using System; using Unity.Networking.Transport; namespace LobbyRelaySample.relay { /// /// The Relay host doesn't need to know what might approve or disapprove of a pending connection, so this will /// broadcast a message that approval is being sought, and if nothing disapproves, the connection will be permitted. /// public class RelayPendingApproval : IDisposable { private NetworkConnection m_pendingConnection; private bool m_hasDisposed = false; private const float k_waitTime = 0.1f; private Action m_onResult; public string ID { get; private set; } public RelayPendingApproval(NetworkConnection conn, Action onResult, string id) { m_pendingConnection = conn; m_onResult = onResult; ID = id; Locator.Get.UpdateSlow.Subscribe(Approve, k_waitTime); Locator.Get.Messenger.OnReceiveMessage(MessageType.ClientUserSeekingDisapproval, (Action)Disapprove); } ~RelayPendingApproval() { Dispose(); } private void Approve(float unused) { try { m_onResult?.Invoke(m_pendingConnection, Approval.OK); } finally { Dispose(); } } public void Disapprove(Approval reason) { try { m_onResult?.Invoke(m_pendingConnection, reason); } finally { Dispose(); } } public void Dispose() { if (!m_hasDisposed) { Locator.Get.UpdateSlow.Unsubscribe(Approve); m_hasDisposed = true; } } } }