using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace LobbyRelaySample
{
[Flags]
public enum LobbyState
{
Lobby = 1,
CountDown = 2,
InGame = 4
}
///
/// A local wrapper around a lobby's remote data, with additional functionality for providing that data to UI elements and tracking local player objects.
///
[System.Serializable]
public class LocalLobby : Observed
{
Dictionary m_LobbyUsers = new Dictionary();
public Dictionary LobbyUsers => m_LobbyUsers;
#region LocalLobbyData
public struct LobbyData
{
public string LobbyID { get; set; }
public string LobbyCode { get; set; }
public string RelayCode { get; set; }
public string LobbyName { get; set; }
public bool Private { get; set; }
public int MaxPlayerCount { get; set; }
public LobbyState State { get; set; }
public long? AllPlayersReadyTime { get; set; }
public LobbyData(LobbyData existing)
{
LobbyID = existing.LobbyID;
LobbyCode = existing.LobbyCode;
RelayCode = existing.RelayCode;
LobbyName = existing.LobbyName;
Private = existing.Private;
MaxPlayerCount = existing.MaxPlayerCount;
State = existing.State;
AllPlayersReadyTime = existing.AllPlayersReadyTime;
}
public LobbyData(string lobbyCode)
{
LobbyID = null;
LobbyCode = lobbyCode;
RelayCode = null;
LobbyName = null;
Private = false;
MaxPlayerCount = -1;
State = LobbyState.Lobby;
AllPlayersReadyTime = null;
}
}
private LobbyData m_data;
public LobbyData Data
{
get { return new LobbyData(m_data); }
}
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))
{
Debug.LogError($"Cant add player {user.DisplayName}({user.ID}) to lobby: {LobbyID} twice");
return;
}
DoAddPlayer(user);
OnChanged(this);
}
private void DoAddPlayer(LobbyUser user)
{
m_LobbyUsers.Add(user.ID, user);
user.onChanged += OnChangedUser;
}
public void RemovePlayer(LobbyUser user)
{
DoRemoveUser(user);
OnChanged(this);
}
private void DoRemoveUser(LobbyUser user)
{
if (!m_LobbyUsers.ContainsKey(user.ID))
{
Debug.LogWarning($"Player {user.DisplayName}({user.ID}) does not exist in lobby: {LobbyID}");
return;
}
m_LobbyUsers.Remove(user.ID);
user.onChanged -= OnChangedUser;
}
private void OnChangedUser(LobbyUser user)
{
OnChanged(this);
}
public string LobbyID
{
get => m_data.LobbyID;
set
{
m_data.LobbyID = value;
OnChanged(this);
}
}
public string LobbyCode
{
get => m_data.LobbyCode;
set
{
m_data.LobbyCode = value;
OnChanged(this);
}
}
public string RelayCode
{
get => m_data.RelayCode;
set
{
m_data.RelayCode = value;
OnChanged(this);
}
}
public string LobbyName
{
get => m_data.LobbyName;
set
{
m_data.LobbyName = value;
OnChanged(this);
}
}
public LobbyState State
{
get => m_data.State;
set
{
m_data.State = value;
OnChanged(this);
}
}
public bool Private
{
get => m_data.Private;
set
{
m_data.Private = value;
OnChanged(this);
}
}
public int PlayerCount => m_LobbyUsers.Count;
public int MaxPlayerCount
{
get => m_data.MaxPlayerCount;
set
{
m_data.MaxPlayerCount = value;
OnChanged(this);
}
}
public long? AllPlayersReadyTime => m_data.AllPlayersReadyTime;
///
/// Checks if we have n players that have the Status.
/// -1 Count means you need all Lobbyusers
///
/// True if enough players are of the input status.
public bool PlayersOfState(UserStatus status, int playersCount = -1)
{
var statePlayers = m_LobbyUsers.Values.Count(user => user.UserStatus == status);
if (playersCount < 0)
return statePlayers == m_LobbyUsers.Count;
return statePlayers == playersCount;
}
public void CopyObserved(LobbyData data, Dictionary currUsers)
{
m_data = data;
if (currUsers == null)
m_LobbyUsers = new Dictionary();
else
{
List toRemove = new List();
foreach (var oldUser in m_LobbyUsers)
{
if (currUsers.ContainsKey(oldUser.Key))
oldUser.Value.CopyObserved(currUsers[oldUser.Key]);
else
toRemove.Add(oldUser.Value);
}
foreach (var remove in toRemove)
{
DoRemoveUser(remove);
}
foreach (var currUser in currUsers)
{
if (!m_LobbyUsers.ContainsKey(currUser.Key))
DoAddPlayer(currUser.Value);
}
}
OnChanged(this);
}
public override void CopyObserved(LocalLobby oldObserved)
{
CopyObserved(oldObserved.Data, oldObserved.m_LobbyUsers);
}
}
}