using LobbyRelaySample.lobby;
using System;
using System.Collections.Generic;
using Unity.Services.Authentication;
using Unity.Services.Lobbies;
using Unity.Services.Lobbies.Models;
namespace LobbyRelaySample
{
///
/// An abstraction layer between the direct calls into the Lobby API and the outcomes you actually want. E.g. you can request to get a readable list of
/// current lobbies and not need to make the query call directly.
///
public class LobbyAsyncRequests
{
// Just doing a singleton since static access is all that's really necessary but we also need to be able to subscribe to the slow update loop.
private static LobbyAsyncRequests s_instance;
public static LobbyAsyncRequests Instance
{
get
{
if (s_instance == null)
s_instance = new LobbyAsyncRequests();
return s_instance;
}
}
public LobbyAsyncRequests()
{
Locator.Get.UpdateSlow.Subscribe(UpdateLobby, 1.5f); // Shouldn't need to unsubscribe since this instance won't be replaced.
}
private static bool IsSuccessful(Response response)
{
return response != null && response.Status >= 200 && response.Status < 300; // Uses HTTP status codes, so 2xx is a success.
}
#region Once connected to a lobby, cache the local lobby object so we don't query for it for every lobby operation.
// (This assumes that the player will be actively in just one lobby at a time, though they could passively be in more.)
private Queue m_pendingOperations = new Queue();
private string m_currentLobbyId = null;
private Lobby m_lastKnownLobby;
private bool m_isMidRetrieve = false;
public Lobby CurrentLobby => m_lastKnownLobby;
public void BeginTracking(string lobbyId)
{
m_currentLobbyId = lobbyId;
}
public void EndTracking()
{
m_currentLobbyId = null;
m_lastKnownLobby = null;
m_heartbeatTime = 0;
}
private void UpdateLobby(float unused)
{
if (!string.IsNullOrEmpty(m_currentLobbyId))
RetrieveLobbyAsync(m_currentLobbyId, OnComplete);
void OnComplete(Lobby lobby)
{
if (lobby != null)
m_lastKnownLobby = lobby;
m_isMidRetrieve = false;
HandlePendingOperations();
}
}
private void HandlePendingOperations()
{
while (m_pendingOperations.Count > 0)
m_pendingOperations.Dequeue()?.Invoke(); // Note: If this ends up enqueuing a bunch of operations, we might need to batch them and/or ensure they don't all execute at once.
}
#endregion
private static Dictionary CreateInitialPlayerData(LobbyUser player)
{
Dictionary data = new Dictionary();
PlayerDataObject dataObjName = new PlayerDataObject(PlayerDataObject.VisibilityOptions.Member, player.DisplayName);
data.Add("DisplayName", dataObjName);
return data;
}
///
/// Attempt to create a new lobby and then join it.
///
public void CreateLobbyAsync(string lobbyName, int maxPlayers, bool isPrivate, LobbyUser localUser, Action onSuccess, Action onFailure)
{
string uasId = AuthenticationService.Instance.PlayerId;
LobbyAPIInterface.CreateLobbyAsync(uasId, lobbyName, maxPlayers, isPrivate, CreateInitialPlayerData(localUser), OnLobbyCreated);
void OnLobbyCreated(Response response)
{
if (!IsSuccessful(response))
onFailure?.Invoke();
else
{
var pendingLobby = response.Result;
onSuccess?.Invoke(pendingLobby); // The Create request automatically joins the lobby, so we need not take further action.
}
}
}
///
/// Attempt to join an existing lobby. Either ID xor code can be null.
///
public void JoinLobbyAsync(string lobbyId, string lobbyCode, LobbyUser localUser, Action onSuccess, Action onFailure)
{
string uasId = AuthenticationService.Instance.PlayerId;
if (!string.IsNullOrEmpty(lobbyId))
LobbyAPIInterface.JoinLobbyAsync_ById(uasId, lobbyId, CreateInitialPlayerData(localUser), OnLobbyJoined);
else
LobbyAPIInterface.JoinLobbyAsync_ByCode(uasId, lobbyCode, CreateInitialPlayerData(localUser), OnLobbyJoined);
void OnLobbyJoined(Response response)
{
if (!IsSuccessful(response))
onFailure?.Invoke();
else
onSuccess?.Invoke(response?.Result);
}
}
///
/// Used for getting the list of all active lobbies, without needing full info for each.
///
/// If called with null, retrieval was unsuccessful. Else, this will be given a list of contents to display, as pairs of a lobby code and a display string for that lobby.
public void RetrieveLobbyListAsync(Action onListRetrieved, Action> onError = null, LobbyColor limitToColor = LobbyColor.None)
{
List filters = new List();
if (limitToColor == LobbyColor.Orange)
filters.Add(new QueryFilter(QueryFilter.FieldOptions.N1, ((int)LobbyColor.Orange).ToString(), QueryFilter.OpOptions.EQ));
else if (limitToColor == LobbyColor.Green)
filters.Add(new QueryFilter(QueryFilter.FieldOptions.N1, ((int)LobbyColor.Green).ToString(), QueryFilter.OpOptions.EQ));
else if (limitToColor == LobbyColor.Blue)
filters.Add(new QueryFilter(QueryFilter.FieldOptions.N1, ((int)LobbyColor.Blue).ToString(), QueryFilter.OpOptions.EQ));
LobbyAPIInterface.QueryAllLobbiesAsync(filters, OnLobbyListRetrieved);
void OnLobbyListRetrieved(Response response)
{
if (IsSuccessful(response))
onListRetrieved?.Invoke(response?.Result);
else
onError?.Invoke(response);
}
}
/// If no lobby is retrieved, this is given null.
private void RetrieveLobbyAsync(string lobbyId, Action onComplete)
{
if (m_isMidRetrieve)
return; // Not calling onComplete since there's just the one point at which this is called.
m_isMidRetrieve = true;
LobbyAPIInterface.GetLobbyAsync(lobbyId, OnGet);
void OnGet(Response response)
{
m_isMidRetrieve = false;
onComplete?.Invoke(response?.Result);
}
}
///
/// Attempt to leave a lobby, and then delete it if no players remain.
///
/// Called once the request completes, regardless of success or failure.
public void LeaveLobbyAsync(string lobbyId, Action onComplete)
{
string uasId = AuthenticationService.Instance.PlayerId;
LobbyAPIInterface.LeaveLobbyAsync(uasId, lobbyId, OnLeftLobby);
void OnLeftLobby(Response response)
{
onComplete?.Invoke();
// Lobbies will automatically delete the lobby if unoccupied, so we don't need to take further action.
}
}
/// Key-value pairs, which will overwrite any existing data for these keys. Presumed to be available to all lobby members but not publicly.
public void UpdatePlayerDataAsync(Dictionary data, Action onComplete)
{
if (!ShouldUpdateData(() => { UpdatePlayerDataAsync(data, onComplete); }, onComplete, false))
return;
string playerId = Locator.Get.Identity.GetSubIdentity(Auth.IIdentityType.Auth).GetContent("id");
Dictionary dataCurr = new Dictionary();
foreach (var dataNew in data)
{
PlayerDataObject dataObj = new PlayerDataObject(visibility: PlayerDataObject.VisibilityOptions.Member, value: dataNew.Value);
if (dataCurr.ContainsKey(dataNew.Key))
dataCurr[dataNew.Key] = dataObj;
else
dataCurr.Add(dataNew.Key, dataObj);
}
LobbyAPIInterface.UpdatePlayerAsync(m_lastKnownLobby.Id, playerId, dataCurr, (r) => { onComplete?.Invoke(); }, null, null);
}
///
/// Lobby can be provided info about Relay (or any other remote allocation) so it can add automatic disconnect handling.
///
public void UpdatePlayerRelayInfoAsync(string allocationId, string connectionInfo, Action onComplete)
{
if (!ShouldUpdateData(() => { UpdatePlayerRelayInfoAsync(allocationId, connectionInfo, onComplete); }, onComplete, true)) // Do retry here since the RelayUtpSetup that called this might be destroyed right after this.
return;
string playerId = Locator.Get.Identity.GetSubIdentity(Auth.IIdentityType.Auth).GetContent("id");
LobbyAPIInterface.UpdatePlayerAsync(m_lastKnownLobby.Id, playerId, new Dictionary(), (r) => { onComplete?.Invoke(); }, allocationId, connectionInfo);
}
/// Key-value pairs, which will overwrite any existing data for these keys. Presumed to be available to all lobby members but not publicly.
public void UpdateLobbyDataAsync(Dictionary data, Action onComplete)
{
if (!ShouldUpdateData(() => { UpdateLobbyDataAsync(data, onComplete); }, onComplete, false))
return;
Lobby lobby = m_lastKnownLobby;
Dictionary dataCurr = lobby.Data ?? new Dictionary();
foreach (var dataNew in data)
{
// Special case: We want to be able to filter on our color data, so we need to supply an arbitrary index to retrieve later. Uses N# for numerics, instead of S# for strings.
DataObject.IndexOptions index = dataNew.Key == "Color" ? DataObject.IndexOptions.N1 : 0;
DataObject dataObj = new DataObject(DataObject.VisibilityOptions.Public, dataNew.Value, index); // Public so that when we request the list of lobbies, we can get info about them for filtering.
if (dataCurr.ContainsKey(dataNew.Key))
dataCurr[dataNew.Key] = dataObj;
else
dataCurr.Add(dataNew.Key, dataObj);
}
LobbyAPIInterface.UpdateLobbyAsync(lobby.Id, dataCurr, (r) => { onComplete?.Invoke(); });
}
///
/// If we are in the middle of another operation, hold onto any pending ones until after that.
/// If we aren't in a lobby yet, leave it to the caller to decide what to do, since some callers might need to retry and others might not.
///
private bool ShouldUpdateData(Action caller, Action onComplete, bool shouldRetryIfLobbyNull)
{
if (m_isMidRetrieve)
{ m_pendingOperations.Enqueue(caller);
return false;
}
Lobby lobby = m_lastKnownLobby;
if (lobby == null)
{
if (shouldRetryIfLobbyNull)
m_pendingOperations.Enqueue(caller);
onComplete?.Invoke();
return false;
}
return true;
}
private float m_heartbeatTime = 0;
private const float k_heartbeatPeriod = 8; // The heartbeat must be rate-limited to 5 calls per 30 seconds. We'll aim for longer in case periods don't align.
///
/// Lobby requires a periodic ping to detect rooms that are still active, in order to mitigate "zombie" lobbies.
///
public void DoLobbyHeartbeat(float dt)
{
m_heartbeatTime += dt;
if (m_heartbeatTime > k_heartbeatPeriod)
{
m_heartbeatTime -= k_heartbeatPeriod;
LobbyAPIInterface.HeartbeatPlayerAsync(m_lastKnownLobby.Id);
}
}
}
}