using System.Collections.Generic; using Unity.Services.Rooms.Models; namespace LobbyRooms.Rooms { /// /// Convert the Room resulting from a Rooms request into a LobbyData for use in the game logic. /// public static class ToLobbyData { /// /// Create a new LobbyData from the content of a retrieved Room. Its data can be copied into an existing LobbyData for use. /// public static void Convert(Room room, LobbyData outputToHere, LobbyUser existingLocalUser = null) { LobbyInfo info = new LobbyInfo { RoomID = room.Id, RoomCode = room.RoomCode, Private = room.IsPrivate, LobbyName = room.Name, MaxPlayerCount = room.MaxPlayers, RelayCode = room.Data?.ContainsKey("RelayCode") == true ? room.Data["RelayCode"].Value : null // TODO: RelayServer? }; Dictionary roomUsers = new Dictionary(); foreach (var player in room.Players) { // TODO: no...we want to edit the underlying data without affecting the instance at all. // So, perhaps we need to instead take in the LobbyData, which will have created the user instances, and then they will be populated as we go? // Do consider committing first. if (existingLocalUser != null && player.Id.Equals(existingLocalUser.ID)) { existingLocalUser.IsHost = room.HostId.Equals(player.Id); existingLocalUser.DisplayName = player.Data?.ContainsKey("DisplayName") == true ? player.Data["DisplayName"].Value : existingLocalUser.DisplayName; existingLocalUser.Emote = player.Data?.ContainsKey("Emote") == true ? player.Data["Emote"].Value : existingLocalUser.Emote; roomUsers.Add(existingLocalUser.ID, existingLocalUser); } else { LobbyUser user = new 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 ); roomUsers.Add(user.ID, user); } } outputToHere.CopyObserved(info, roomUsers); } /// /// Create a list of new LobbyData from the content of a retrieved Room. /// public static List Convert(QueryResponse response) { List retLst = new List(); // TODO: This needs to not try to register for a bunch of events? foreach (var room in response.Results) retLst.Add(Convert(room)); return retLst; } private static LobbyData Convert(Room room) { LobbyData data = new LobbyData(); Convert(room, data, null); return data; } public static Dictionary RetrieveRoomData(LobbyData room) { Dictionary data = new Dictionary(); data.Add("RelayCode", room.RelayCode); return data; } public static Dictionary RetrieveUserData(LobbyUser user) { Dictionary data = new Dictionary(); if (string.IsNullOrEmpty(user.ID)) return data; data.Add("DisplayName", user.DisplayName); data.Add("Emote", user.Emote); // Emote could be null, which is fine. return data; } } }