using System.Collections.Generic; using UnityEngine; using Stopwatch = System.Diagnostics.Stopwatch; namespace LobbyRelaySample { /// /// Core mechanism for routing messages to arbitrary listeners. /// This allows components with unrelated responsibilities to interact without becoming coupled, since message senders don't /// need to know what (if anything) is receiving their messages. /// public class Messenger : IMessenger { private List m_receivers = new List(); private const float k_durationToleranceMs = 10; /// /// Assume that you won't receive messages in a specific order. /// public virtual void Subscribe(IReceiveMessages receiver) { if (!m_receivers.Contains(receiver)) m_receivers.Add(receiver); } public virtual void Unsubscribe(IReceiveMessages receiver) { m_receivers.Remove(receiver); } /// /// Send a message to any subscribers, who will decide how to handle the message. /// /// If there's some data relevant to the recipient, include it here. public virtual void OnReceiveMessage(MessageType type, object msg) { Stopwatch stopwatch = new Stopwatch(); for (int r = 0; r < m_receivers.Count; r++) { stopwatch.Restart(); m_receivers[r].OnReceiveMessage(type, msg); stopwatch.Stop(); if (stopwatch.ElapsedMilliseconds > k_durationToleranceMs) Debug.LogWarning($"Message recipient \"{m_receivers[r]}\" took too long to process message \"{msg}\" of type {type}"); } } public void OnReProvided(IMessenger previousProvider) { if (previousProvider is Messenger) m_receivers.AddRange((previousProvider as Messenger).m_receivers); } } /// /// Ensure that message contents are obvious but not dependent on spelling strings correctly. /// public enum MessageType { // These are assigned arbitrary explicit values so that if a MessageType is serialized and more enum values are later inserted/removed, the serialized values need not be reassigned. // (If you want to remove a message, make sure it isn't serialized somewhere first.) None = 0, RenameRequest = 1, JoinLobbyRequest = 2, CreateLobbyRequest = 3, QueryLobbies = 4, ChangeGameState = 5, LobbyUserStatus = 6, UserSetEmote = 7, EndGame = 8, StartCountdown = 9, CancelCountdown = 10, ConfirmInGameState = 11, DisplayErrorPopup = 12, } /// /// Something that wants to subscribe to messages from arbitrary, unknown senders. /// public interface IReceiveMessages { void OnReceiveMessage(MessageType type, object msg); } /// /// Something to which IReceiveMessages can send/subscribe for arbitrary messages. /// public interface IMessenger : IReceiveMessages, IProvidable { void Subscribe(IReceiveMessages receiver); void Unsubscribe(IReceiveMessages receiver); } }