using System;
namespace LobbyRelaySample
{
///
/// Current state of the user in the lobby.
/// This is a Flags enum to allow for the Inspector to select multiples for various UI features.
///
[Flags]
public enum UserStatus
{
None = 0,
Connecting = 1, // User has joined a lobby but has not yet connected to Relay.
Lobby = 2, // User is in a lobby and connected to Relay.
Ready = 4, // User has selected the ready button, to ready for the "game" to start.
InGame = 8, // User is part of a "game" that has started.
Menu = 16 // User is not in a lobby, in one of the main menus.
}
///
/// Data for a local player instance. This will update data and is observed to know when to push local player changes to the entire lobby.
///
[Serializable]
public class LobbyUser : Observed
{
public LobbyUser(bool isHost = false, string displayName = null, string id = null, EmoteType emote = EmoteType.None, string userStatus = null)
{
m_isHost = isHost;
m_displayName = displayName;
m_id = id;
m_emote = emote;
UserStatus status;
if (!string.IsNullOrEmpty(userStatus) && Enum.TryParse(userStatus, out status))
m_userStatus = status;
}
///
/// Used for limiting costly OnChanged actions to just the members which actually changed.
///
[Flags]
public enum UserMembers { IsHost = 1, DisplayName = 2, Emote = 4, ID = 8, UserStatus = 16 }
private UserMembers m_lastChanged;
public UserMembers LastChanged => m_lastChanged;
bool m_isHost;
public bool IsHost
{
get { return m_isHost; }
set
{
if (m_isHost != value)
{
m_isHost = value;
m_lastChanged = UserMembers.IsHost;
OnChanged(this);
}
}
}
string m_displayName = "";
public string DisplayName
{
get => m_displayName;
set
{
if (m_displayName != value)
{
m_displayName = value;
m_lastChanged = UserMembers.DisplayName;
OnChanged(this);
}
}
}
EmoteType m_emote = EmoteType.None;
public EmoteType Emote
{
get => m_emote;
set
{
if (m_emote != value)
{
m_emote = value;
m_lastChanged = UserMembers.Emote;
OnChanged(this);
}
}
}
string m_id = "";
public string ID
{
get => m_id;
set
{
if (m_id != value)
{
m_id = value;
m_lastChanged = UserMembers.ID;
OnChanged(this);
}
}
}
UserStatus m_userStatus = UserStatus.Menu;
public UserStatus UserStatus
{
get => m_userStatus;
set
{
m_userStatus = value;
m_lastChanged = UserMembers.UserStatus;
OnChanged(this);
}
}
public override void CopyObserved(LobbyUser oldObserved)
{
int lastChanged = // Set flags just for the members that will be changed.
(m_displayName == oldObserved.m_displayName ? 0 : (int)UserMembers.DisplayName) |
(m_emote == oldObserved.m_emote ? 0 : (int)UserMembers.Emote) |
(m_id == oldObserved.m_id ? 0 : (int)UserMembers.ID) |
(m_isHost == oldObserved.m_isHost ? 0 : (int)UserMembers.IsHost) |
(m_userStatus == oldObserved.m_userStatus ? 0 : (int)UserMembers.UserStatus);
if (lastChanged == 0) // Ensure something actually changed.
return;
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_lastChanged = (UserMembers)lastChanged;
OnChanged(this);
}
}
}