service somewhere else.
/// </summary>
public static void SetPath(string path = "https://rooms.cloud.unity3d.com/v1")
{
Configuration.BasePath = path;
}
public static void CreateRoomAsync(string requesterUASId, string roomName, int maxPlayers, Action<Response<Room>> onComplete)
public static void CreateRoomAsync(string requesterUASId, string roomName, int maxPlayers, bool isPrivate, Action<Response<Room>> onComplete)
isPrivate: false
isPrivate: isPrivate
));
var task = RoomsService.RoomsApiClient.CreateRoomAsync(createRequest);
new InProgressRequest<Response<Room>>(task, onComplete);

new InProgressRequest<Response<Room>>(task, onComplete);
}
public static void UpdatePlayerAsync(string roomId, string playerId, Dictionary<string, DataObject> data, Action<Response<Room>> onComplete)
public static void UpdatePlayerAsync(string roomId, string playerId, Dictionary<string, PlayerDataObject> data, Action<Response<Room>> onComplete)
{
UpdatePlayerRequest updateRequest = new UpdatePlayerRequest(roomId, playerId, new PlayerUpdateRequest(
data: data

135
Assets/Scripts/Rooms/RoomsQuery.cs


{
// Just doing a singleton since static access is all that's really necessary but we also need to be able to subscribe to the slow update loop.
private static RoomsQuery s_instance;
public static RoomsQuery Instance {
get {
public static RoomsQuery Instance
{
get
{
if (s_instance == null)
s_instance = new RoomsQuery();
return s_instance;

public RoomsQuery()
{
Locator.Get.UpdateSlow.Subscribe(UpdateRoom); // Shouldn't need to unsubscribe since this instance won't be replaced.
}
#region We want to cache the room object so we don't query for it every time we need to do a different room operation or view current data.
// TODO: Replace this with just doing the room query update loop here instead of with each other operation.
// (This assumes that the player will be actively in just one room at a time, though they could passively be in more.)
private Queue<Action> m_pendingOperations = new Queue<Action>();
private string m_currentRoomId = null;
private Room m_lastKnownRoom;
private bool m_isMidRetrieve = false;
public Room CurrentRoom => m_lastKnownRoom;
public void BeginTracking(string roomId)
{
m_currentRoomId = roomId;
}
public void EndTracking()
{
m_currentRoomId = null;
}
private void UpdateRoom(float unused)
{
if (!string.IsNullOrEmpty(m_currentRoomId))
RetrieveRoomAsync(m_currentRoomId, OnComplete);
void OnComplete(Room room)
{
if (room != null)
m_lastKnownRoom = room;
m_isMidRetrieve = false;
HandlePendingOperations();
}
}
private void HandlePendingOperations()
{
while (m_pendingOperations.Count > 0)
m_pendingOperations.Dequeue()?.Invoke(); // Note: If this ends up enqueuing a bunch of operations, we might need to batch them and/or ensure they don't all execute at once.
}
#endregion
public void CreateRoomAsync(string roomName, int maxPlayers, Action<Room> onSuccess, Action onFailure)
public void CreateRoomAsync(string roomName, int maxPlayers, bool isPrivate, Action<Room> onSuccess, Action onFailure)
string uasId = Authentication.PlayerId;
RoomsInterface.CreateRoomAsync(uasId, roomName, maxPlayers, OnRoomCreated);
string uasId = AuthenticationService.Instance.PlayerId;
RoomsInterface.CreateRoomAsync(uasId, roomName, maxPlayers, isPrivate, OnRoomCreated);
void OnRoomCreated(Response<Room> response)
{

}
}
/// <summary>Attempt to join an existing room. ID xor code can be null.</summary>
/// <summary>Attempt to join an existing room. Either ID xor code can be null.</summary>
string uasId = Authentication.PlayerId;
string uasId = AuthenticationService.Instance.PlayerId;
RoomsInterface.JoinRoomAsync(uasId, roomId, roomCode, OnRoomJoined);
void OnRoomJoined(Response<Room> response)

}
}
/// <summary>Used for getting the list of all active rooms, without needing full info for each.</summary>
public void RetrieveRoomListAsync(Action<QueryResponse> onListRetrieved)
public void RetrieveRoomListAsync(Action<QueryResponse> onListRetrieved, Action<Response<QueryResponse>> onError = null)
string uasId = Authentication.PlayerId;
RoomsInterface.QueryAllRoomsAsync(OnRoomListRetrieved);
void OnRoomListRetrieved(Response<QueryResponse> response)

else
onError?.Invoke(response);
public void RetrieveRoomAsync(string roomId, Action<Room> onComplete)
private void RetrieveRoomAsync(string roomId, Action<Room> onComplete)
if (m_isMidRetrieve)
return; // Not calling onComplete since there's just the one point at which this is called.
m_isMidRetrieve = true;
m_isMidRetrieve = false;
onComplete?.Invoke(response?.Result);
}
}

/// <param name="onComplete">Called once the request completes, regardless of success or failure.</param>
public void LeaveRoomAsync(string roomId, Action onComplete)
{
string uasId = Authentication.PlayerId;
string uasId = AuthenticationService.Instance.PlayerId;
// TEMP. As of 6/31/21, the Rooms service doesn't automatically delete emptied rooms, though that functionality is expected in the near-term.
// Until then, we'll do a delete request whenever we leave, and if it's invalid, we'll just get a 403 back.
RoomsInterface.DeleteRoomAsync(roomId, null);
/// <param name="room">Pass in the room from a RetrieveRoomAsync. (This prevents a 429 Too Many Requests if updating both player and room data, by using one retrieval.)</param>
public void UpdatePlayerDataAsync(Room room, Dictionary<string, string> data, Action onComplete)
{ UpdateDataAsync(room, data, onComplete, false);
public void UpdatePlayerDataAsync(Dictionary<string, string> data, Action onComplete)
{
if (!ShouldUpdateData(() => { UpdatePlayerDataAsync(data, onComplete); }, onComplete))
return;
Room room = m_lastKnownRoom;
Dictionary<string, PlayerDataObject> dataCurr = new Dictionary<string, PlayerDataObject>();
foreach (var dataNew in data)
{
PlayerDataObject dataObj = new PlayerDataObject(visibility: PlayerDataObject.VisibilityOptions.Member, value: dataNew.Value);
if (dataCurr.ContainsKey(dataNew.Key))
dataCurr[dataNew.Key] = dataObj;
else
dataCurr.Add(dataNew.Key, dataObj);
}
RoomsInterface.UpdatePlayerAsync(room.Id, Locator.Get.Identity.GetSubIdentity(Auth.IIdentityType.Auth).GetContent("id"), dataCurr, (r) => { onComplete?.Invoke(); });
/// <param name="room">Pass in the room from a RetrieveRoomAsync. (This prevents a 429 Too Many Requests if updating both player and room data, by using one retrieval.)</param>
public void UpdateRoomDataAsync(Room room, Dictionary<string, string> data, Action onComplete)
{ UpdateDataAsync(room, data, onComplete, true);
}
public void UpdateRoomDataAsync(Dictionary<string, string> data, Action onComplete)
{
if (!ShouldUpdateData(() => { UpdateRoomDataAsync(data, onComplete); }, onComplete))
return;
private void UpdateDataAsync(Room room, Dictionary<string, string> data, Action onComplete, bool isRoom)
{
Room room = m_lastKnownRoom;
DataObject dataObj = new DataObject(visibility: "Member", value: dataNew.Value);
DataObject dataObj = new DataObject(visibility: DataObject.VisibilityOptions.Public, value: dataNew.Value); // Public so that when we request the list of lobbies, we can get info about them for filtering.
RoomsInterface.UpdateRoomAsync(room.Id, dataCurr, (r) => { onComplete?.Invoke(); });
}
if (isRoom)
RoomsInterface.UpdateRoomAsync(room.Id, dataCurr, (r) => { onComplete?.Invoke(); });
else
RoomsInterface.UpdatePlayerAsync(room.Id, Locator.Get.Identity.GetSubIdentity(Auth.IIdentityType.Auth).GetContent("id"), dataCurr, (r) => { onComplete?.Invoke(); });
private bool ShouldUpdateData(Action caller, Action onComplete)
{
if (m_isMidRetrieve)
{ m_pendingOperations.Enqueue(caller);
return false;
}
Room room = m_lastKnownRoom;
if (room == null)
{ onComplete?.Invoke();
return false;
}
return true;
}
}
}

10
Assets/Scripts/Rooms/ToLobbyData.cs


Private = room.IsPrivate,
LobbyName = room.Name,
MaxPlayerCount = room.MaxPlayers,
RelayCode = room.Data?.ContainsKey("RelayCode") == true ? room.Data["RelayCode"].Value : null
RelayCode = room.Data?.ContainsKey("RelayCode") == true ? room.Data["RelayCode"].Value : null,
State = room.Data?.ContainsKey("State") == true ? (LobbyState) int.Parse(room.Data["State"].Value) : LobbyState.Lobby
// TODO: RelayServer?
};
Dictionary<string, LobbyUser> roomUsers = new Dictionary<string, LobbyUser>();

displayName: player.Data?.ContainsKey("DisplayName") == true ? player.Data["DisplayName"].Value : "NewPlayer",
isHost: room.HostId.Equals(player.Id),
id: player.Id,
emote: player.Data?.ContainsKey("Emote") == true ? player.Data["Emote"].Value : null
emote: player.Data?.ContainsKey("Emote") == true ? player.Data["Emote"].Value : null,
userStatus: player.Data?.ContainsKey("UserStatus") == true ? player.Data["UserStatus"].Value : UserStatus.Lobby.ToString()
);
roomUsers.Add(user.ID, user);
}

{
Dictionary<string, string> data = new Dictionary<string, string>();
data.Add("RelayCode", room.RelayCode);
data.Add("State", ((int)room.State).ToString());
return data;
}

if (string.IsNullOrEmpty(user.ID))
if (user == null || string.IsNullOrEmpty(user.ID))
data.Add("UserStatus", user.UserStatus.ToString());
return data;
}
}

147
Assets/Scripts/Tests/PlayMode/ReadyCheckTests.cs


using System.Collections;
using System.Collections;
using Unity.Services.Rooms;
using Unity.Services.Rooms.Models;
using RoomsInterface = LobbyRooms.Rooms.RoomsInterface;
LobbyData m_LobbyData;
LobbyReadyCheck m_ReadyCheck;
const int k_TestUserCount = 3;
private string m_workingRoomId;
private LobbyRooms.Auth.Identity m_auth;
private bool m_didSigninComplete = false;
private GameObject m_updateSlowObj;
[SetUp]
public void FirstTimeSetup()
[OneTimeSetUp]
public void Setup()
m_LobbyData = new LobbyData();
new GameObject("SlowUpdater").AddComponent<UpdateSlow>();
m_auth = new LobbyRooms.Auth.Identity(() => { m_didSigninComplete = true; });
Locator.Get.Provide(m_auth);
m_updateSlowObj = new GameObject("UpdateSlowTest");
m_updateSlowObj.AddComponent<UpdateSlow>();
}
for (int i = 0; i < k_TestUserCount; i++)
{
m_LobbyData.AddPlayer(new LobbyUser
{
ID = i.ToString()
});
[UnityTearDown]
public IEnumerator PerTestTeardown()
{
if (m_workingRoomId != null)
{ RoomsInterface.DeleteRoomAsync(m_workingRoomId, null);
m_workingRoomId = null;
yield return new WaitForSeconds(0.5f); // We need a yield anyway, so wait long enough to probably delete the room. There currently (6/22/2021) aren't other tests that would have issues if this took longer.
[UnityTest]
public IEnumerator TimeOutWithSingleReadyUp()
[OneTimeTearDown]
public void Teardown()
m_ReadyCheck = new LobbyReadyCheck(m_LobbyData, AssertNotReady, 1);
yield return new WaitForSeconds(0.1f);
m_LobbyData.LobbyUsers["0"].UserStatus = UserStatus.Ready;
while (!m_ReadyCheck.ReadyCheckFinished)
yield return null;
Locator.Get.Provide(new LobbyRooms.Auth.IdentityNoop());
m_auth.Dispose();
LogAssert.ignoreFailingMessages = false;
RoomsQuery.Instance.EndTracking();
GameObject.Destroy(m_updateSlowObj);
[UnityTest]
public IEnumerator SucceedAllReadyUp()
private IEnumerator WaitForSignin()
m_ReadyCheck = new LobbyReadyCheck(m_LobbyData, AssertReady, 1);
yield return new WaitForSeconds(0.1f);
m_LobbyData.LobbyUsers["0"].UserStatus = UserStatus.Ready;
yield return new WaitForSeconds(0.1f);
m_LobbyData.LobbyUsers["1"].UserStatus = UserStatus.Ready;
yield return new WaitForSeconds(0.1f);
m_LobbyData.LobbyUsers["2"].UserStatus = UserStatus.Ready;
while (!m_ReadyCheck.ReadyCheckFinished)
yield return null;
// Wait a reasonable amount of time for sign-in to complete.
if (!m_didSigninComplete)
yield return new WaitForSeconds(3);
if (!m_didSigninComplete)
Assert.Fail("Did not sign in.");
[UnityTest]
public IEnumerator FailOnCancel()
private IEnumerator CreateRoom(string roomName, string userId)
m_ReadyCheck = new LobbyReadyCheck(m_LobbyData, AssertNotReady, 1);
yield return new WaitForSeconds(0.1f);
m_LobbyData.LobbyUsers["0"].UserStatus = UserStatus.Ready;
yield return new WaitForSeconds(0.1f);
m_LobbyData.LobbyUsers["1"].UserStatus = UserStatus.Ready;
yield return new WaitForSeconds(0.1f);
m_LobbyData.LobbyUsers["2"].UserStatus = UserStatus.Cancelled;
while (!m_ReadyCheck.ReadyCheckFinished)
yield return null;
Response<Room> createResponse = null;
float timeout = 5;
RoomsInterface.CreateRoomAsync(userId, roomName, 4, false, (r) => { createResponse = r; });
while (createResponse == null && timeout > 0)
{ yield return new WaitForSeconds(0.25f);
timeout -= 0.25f;
}
Assert.Greater(timeout, 0, "Timeout check (room creation).");
m_workingRoomId = createResponse.Result.Id;
void AssertReady(bool ready)
private IEnumerator PushPlayerData(LobbyUser player)
Assert.IsTrue(ready, $"ReadyCheck : {ready}");
bool hasPushedPlayerData = false;
float timeout = 5;
RoomsQuery.Instance.UpdatePlayerDataAsync(LobbyRooms.Rooms.ToLobbyData.RetrieveUserData(player), () => { hasPushedPlayerData = true; }); // RoomsContentHeartbeat normally does this.
while (!hasPushedPlayerData && timeout > 0)
{ yield return new WaitForSeconds(0.25f);
timeout -= 0.25f;
}
Assert.Greater(timeout, 0, "Timeout check (push player data).");
void AssertNotReady(bool ready)
/// <summary>
/// After creating a room and a player, signal that the player is Ready. This should lead to a countdown time being set for all players.
/// </summary>
[UnityTest]
public IEnumerator SetCountdownTimeSinglePlayer()
Assert.False(ready, $"NotReadyCheck : {ready}");
LogAssert.ignoreFailingMessages = true; // TODO: Not sure why, but when auth logs in, it sometimes generates an error: "A Native Collection has not been disposed[...]." We don't want this to cause test failures, since in practice it *seems* to not negatively impact behavior.
bool? readyResult = null;
LobbyReadyCheck readyCheck = new LobbyReadyCheck((b) => { readyResult = b; }, 5); // This ready time is used for the countdown target end, not for any of the timing of actually detecting readies.
yield return WaitForSignin();
string userId = m_auth.GetSubIdentity(LobbyRooms.Auth.IIdentityType.Auth).GetContent("id");
yield return CreateRoom("TestReadyRoom1", userId);
RoomsQuery.Instance.BeginTracking(m_workingRoomId);
yield return new WaitForSeconds(2); // Allow the initial room retrieval.
LobbyUser user = new LobbyUser();
user.ID = userId;
user.UserStatus = UserStatus.Ready;
yield return PushPlayerData(user);
readyCheck.BeginCheckingForReady();
float timeout = 5; // Long enough for two slow updates
yield return new WaitForSeconds(timeout);
readyCheck.Dispose();
RoomsQuery.Instance.EndTracking();
yield return new WaitForSeconds(2); // Buffer to prevent a 429 on the upcoming Get, since there's a Get request on the slow upate loop when that's active.
Response<Room> getResponse = null;
timeout = 5;
RoomsInterface.GetRoomAsync(m_workingRoomId, (r) => { getResponse = r; });
while (getResponse == null && timeout > 0)
{ yield return new WaitForSeconds(0.25f);
timeout -= 0.25f;
}
Assert.Greater(timeout, 0, "Timeout check (get room).");
Assert.NotNull(getResponse.Result, "Retrieved room successfully.");
Assert.NotNull(getResponse.Result.Data, "Room should have data.");
Assert.True(getResponse.Result.Data.ContainsKey("AllPlayersReady"), "Check for AllPlayersReady key.");
string readyString = getResponse.Result.Data["AllPlayersReady"]?.Value;
Assert.NotNull(readyString, "Check for non-null AllPlayersReady.");
Assert.True(long.TryParse(readyString, out long ticks), "Check for ticks value in AllPlayersReady."); // This will be based on the current time, so we won't check for a specific value.
// Can't test with multiple players on one machine, since anonymous UAS credentials can't be manually supplied.
}
}

3
Assets/Scripts/Tests/PlayMode/RelayRoundTripTests.cs


public void Setup()
{
m_auth = new LobbyRooms.Auth.SubIdentity_Authentication(() => { m_didSigninComplete = true; });
//TODO remove staging path when moving to production
RelayInterface.SetPath("https://relay-allocations-stg.cloud.unity3d.com"); //Defaults to Production Path
}
[OneTimeTearDown]

46
Assets/Scripts/Tests/PlayMode/RoomsRoundtripTests.cs


using NUnit.Framework;
using System.Collections;
using System.Linq;
using Unity.Services.Rooms;
using Unity.Services.Rooms.Models;
using UnityEngine;

public void Setup()
{
m_auth = new LobbyRooms.Auth.SubIdentity_Authentication(() => { m_didSigninComplete = true; });
var stagingpath = "https://rooms-stg.cloud.unity3d.com/v1";
RoomsInterface.SetPath(stagingpath); //Defaults to Test Path
}
[UnityTearDown]
public IEnumerator PerTestTeardown()
{
if (m_workingRoomId != null)
{ RoomsInterface.DeleteRoomAsync(m_workingRoomId, null);
m_workingRoomId = null;
}
yield return new WaitForSeconds(0.5f); // We need a yield anyway, so wait long enough to probably delete the room. There currently (6/22/2021) aren't other tests that would have issues if this took longer.
if (m_workingRoomId != null)
RoomsInterface.DeleteRoomAsync(m_workingRoomId, null);
m_auth?.Dispose();
LogAssert.ignoreFailingMessages = false;
}

if (!m_didSigninComplete)
Assert.Fail("Did not sign in.");
// Since we're signed in through the same pathway as the actual game, the list of rooms will include any that have been made in the game itself, so we should account for those.
yield return new WaitForSeconds(1); // To prevent a possible 429 with the upcoming Query request, in case a previous test had one; Query requests can only occur at a rate of 1 per second.
Response<QueryResponse> queryResponse = null;
float timeout = 5;
RoomsInterface.QueryAllRoomsAsync((qr) => { queryResponse = qr; });
while (queryResponse == null && timeout > 0)
{ yield return new WaitForSeconds(0.25f);
timeout -= 0.25f;
}
Assert.Greater(timeout, 0, "Timeout check (query #0)");
Assert.IsTrue(queryResponse.Status >= 200 && queryResponse.Status < 300, "QueryAllRoomsAsync should return a success code. (#0)");
int numRoomsIni = queryResponse.Result.Results?.Count ?? 0;
float timeout = 5;
timeout = 5;
RoomsInterface.CreateRoomAsync(m_auth.GetContent("id"), roomName, 123, (r) => { createResponse = r; });
RoomsInterface.CreateRoomAsync(m_auth.GetContent("id"), roomName, 100, false, (r) => { createResponse = r; });
while (createResponse == null && timeout > 0)
{ yield return new WaitForSeconds(0.25f);
timeout -= 0.25f;

Assert.AreEqual(roomName, createResponse.Result.Name, "Created room should match the provided name.");
// Query for the test room via QueryAllRooms.
Response<QueryResponse> queryResponse = null;
yield return new WaitForSeconds(1); // To prevent a possible 429 with the upcoming Query request.
queryResponse = null;
timeout = 5;
RoomsInterface.QueryAllRoomsAsync((qr) => { queryResponse = qr; });
while (queryResponse == null && timeout > 0)

Assert.Greater(timeout, 0, "Timeout check (query #1)");
Assert.IsTrue(queryResponse.Status >= 200 && queryResponse.Status < 300, "QueryAllRoomsAsync should return a success code. (#1)");
Assert.AreEqual(1, queryResponse.Result.Results.Count, "Queried rooms list should contain just the test room. (Are there rooms you created and did not yet delete?)"); // TODO: Can we get a test account such that having actual rooms open doesn't impact this?
Assert.AreEqual(roomName, queryResponse.Result.Results[0].Name, "Checking queried room for name.");
Assert.AreEqual(m_workingRoomId, queryResponse.Result.Results[0].Id, "Checking queried room for ID.");
Assert.AreEqual(1 + numRoomsIni, queryResponse.Result.Results.Count, "Queried rooms list should contain just the test room. (Are there rooms you created and did not yet delete?)"); // TODO: Can we get a test account such that having actual rooms open doesn't impact this?
Assert.IsTrue(queryResponse.Result.Results.Where(r => r.Name == roomName).Count() == 1, "Checking queried room for name.");
Assert.IsTrue(queryResponse.Result.Results.Where(r => r.Id == m_workingRoomId).Count() == 1, "Checking queried room for ID.");
// Query for solely the test room via GetRoom.
Response<Room> getResponse = null;

m_workingRoomId = null;
// Query to ensure the room is gone.
yield return new WaitForSeconds(1); // To prevent a possible 429 with the upcoming Query request.
Response<QueryResponse> queryResponseTwo = null;
timeout = 5;
RoomsInterface.QueryAllRoomsAsync((qr) => { queryResponseTwo = qr; });

}
Assert.Greater(timeout, 0, "Timeout check (query #2)");
Assert.IsTrue(queryResponseTwo.Status >= 200 && queryResponseTwo.Status < 300, "QueryAllRoomsAsync should return a success code. (#2)");
Assert.AreEqual(0, queryResponseTwo.Result.Results.Count, "Queried rooms list should be empty.");
Assert.AreEqual(numRoomsIni, queryResponseTwo.Result.Results.Count, "Queried rooms list should be empty.");
// Some error messages might be asynchronous, so to reduce spillover into other tests, just wait here for a bit before proceeding.
yield return new WaitForSeconds(3);

Assert.Fail("Did not sign in.");
bool? didComplete = null;
RoomsInterface.CreateRoomAsync("ThisStringIsInvalidHere", "room name", 123, (r) => { didComplete = (r == null); });
RoomsInterface.CreateRoomAsync("ThisStringIsInvalidHere", "room name", 123, false, (r) => { didComplete = (r == null); });
float timeout = 5;
while (didComplete == null && timeout > 0)
{ yield return new WaitForSeconds(0.25f);

51
Assets/Scripts/Tests/PlayMode/UpdateSlowTests.cs


{
private GameObject m_updateSlowObj;
private List<Subscriber> m_activeSubscribers = new List<Subscriber>(); // For cleaning up, in case an Assert prevents a Subscriber from taking care of itself.
private const float k_period = 1.5f;
private class Subscriber : IDisposable
{

yield return null;
Assert.AreEqual(0, updateCount, "Update loop should be slow and not update per-frame.");
yield return new WaitForSeconds(0.9f);
Assert.AreEqual(0, updateCount, "Assuming a default period of 1s and a reasonable frame rate, the slow update should still not have hit.");
yield return new WaitForSeconds(k_period - 0.1f);
Assert.AreEqual(0, updateCount, "Assuming a default period of 1.5s and a reasonable frame rate, the slow update should still not have hit.");
yield return new WaitForSeconds(1);
yield return new WaitForSeconds(k_period);
yield return new WaitForSeconds(1);
yield return new WaitForSeconds(k_period);
yield return new WaitForSeconds(1);
yield return new WaitForSeconds(k_period);
yield return new WaitForSeconds(1);
yield return new WaitForSeconds(k_period);
Assert.AreEqual(11, updateCount, "Should have unsubscribed the remaining subscriber.");
}

int updateCount = 0;
Locator.Get.UpdateSlow.Subscribe((dt) => { updateCount++; });
LogAssert.Expect(LogType.Error, new Regex(".*Removed anonymous.*"));
yield return new WaitForSeconds(1.1f);
yield return new WaitForSeconds(k_period + 0.1f);
public IEnumerator StaggerClients()
{
int updateCountA = 0, updateCountB = 0;
Subscriber subA = new Subscriber(() => { updateCountA++; });
Subscriber subB = new Subscriber(() => { updateCountB++; });
m_activeSubscribers.Add(subA);
m_activeSubscribers.Add(subB);
float periodHalf = k_period / 2;
yield return new WaitForSeconds(periodHalf - 0.1f);
Assert.AreEqual(0, updateCountA, "Base case (count A)");
Assert.AreEqual(0, updateCountB, "Base case (count B)");
yield return new WaitForSeconds(0.2f);
Assert.AreEqual(1, updateCountA, "Updates are now on half the normal period. First update is first.");
Assert.AreEqual(0, updateCountB, "Updates are now on half the normal period. Second update is second.");
yield return new WaitForSeconds(periodHalf);
Assert.AreEqual(1, updateCountA, "First update is still offset.");
Assert.AreEqual(1, updateCountB, "Second update should hit now.");
subB.Dispose();
yield return new WaitForSeconds(periodHalf);
Assert.AreEqual(1, updateCountA, "First update should no longer be offset.");
Assert.AreEqual(1, updateCountB, "Second update is unsubscribed.");
yield return new WaitForSeconds(periodHalf);
Assert.AreEqual(2, updateCountA, "First update should hit with normal timing.");
Assert.AreEqual(1, updateCountB, "Second update is still unsubscribed.");
}
[UnityTest]
public IEnumerator WhatIfASubscriberIsVerySlow()
{
int updateCount = 0;

m_activeSubscribers.Add(sub);
LogAssert.Expect(LogType.Error, new Regex(".*took too long.*"));
yield return new WaitForSeconds(1.1f);
yield return new WaitForSeconds(k_period + 0.1f);
yield return new WaitForSeconds(1);
yield return new WaitForSeconds(k_period);
Assert.AreEqual(1, updateCount, "Should have removed the offending subscriber.");
}
}

5
Assets/Scripts/UI/BackButtonUI.cs


{
public class BackButtonUI : MonoBehaviour
{
public void ToJoinMenu()
{
Locator.Get.Messenger.OnReceiveMessage(MessageType.ChangeGameState, GameState.JoinMenu);
}
public void ToMenu()
{
Locator.Get.Messenger.OnReceiveMessage(MessageType.ChangeGameState, GameState.Menu);

3
Assets/Scripts/UI/GameStateVisibilityUI.cs


[RequireComponent(typeof(LocalGameStateObserver))]
public class GameStateVisibilityUI : ObserverPanel<LocalGameState>
{
public GameState ShowThisWhen;
[SerializeField]
GameState ShowThisWhen;
public override void ObservedUpdated(LocalGameState observed)
{

20
Assets/Scripts/UI/JoinCreateRoomUI.cs


using System;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Serialization;
using Utilities;
namespace LobbyRooms.UI

/// </summary>
public class JoinCreateRoomUI : UIPanelBase { }
public class JoinCreateRoomUI : ObserverPanel<LocalGameState>
{
public override void ObservedUpdated(LocalGameState observed)
{
if (observed.State == GameState.JoinMenu)
{
Show();
Locator.Get.Messenger.OnReceiveMessage(MessageType.QueryRooms, null);
}
else
{
Hide();
}
}
}
}

29
Assets/Scripts/UI/JoinMenuUI.cs


m_lobbyDataSelected = lobby.Data;
}
public void OnJoinCodeInputFieldChanged(string newCode) // TODO: Needs some new UI to show that an existing room is selected without being able to show its room code.
public void OnJoinCodeInputFieldChanged(string newCode)
m_lobbyDataSelected = new LobbyInfo(newCode);
m_lobbyDataSelected = new LobbyInfo(newCode.ToUpper());
}
public void OnJoinButtonPressed()

var lobbyData = codeLobby.Value;
if (!m_LobbyButtons.ContainsKey(roomCodeKey))
{
AddNewLobbyButton(roomCodeKey, lobbyData);
if (CanDisplay(lobbyData))
AddNewLobbyButton(roomCodeKey, lobbyData);
}
else
{
if (CanDisplay(lobbyData))
UpdateLobbyButton(roomCodeKey, lobbyData);
else
RemoveLobbyButton(lobbyData);
bool CanDisplay(LobbyData lobby)
{
return lobby.Data.State == LobbyState.Lobby && !lobby.Private;
}
/// Instaniates UI element and initializes the observer with the Data
/// Instantiates UI element and initializes the observer with the LobbyData
/// </summary>
void AddNewLobbyButton(string roomCode, LobbyData lobby)
{

m_LobbyData.Add(roomCode, lobby);
}
void UpdateLobbyButton(string roomCode, LobbyData lobby)
{
m_LobbyButtons[roomCode].UpdateLobby(lobby);
}
lobbyButton.GetComponent<LobbyDataObserver>().EndObserving();
m_LobbyButtons.Remove(lobbyID);
m_LobbyData.Remove(lobbyID);
Destroy(lobbyButton.gameObject);

5
Assets/Scripts/UI/LobbyButtonUI.cs


onLobbyPressed?.Invoke(m_DataObserver.observed);
}
public void UpdateLobby(LobbyData lobby)
{
m_DataObserver.observed.CopyObserved(lobby); // TODO: Seems very roundabout.
}
public void OnRoomUpdated(LobbyData data)
{
lobbyNameText.SetText(data.LobbyName);

4
Assets/Scripts/UI/UIPanelBase.cs


[SerializeField] // TODO: Why serialized? Just for testing?
bool showing;
// TODO: Initial state isn't captured. Consider reworking the UI so that visibility state is captured in data/code somewhere and the UI merely observes it.
public void Toggle()
{
if (showing)

showing = false;
m_onVisibilityChange?.Invoke(false);
}
}
}

2
Assets/Scripts/UI/EndGameButtonUI.cs.meta


fileFormatVersion: 2
guid: a0bf9e938c02ca049b3213554aac1890
guid: 268bfa80f12de0345a051323f3279616
MonoImporter:
externalObjects: {}
serializedVersion: 2

2
Assets/Scripts/UI/CountdownUI.cs.meta


fileFormatVersion: 2
guid: f5dcc1cdbde23894ca455835bb749483
guid: 5b3b588e7ae40ec4ca35fdb9404513ab
MonoImporter:
externalObjects: {}
serializedVersion: 2

4
Assets/Scripts/Utilities/Messenger.cs


ChangeLobbyUserState = 8,
HostInitReadyCheck = 9,
LocalUserReadyCheckResponse = 10,
UserSetEmote = 11
UserSetEmote = 11,
ToLobby = 12,
Client_EndReadyCountdownAt = 13,
}
/// <summary>

84
Assets/Scripts/Utilities/UpdateSlow.cs


public class UpdateSlow : MonoBehaviour, IUpdateSlow
{
[SerializeField]
private float m_updatePeriod = 1;
[Tooltip("Update interval. Note that room Get requests must occur at least 1 second apart, so this period should likely be greater than that.")]
private float m_updatePeriod = 1.5f;
[Tooltip("If a subscriber to slow update takes longer than this to execute, it will be unsubscribed.")]
[Tooltip("If a subscriber to slow update takes longer than this to execute, it can be automatically unsubscribed.")]
[SerializeField]
[Tooltip("We ordinarily automatically remove a subscriber that takes too long. Otherwise, we'll simply log.")]
private bool m_doNotRemoveIfTooLong = false;
private int m_nextActiveSubIndex = 0; // For staggering subscribers, to prevent spikes of lots of things triggering at once.
public void Awake()
{

/// <summary>Safe to call even if onUpdate was not previously Subscribed.</summary>
public void Unsubscribe(UpdateMethod onUpdate)
{
m_subscribers.Remove(onUpdate);
int index = m_subscribers.IndexOf(onUpdate);
if (index >= 0)
{
m_subscribers.Remove(onUpdate);
if (index < m_nextActiveSubIndex)
m_nextActiveSubIndex--;
}
if (m_subscribers.Count == 0)
return;
if (m_updateTimer > m_updatePeriod)
float effectivePeriod = m_updatePeriod / m_subscribers.Count;
while (m_updateTimer > effectivePeriod)
float actualUpdate = ((int)(m_updateTimer / m_updatePeriod)) * m_updatePeriod; // If periods would overlap, aggregate them together.
m_updateTimer -= actualUpdate;
OnUpdate(actualUpdate);
m_updateTimer -= effectivePeriod;
OnUpdate(effectivePeriod);
}
}

for (int sub = 0; sub < m_subscribers.Count; sub++)
{
UpdateMethod onUpdate = m_subscribers[sub];
if (onUpdate == null || onUpdate.Target == null) // In case something forgets to Unsubscribe when it dies.
{ Remove($"Did not Unsubscribe from UpdateSlow: {onUpdate.Target} : {onUpdate.Method}");
continue;
}
if (onUpdate.Method.ToString().Contains("<")) // Detect an anonymous or lambda or local method that cannot be Unsubscribed, by checking for a character that can't exist in a declared method name.
{ Remove($"Removed anonymous from UpdateSlow: {onUpdate.Target} : {onUpdate.Method}");
continue;
}
m_nextActiveSubIndex = System.Math.Max(0, System.Math.Min(m_subscribers.Count - 1, m_nextActiveSubIndex)); // Just a backup.
UpdateMethod onUpdate = m_subscribers[m_nextActiveSubIndex];
if (onUpdate == null || onUpdate.Target == null) // In case something forgets to Unsubscribe when it dies.
{ Remove(m_nextActiveSubIndex, $"Did not Unsubscribe from UpdateSlow: {onUpdate.Target} : {onUpdate.Method}");
return;
}
if (onUpdate.Method.ToString().Contains("<")) // Detect an anonymous or lambda or local method that cannot be Unsubscribed, by checking for a character that can't exist in a declared method name.
{ Remove(m_nextActiveSubIndex, $"Removed anonymous from UpdateSlow: {onUpdate.Target} : {onUpdate.Method}");
return;
}
stopwatch.Restart();
onUpdate?.Invoke(dt);
stopwatch.Stop();
if (stopwatch.ElapsedMilliseconds > m_durationToleranceMs)
Remove($"UpdateSlow subscriber took too long, removing: {onUpdate.Target} : {onUpdate.Method}");
void Remove(string msg)
stopwatch.Restart();
onUpdate?.Invoke(dt);
stopwatch.Stop();
if (stopwatch.ElapsedMilliseconds > m_durationToleranceMs)
{
if (!m_doNotRemoveIfTooLong)
Remove(m_nextActiveSubIndex, $"UpdateSlow subscriber took too long, removing: {onUpdate.Target} : {onUpdate.Method}");
else
m_subscribers.RemoveAt(sub);
sub--;
Debug.LogError(msg);
Debug.LogWarning($"UpdateSlow subscriber took too long: {onUpdate.Target} : {onUpdate.Method}");
Increment();
}
else
Increment();
void Remove(int index, string msg)
{
m_subscribers.RemoveAt(index);
m_nextActiveSubIndex--;
Debug.LogError(msg);
Increment();
}
void Increment()
{
m_nextActiveSubIndex++;
if (m_nextActiveSubIndex >= m_subscribers.Count)
m_nextActiveSubIndex = 0;
}
}

24
Packages/manifest.json


{
"dependencies": {
"com.unity.2d.animation": "6.0.1",
"com.unity.2d.animation": "6.0.3",
"com.unity.2d.psdimporter": "5.0.1",
"com.unity.2d.psdimporter": "6.0.0-pre.2",
"com.unity.2d.spriteshape": "6.0.0",
"com.unity.2d.spriteshape": "7.0.0-pre.2",
"com.unity.collab-proxy": "1.3.9",
"com.unity.ide.rider": "3.0.5",
"com.unity.ide.visualstudio": "2.0.7",
"com.unity.collab-proxy": "1.5.7",
"com.unity.ide.rider": "3.0.7",
"com.unity.ide.visualstudio": "2.0.9",
"com.unity.services.authentication": "0.3.0-preview",
"com.unity.services.authentication": "0.5.0-preview",
"com.unity.services.relay": "0.0.1-preview.3",
"com.unity.services.rooms": "0.1.3",
"com.unity.services.relay": "0.0.1-preview.5",
"com.unity.services.rooms": "0.1.5",
"com.unity.test-framework": "1.1.24",
"com.unity.textmeshpro": "3.0.4",
"com.unity.timeline": "1.6.0-pre.3",
"com.unity.test-framework": "1.1.26",
"com.unity.textmeshpro": "3.0.6",
"com.unity.timeline": "1.6.0-pre.5",
"com.unity.toolchain.win-x86_64-linux-x86_64": "0.1.20-preview",
"com.unity.ugui": "1.0.0",
"com.unity.modules.ai": "1.0.0",

79
Packages/packages-lock.json


{
"dependencies": {
"com.unity.2d.animation": {
"version": "6.0.1",
"version": "6.0.3",
"depth": 0,
"source": "registry",
"dependencies": {

"url": "https://packages-v2-staging.unity.com"
},
"com.unity.2d.common": {
"version": "5.0.0",
"version": "6.0.0-pre.2",
"com.unity.modules.uielements": "1.0.0"
"com.unity.mathematics": "1.1.0",
"com.unity.modules.uielements": "1.0.0",
"com.unity.burst": "1.5.1"
},
"url": "https://packages-v2-staging.unity.com"
},

"url": "https://packages-v2-staging.unity.com"
},
"com.unity.2d.psdimporter": {
"version": "5.0.1",
"version": "6.0.0-pre.2",
"com.unity.2d.common": "5.0.0",
"com.unity.2d.common": "6.0.0-pre.2",
"com.unity.2d.sprite": "1.0.0"
},
"url": "https://packages-v2-staging.unity.com"

"dependencies": {}
},
"com.unity.2d.spriteshape": {
"version": "6.0.0",
"version": "7.0.0-pre.2",
"com.unity.2d.common": "5.0.0",
"com.unity.2d.common": "6.0.0-pre.2",
"com.unity.2d.path": "5.0.0",
"com.unity.modules.physics2d": "1.0.0"
},

"source": "builtin",
"dependencies": {}
},
"com.unity.burst": {
"version": "1.6.0-pre.2",
"depth": 2,
"source": "registry",
"dependencies": {
"com.unity.mathematics": "1.2.1"
},
"url": "https://packages-v2-staging.unity.com"
},
"version": "1.3.9",
"version": "1.5.7",
"dependencies": {},
"dependencies": {
"com.unity.nuget.newtonsoft-json": "2.0.0"
},
"url": "https://packages-v2-staging.unity.com"
},
"com.unity.ext.nunit": {

"url": "https://packages-v2-staging.unity.com"
},
"com.unity.ide.rider": {
"version": "3.0.5",
"version": "3.0.7",
"dependencies": {},
"dependencies": {
"com.unity.ext.nunit": "1.0.6"
},
"version": "2.0.7",
"version": "2.0.9",
"depth": 0,
"source": "registry",
"dependencies": {

"url": "https://packages-v2-staging.unity.com"
},
"com.unity.services.authentication": {
"version": "0.3.0-preview",
"version": "0.5.0-preview",
"nuget.moq": "1.0.0",
"com.unity.services.core": "0.1.0-preview",
"com.unity.services.core": "1.1.0-pre.2",
"version": "0.3.0-preview",
"depth": 0,
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20
ProjectSettings/ProjectSettings.asset


androidRenderOutsideSafeArea: 1
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4
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6
README.md


- Select your organization from the drop-down, and push **Create Project ID**
![Services Editor Complete](Documentation/Images/services2.PNG?raw=true "Service in Editor set up.")
# Rooms:
**[url=roomsAPIURL]Rooms API[/url] **
# Lobby:
**[url=http://documentation.cloud.unity3d.com/en/articles/5371715-unity-lobby-service]Lobby Overview[/url] **
**[url=relayAPIUrl]Relay API[/url] **
**[url=http://documentation.cloud.unity3d.com/en/articles/5371723-relay-overview]Relay Overview[/url] **
- Navigate to https://dashboard.unity3d.com/landing

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文件差异内容过多而无法显示
查看文件

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19
Assets/Scripts/UI/CountdownUI.cs


using System;
using System.Collections;
using LobbyRooms;
using LobbyRooms.UI;
using TMPro;
using UnityEngine;
public class CountdownUI : ObserverPanel<LobbyData>
{
[SerializeField]
TMP_Text m_CountDownText;
public override void ObservedUpdated(LobbyData observed)
{
if (observed.CountDownTime <= 0)
return;
m_CountDownText.SetText($"Starting in: {observed.CountDownTime}");
}
}

15
Assets/Scripts/UI/EndGameButtonUI.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Utilities;
namespace LobbyRooms.UI
{
public class EndGameButtonUI : MonoBehaviour
{
public void EndServer()
{
Locator.Get.Messenger.OnReceiveMessage(MessageType.ToLobby, null);
}
}
}

14
Assets/Scripts/UI/ExitButtonUI.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace LobbyRooms.UI
{
public class ExitButtonUI : MonoBehaviour
{
public void OnExitButton()
{
Application.Quit();
}
}
}

11
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19
Assets/Scripts/UI/LobbyStateVisibilityUI.cs


using UnityEngine;
namespace LobbyRooms.UI
{
public class LobbyStateVisibilityUI : ObserverPanel<LobbyData>
{
[SerializeField]
private LobbyState m_ShowThisWhen;
public override void ObservedUpdated(LobbyData observed)
{
if (m_ShowThisWhen.HasFlag(observed.State))
Show();
else
Hide();
}
}
}

11
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70
Assets/Scripts/UI/LobbyUserCardUI.cs


using Player;
using TMPro;
using UnityEngine;
namespace LobbyRooms.UI
{
/// <summary>
/// Shows the player info in-lobby and game
/// </summary>
[RequireComponent(typeof(LobbyUserObserver))]
public class LobbyUserCardUI : ObserverPanel<LobbyUser>
{
[SerializeField]
TMP_Text m_DisplayNameText;
[SerializeField]
TMP_Text m_StatusText;
[SerializeField]
TMP_Text m_EmoteText;
public bool IsAssigned
{
get { return UserId != null; }
}
public string UserId { get; private set; }
private LobbyUserObserver m_observer;
public void SetUser(LobbyUser myLobbyUser)
{
Show();
if (m_observer == null)
m_observer = GetComponent<LobbyUserObserver>();
m_observer.BeginObserving(myLobbyUser);
UserId = myLobbyUser.ID;
}
public void OnUserLeft()
{
UserId = null;
Hide();
m_observer.EndObserving();
}
public override void ObservedUpdated(LobbyUser observed)
{
m_DisplayNameText.SetText(observed.DisplayName);
m_StatusText.SetText(SetStatusFancy(observed.UserStatus));
m_EmoteText.SetText(observed.Emote);
}
string SetStatusFancy(UserStatus status)
{
switch (status)
{
case UserStatus.Lobby:
return "<color=#56B4E9>Lobby.</color>"; // Light Blue
case UserStatus.Ready:
return "<color=#009E73>Ready!</color>"; // Light Mint
case UserStatus.Connecting:
return "<color=#F0E442>Connecting.</color>"; // Bright Yellow
case UserStatus.Connected:
return "<color=#005500>Connected.</color>"; //Orange
default:
return "<color=#56B4E9>In Lobby.</color>";
}
}
}
}

65
Assets/Scripts/UI/LobbyUsersUI.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
namespace LobbyRooms.UI
{
/// <summary>
/// Watches for changes in the Lobby's player List
/// </summary>
[RequireComponent(typeof(LobbyDataObserver))]
public class LobbyUsersUI : ObserverPanel<LobbyData>
{
[SerializeField]
List<LobbyUserCardUI> m_PlayerCardSlots = new List<LobbyUserCardUI>();
List<string> m_CurrentUsers = new List<string>(); // Just for keeping track more easily of which users are already displayed.
/// <summary>
/// When the observed data updates, we need to detect changes to the list of players.
/// </summary>
public override void ObservedUpdated(LobbyData observed)
{
// if (observed.PlayerCount == m_CurrentUsers.Count) // TODO: Not a 100% accurate shorthand.
// return;
for (int id = m_CurrentUsers.Count - 1; id >= 0; id--) // We might remove users if they aren't in the new data, so iterate backwards.
{
string userId = m_CurrentUsers[id];
if (!observed.LobbyUsers.ContainsKey(userId))
{
foreach (var card in m_PlayerCardSlots)
{
if (card.UserId == userId)
{
card.OnUserLeft();
OnUserLeft(userId);
}
}
}
}
foreach (var lobbyUserKvp in observed.LobbyUsers) // If there are new players, we need to hook them into the UI.
{
if (m_CurrentUsers.Contains(lobbyUserKvp.Key))
continue;
m_CurrentUsers.Add(lobbyUserKvp.Key);
foreach (var pcu in m_PlayerCardSlots)
{
if (pcu.IsAssigned)
continue;
pcu.SetUser(lobbyUserKvp.Value);
break;
}
}
}
void OnUserLeft(string userID)
{
if (!m_CurrentUsers.Contains(userID))
return;
m_CurrentUsers.Remove(userID);
}
}
}

23
Assets/Scripts/UI/ReadyCheckUI.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Utilities;
namespace LobbyRooms.UI
{
public class ReadyCheckUI : MonoBehaviour
{
public void OnReadyButton()
{
ChangeState(UserStatus.Ready);
}
public void OnCancelButton()
{
ChangeState(UserStatus.Lobby);
}
private void ChangeState(UserStatus status)
{
Locator.Get.Messenger.OnReceiveMessage(MessageType.ChangeLobbyUserState, status);
}
}
}

52
Assets/Scripts/UI/SpinnerUI.cs


using System.Text;
using TMPro;
using UnityEngine;
using UnityEngine.Serialization;
namespace LobbyRooms.UI
{
public class SpinnerUI : ObserverPanel<LobbyServiceData>
{
public TMP_Text errorText;
public UIPanelBase spinnerImage;
public UIPanelBase noServerText;
public UIPanelBase errorTextVisibility;
public override void ObservedUpdated(LobbyServiceData observed)
{
if (observed.State == LobbyServiceState.Fetching)
{
Show();
spinnerImage.Show();
noServerText.Hide();
errorTextVisibility.Hide();
}
else if (observed.State == LobbyServiceState.Error)
{
spinnerImage.Hide();
errorTextVisibility.Show();
var errorString = new StringBuilder();
errorString.Append("Error");
var codeString = ": " + observed.lastErrorCode;
if (observed.lastErrorCode < 1)
codeString = ".";
errorString.Append(codeString);
errorText.SetText(errorString.ToString());
}
else if (observed.State == LobbyServiceState.Fetched)
{
if (observed.CurrentLobbies.Count < 1)
{
noServerText.Show();
}
else
{
noServerText.Hide();
}
spinnerImage.Hide();
}
}
}
}

11
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15
Assets/Scripts/UI/StartLobbyButton.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Utilities;
namespace LobbyRooms
{
public class StartLobbyButton : MonoBehaviour
{
public void ToJoinMenu()
{
Locator.Get.Messenger.OnReceiveMessage(MessageType.ChangeGameState, GameState.JoinMenu);
}
}
}

11
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73
Assets/Scripts/Utilities/NameGenerator.cs


using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Utilities
{
/// <summary>
/// Just for fun, give a cute default name if no name is provided.
/// </summary>
public static class NameGenerator
{
public static string GetName(string userId)
{
int seed = userId.GetHashCode();
seed *= Math.Sign(seed);
StringBuilder nameOutput = new StringBuilder();
#region Word part
int word = seed % 22;
if (word == 0) // Note that some more data-driven approach would be better.
nameOutput.Append("Ant");
else if (word == 1)
nameOutput.Append("Bear");
else if (word == 2)
nameOutput.Append("Cow");
else if (word == 3)
nameOutput.Append("Dog");
else if (word == 4)
nameOutput.Append("Eel");
else if (word == 5)
nameOutput.Append("Frog");
else if (word == 6)
nameOutput.Append("Gopher");
else if (word == 7)
nameOutput.Append("Heron");
else if (word == 8)
nameOutput.Append("Ibex");
else if (word == 9)
nameOutput.Append("Jerboa");
else if (word == 10)
nameOutput.Append("Koala");
else if (word == 11)
nameOutput.Append("Llama");
else if (word == 12)
nameOutput.Append("Moth");
else if (word == 13)
nameOutput.Append("Newt");
else if (word == 14)
nameOutput.Append("Owl");
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nameOutput.Append("Vulture");
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nameOutput.Append("Wolf");
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nameOutput.Append("Zebra");
#endregion
int number = seed % 1000;
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1001
Assets/Prefabs/UI/PlayerList.prefab
文件差异内容过多而无法显示
查看文件

8
Assets/Prefabs/Configs.meta


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folderAsset: yes
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20
Assets/Scripts/Infrastructure/ServicePathSetter.cs


using System.Collections;
using System.Collections.Generic;
using LobbyRooms.Relay;
using LobbyRooms.Rooms;
using UnityEngine;
namespace LobbyRooms
{
public class ServicePathSetter : MonoBehaviour
{
public ServiceConfig relayConfig;
public ServiceConfig roomsConfig;
void Awake()
{
RelayInterface.SetPath(relayConfig.targetBasePath);
RoomsInterface.SetPath(roomsConfig.targetBasePath);
}
}
}

11
Assets/Scripts/Infrastructure/ServicePathSetter.cs.meta


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15
Assets/Scripts/UI/HostReadyCheckUI.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Utilities;
namespace LobbyRooms.UI
{
public class HostReadyCheckUI : MonoBehaviour
{
public void InitReadyCheck(bool init)
{
Locator.Get.Messenger.OnReceiveMessage(MessageType.HostInitReadyCheck, init);
}
}
}

18
Assets/Scripts/UI/LobbyUserInteractionUI.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Utilities;
namespace LobbyRooms.UI
{
public class LobbyUserInteractionUI : UIPanelBase
{
public void HostInitReadyCheck()
{
Locator.Get.Messenger.OnReceiveMessage(MessageType.HostInitReadyCheck, null);
}
}
}

72
Assets/Scripts/UI/PlayerCardUI.cs


using Player;
using TMPro;
using UnityEngine;
namespace LobbyRooms.UI
{
/// <summary>
/// Shows the player info in-lobby and game
/// </summary>
[RequireComponent(typeof(LobbyUserObserver))]
public class PlayerCardUI : ObserverPanel<LobbyUser>
{
[SerializeField]
TMP_Text m_DisplayNameText;
[SerializeField]
TMP_Text m_StatusText;
[SerializeField]
TMP_Text m_EmoteText;
public bool IsAssigned { get { return UserId != null; } }
public string UserId { get; private set; }
public void SetUser(LobbyUser myLobbyUser)
{
Show();
myLobbyUser.onDestroyed += OnUserLeft;
GetComponent<LobbyUserObserver>().BeginObserving(myLobbyUser);
UserId = myLobbyUser.ID;
}
public void OnUserLeft(LobbyUser user)
{
OnUserLeft(user?.ID);
}
public void OnUserLeft(string userId)
{
if (userId == UserId)
{
UserId = null;
Hide();
}
}
public override void ObservedUpdated(LobbyUser observed)
{
m_DisplayNameText.SetText(observed.DisplayName);
m_StatusText.SetText(SetStatusFancy(observed.UserStatus));
m_EmoteText.SetText(observed.Emote);
}
string SetStatusFancy(UserStatus status)
{
switch (status)
{
case UserStatus.Lobby:
return "<color=#56B4E9>Lobby.</color>"; // Light Blue
case UserStatus.ReadyCheck:
return "<color=#E69F00>Ready?</color>"; //Light Orange
case UserStatus.Ready:
return "<color=#009E73>Ready!</color>"; // Light Mint
case UserStatus.Connecting:
return "<color=#F0E442>Connecting.</color>"; // Bright Yellow
case UserStatus.Connected:
return "<color=#005500>Connected.</color>"; //Orange
default:
return "<color=#56B4E9>In Lobby.</color>";
}
}
}
}

69
Assets/Scripts/UI/RoomPlayersUI.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
namespace LobbyRooms.UI
{
/// <summary>
/// Watches for changes in the Lobby's player List
/// </summary>
[RequireComponent(typeof(LobbyDataObserver))]
public class RoomPlayersUI : ObserverPanel<LobbyData>
{
[SerializeField]
List<PlayerCardUI> m_PlayerCardSlots = new List<PlayerCardUI>();
List<string> m_CurrentUsers = new List<string>(); // Just for keeping track more easily of which users are already displayed.
/// <summary>
/// When the observed data updates, we need to detect changes to the list of players.
/// </summary>
public override void ObservedUpdated(LobbyData observed)
{
// if (observed.PlayerCount == m_CurrentUsers.Count) // TODO: Not a 100% accurate shorthand.
// return;
for (int id = m_CurrentUsers.Count - 1; id >= 0; id--) // We might remove users if they aren't in the new data, so iterate backwards.
{
string userId = m_CurrentUsers[id];
if (!observed.LobbyUsers.ContainsKey(userId))
{ foreach (var card in m_PlayerCardSlots)
{ if (card.UserId == userId)
{
card.OnUserLeft(userId);
OnPlayerLeft(userId);
}
}
}
}
foreach (var lobbyUserKvp in observed.LobbyUsers) // If there are new players, we need to hook them into the UI.
{
if (m_CurrentUsers.Contains(lobbyUserKvp.Key))
continue;
m_CurrentUsers.Add(lobbyUserKvp.Key);
foreach (var pcu in m_PlayerCardSlots)
{
if (pcu.IsAssigned)
continue;
var lobbyUser = lobbyUserKvp.Value;
lobbyUser.onDestroyed += OnPlayerLeft; // TODO: Where do we unsubscribe?
pcu.SetUser(lobbyUserKvp.Value);
break;
}
}
}
void OnPlayerLeft(LobbyUser left)
{
OnPlayerLeft(left.ID);
}
void OnPlayerLeft(string playerId) // TODO: We seem to waffle between player and user.
{
if (!m_CurrentUsers.Contains(playerId))
return;
m_CurrentUsers.Remove(playerId);
}
}
}

15
Assets/Scripts/UI/UserReadyCheckUI.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Utilities;
namespace LobbyRooms.UI
{
public class UserReadyCheckUI : MonoBehaviour
{
public void Ready(bool isReady)
{
Locator.Get.Messenger.OnReceiveMessage(MessageType.LocalUserReadyCheckResponse, isReady);
}
}
}

/Assets/Prefabs/UI/PlayerCardPanel.prefab.meta → /Assets/Prefabs/UI/UserCardPanel.prefab.meta

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