using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Newtonsoft.Json; using UnityEngine; using Unity.Services.Authentication; using Unity.Services.Core; using Unity.Services.Lobbies; using Unity.Services.Lobbies.Http; using Unity.Services.Lobbies.Models; using Random = UnityEngine.Random; public class LobbyHelloWorld : MonoBehaviour { // Inspector properties with initial values public string newLobbyName = Guid.NewGuid().ToString(); public int maxPlayers = 8; public bool isPrivate = false; // We'll only be in one lobby at once for this demo, so let's track it here private Lobby currentLobby; async void Start() { try { await ExecuteLobbyDemoAsync(); } catch (Exception ex) { Debug.LogException(ex); } finally { await CleanupDemoLobbyAsync(); } } // Clean up the lobby we're in if we're the host async Task CleanupDemoLobbyAsync() { var localPlayerId = AuthenticationService.Instance.PlayerId; // This is so that orphan lobbies aren't left around in case the demo fails partway through if (currentLobby != null && currentLobby.HostId.Equals(localPlayerId)) { await DeleteLobbyAsync(currentLobby.Id); } } // A basic demo of lobby functionality async Task ExecuteLobbyDemoAsync() { await UnityServices.Initialize(); // Log in a player for this game client Player loggedInPlayer = await GetPlayerFromAnonymousLoginAsync(); // Add some data to our player // This data will be included in a lobby under players -> player.data loggedInPlayer.Data.Add("Ready", new PlayerDataObject(PlayerDataObject.VisibilityOptions.Member, "No")); // Look for existing lobbies List foundLobbies = await QueryLobbiesAsync(new QueryRequest( count: 10, // Return up to 10 results sampleResults: false, // Do not give random results filter: new List { // Use filters to only return lobbies which match specific conditions // You can only filter on built-in properties (Ex: AvailableSlots) or indexed custom data (S1, N1, etc.) // Take a look at the API for other built-in fields you can filter on // Let's search for games with open slots (AvailableSlots greater than 0) new QueryFilter( field: QueryFilter.FieldOptions.AvailableSlots, op: QueryFilter.OpOptions.GT, value: "0"), // Let's add some filters for custom indexed fields new QueryFilter( field: QueryFilter.FieldOptions.S1, // S1 = "Test" op: QueryFilter.OpOptions.EQ, value: "true"), new QueryFilter( field: QueryFilter.FieldOptions.S2, // S2 = "GameMode" op: QueryFilter.OpOptions.EQ, value: "ctf"), // Example "skill" range filter (skill is a custom numeric field in this example) new QueryFilter( field: QueryFilter.FieldOptions.N1, // N1 = "Skill" op: QueryFilter.OpOptions.GT, value: "0"), new QueryFilter( field: QueryFilter.FieldOptions.N1, // N1 = "Skill" op: QueryFilter.OpOptions.LT, value: "51"), }, order: new List { // Order results by available player slots (least first), then by lobby age, then by lobby name new QueryOrder(true, QueryOrder.FieldOptions.AvailableSlots), new QueryOrder(false, QueryOrder.FieldOptions.Created), new QueryOrder(false, QueryOrder.FieldOptions.Name), })); if (foundLobbies.Any()) // Try to join a random lobby if one exists { // Let's print info about the lobbies we found Debug.Log("Found lobbies:\n" + JsonConvert.SerializeObject(foundLobbies)); // Let's pick a random lobby to join var randomLobby = foundLobbies[Random.Range(0, foundLobbies.Count)]; // Try to join the lobby // Player is optional because the service can pull the player data from the auth token currentLobby = await JoinLobbyAsync(lobbyId: randomLobby.Id, player: null); // You can also join via a Lobby Code instead of a lobby ID // Lobby Codes are a short, unique codes that map to a specific lobby Id // currentLobby = await JoinLobbyWithCodeAsync("MyLobbyCode"); } else // Didn't find any lobbies, create a new lobby { // Populate the new lobby with some data; use indexes so it's easy to search for var lobbyData = new Dictionary() { ["Test"] = new DataObject(DataObject.VisibilityOptions.Public, "true", DataObject.IndexOptions.S1), ["GameMode"] = new DataObject(DataObject.VisibilityOptions.Public, "ctf", DataObject.IndexOptions.S2), ["Skill"] = new DataObject(DataObject.VisibilityOptions.Public, Random.Range(1, 51).ToString(), DataObject.IndexOptions.N1), ["Rank"] = new DataObject(DataObject.VisibilityOptions.Public, Random.Range(1, 51).ToString()), }; // Create a new lobby currentLobby = await CreateLobbyAsync(new CreateRequest( name: newLobbyName, player: loggedInPlayer, maxPlayers: maxPlayers, isPrivate: isPrivate, data: lobbyData)); } // Let's write a little info about the lobby we joined / created Debug.Log("Lobby info:\n" + JsonConvert.SerializeObject(currentLobby)); // Let's add some new data for our player and update the lobby state // Players can update their own data loggedInPlayer.Data.Add("ExamplePublicPlayerData", new PlayerDataObject(PlayerDataObject.VisibilityOptions.Public, "Everyone can see this")); loggedInPlayer.Data.Add("ExamplePrivatePlayerData", new PlayerDataObject(PlayerDataObject.VisibilityOptions.Private, "Only the host sees this")); loggedInPlayer.Data.Add("ExampleMemberPlayerData", new PlayerDataObject(PlayerDataObject.VisibilityOptions.Member, "Only lobby members see this")); // Update the lobby currentLobby = await UpdateLobbyPlayerDataAsync(currentLobby.Id, loggedInPlayer); Debug.Log("Updated lobby info:\n" + JsonConvert.SerializeObject(currentLobby)); // Let's poll for the lobby data again just to see what it looks like currentLobby = await GetLobbyAsync(currentLobby.Id); Debug.Log("Updated lobby info:\n" + JsonConvert.SerializeObject(currentLobby)); if (!currentLobby.HostId.Equals(loggedInPlayer.Id)) { // Since we're not the lobby host, let's just leave the lobby await RemovePlayerFromLobbyAsync(currentLobby.Id, loggedInPlayer.Id); } else { // Only hosts can set lobby data, and we're the host, so let's set some // Note that lobby host can be passed around intentionally (by the current host updating the host id) // Host is randomly assigned if the previous host leaves // Let's update some existing lobby data currentLobby.Data["GameMode"] = new DataObject(DataObject.VisibilityOptions.Public, "deathmatch", DataObject.IndexOptions.S2); // Let's add some new data to the lobby currentLobby.Data.Add("ExamplePublicLobbyData", new DataObject(DataObject.VisibilityOptions.Public, "Everyone can see this")); currentLobby.Data.Add("ExamplePrivateLobbyData", new DataObject(DataObject.VisibilityOptions.Private, "Only the host sees this")); currentLobby.Data.Add("ExampleMemberLobbyData", new DataObject(DataObject.VisibilityOptions.Member, "Only lobby members see this")); // OK, now let's try to push these local changes to the service currentLobby = await UpdateLobbyDataAsync(currentLobby); // Let's print the updated lobby Debug.Log("Updated lobby info:\n" + JsonConvert.SerializeObject(currentLobby)); // OK, we're done with the lobby - let's delete it await DeleteLobbyAsync(currentLobby.Id); } // Now, let's try the QuickJoin API, which just puts our player in a matching lobby automatically // This is fast and reliable, but removes some user interactivity (can't choose from a list of lobbies) // You can use filters to specify which types of lobbies can be joined currentLobby = await QuickJoinLobbyAsync(loggedInPlayer, new List { // Let's search for games with open slots (AvailableSlots greater than 0) new QueryFilter( field: QueryFilter.FieldOptions.AvailableSlots, op: QueryFilter.OpOptions.GT, value: "0"), // You can add more filters here, such as filters on custom data fields }); // If we didn't find a lobby, abort run if (currentLobby == null) { Debug.Log("Unable to find a lobby using Query and Join"); return; } // Let's write a little info about the lobby we quick-joined Debug.Log("Lobby info:\n" + JsonConvert.SerializeObject(currentLobby)); // There's not anything else we can really do here, so let's leave the lobby await RemovePlayerFromLobbyAsync(currentLobby.Id, loggedInPlayer.Id); } // Log in a player using Unity's "Anonymous Login" API and construct a Player object for use with the Lobbies APIs static async Task GetPlayerFromAnonymousLoginAsync() { if (!AuthenticationService.Instance.IsSignedIn) { Debug.Log($"Trying to log in a player ..."); // Use Unity Authentication to log in await AuthenticationService.Instance.SignInAnonymouslyAsync(); if (!AuthenticationService.Instance.IsSignedIn) { Debug.Log("Player was not signed in successfully?"); throw new InvalidOperationException("Unable to continue with no logged in player"); } } Debug.Log("Player signed in as " + AuthenticationService.Instance.PlayerId); // Player objects have Get-only properties, so you need to initialize the data bag here if you want to use it return new Player(AuthenticationService.Instance.PlayerId, null, new Dictionary()); } // Create a new lobby static async Task CreateLobbyAsync(CreateRequest createRequest) { Debug.Log($"Trying to create a new lobby ..."); Response response = await LobbyService.LobbyApiClient.CreateLobbyAsync(new CreateLobbyRequest(createRequest)); Debug.Log($"Player {createRequest.Player.Id} created lobby {response.Result.Id}"); return response.Result; } // Get a list of existing lobbies (Optional: use a filter) static async Task> QueryLobbiesAsync(QueryRequest queryRequest) { Debug.Log($"Trying to query compatible lobbies ..."); Response response = await LobbyService.LobbyApiClient.QueryLobbiesAsync(new QueryLobbiesRequest(queryRequest)); Debug.Log($"Found {response.Result.Results.Count} matching lobbies"); return response.Result.Results; } // Ask the service to join any available lobby; can provide a filter static async Task QuickJoinLobbyAsync(Player player, List filter = null) { Debug.Log($"Trying to query and join a compatible lobby ..."); var request = new QuickJoinLobbyRequest(new QuickJoinRequest( player: player, filter: filter )); // This is an example of how to handle some common errors when calling the service // 404s are expected if no lobby is found, and the API currently throws exceptions on 404 try { Response response = await LobbyService.LobbyApiClient.QuickJoinLobbyAsync(request); Debug.Log($"Player {player.Id} joined lobby {response.Result.Id}"); return response.Result; } catch (HttpException ex) { if (TryGetErrorFromResponse(ex.Response, out var error)) { // If we got a structured error we can deserialize, let's log it Debug.Log($"Lobby service error; Http Status {ex.Response.StatusCode}" + $"\nResponse Error: {ex.Response.ErrorMessage}" + $"\nLobby Error Status: {error.status}" + $"\nLobby Error Title: {error.title}"); } else { // For error we can't deserialize, log the exception + body for debugging Debug.Log($"Lobby service error; Http Status {ex.Response.StatusCode}" + $"\nResponse Error: {ex.Response.ErrorMessage}" + $"\nBody: {Encoding.UTF8.GetString(ex.Response.Data)}"); Debug.LogException(ex); } } return null; } // Try to join a specific lobby static async Task JoinLobbyAsync(string lobbyId, Player player = null) { Debug.Log($"Attempting to join lobby {lobbyId} ..."); Response response = await LobbyService.LobbyApiClient.JoinLobbyByIdAsync( new JoinLobbyByIdRequest(lobbyId, player)); Debug.Log($"Joined lobby {response.Result.Id}"); return response.Result; } // Try to join a specific lobby; use a lobbyCode to join instead of a LobbyId static async Task JoinLobbyWithCodeAsync(string lobbyCode, Player player = null) { Debug.Log($"Attempting to join lobby with lobby code {lobbyCode} ..."); Response response = await LobbyService.LobbyApiClient.JoinLobbyByCodeAsync( new JoinLobbyByCodeRequest(new JoinByCodeRequest(lobbyCode, player))); Debug.Log($"Joined lobby {response.Result.Id}"); return response.Result; } // Get details about a specific lobby static async Task GetLobbyAsync(string lobbyId) { Debug.Log($"Getting lobby {lobbyId} ..."); Response response = await LobbyService.LobbyApiClient.GetLobbyAsync( new GetLobbyRequest(lobbyId)); return response.Result; } // Delete an existing lobby; see API docs for access restrictions static async Task DeleteLobbyAsync(string lobbyId) { Debug.Log($"Deleting lobby {lobbyId} ..."); Response response = await LobbyService.LobbyApiClient.DeleteLobbyAsync( new DeleteLobbyRequest(lobbyId)); Debug.Log($"Lobby {lobbyId} deleted"); } // Remove a player from a lobby; see API docs for access restrictions static async Task RemovePlayerFromLobbyAsync(string lobbyId, string playerId) { Debug.Log($"Removing {playerId} from lobby {lobbyId} ..."); var request = new RemovePlayerRequest(lobbyId, playerId); Response response = await LobbyService.LobbyApiClient.RemovePlayerAsync(request); Debug.Log($"Player {playerId} removed from lobby {lobbyId}"); } // Set lobby data; see API docs for access restrictions static async Task UpdateLobbyDataAsync(Lobby lobby) { Debug.Log($"Updating lobby data for lobby {lobby.Id} ..."); UpdateRequest updatedState = new UpdateRequest( maxPlayers: lobby.MaxPlayers, isPrivate: lobby.IsPrivate, data: lobby.Data, hostId: lobby.HostId, name: lobby.Name); var updateReq = new UpdateLobbyRequest(lobby.Id, updatedState); Response response = await LobbyService.LobbyApiClient.UpdateLobbyAsync(updateReq); Debug.Log($"Lobby data for lobby {lobby.Id} updated"); return response.Result; } // Set player data in a lobby; see API docs for access restrictions static async Task UpdateLobbyPlayerDataAsync(string lobbyId, Player player) { Debug.Log($"Updating player data for player {player.Id} in lobby {lobbyId} ..."); var newPlayerState = new PlayerUpdateRequest( connectionInfo: player.ConnectionInfo, data: player.Data, allocationId: player.AllocationId); var updateReq = new UpdatePlayerRequest(lobbyId, player.Id, newPlayerState); Response response = await LobbyService.LobbyApiClient.UpdatePlayerAsync(updateReq); Debug.Log($"Player data for player {player.Id} in lobby {lobbyId} updated"); return response.Result; } // A class for errors returned from the service on failures (4xx errors, etc.) class LobbyError { public int status { get; set; } public string title { get; set; } public Detail[] details { get; set; } } class Detail { public string message { get; set; } public string errorType { get; set; } } static bool TryGetErrorFromResponse(HttpClientResponse response, out LobbyError error) { var decodedJsonString = Encoding.UTF8.GetString(response.Data); var success = true; var settings = new JsonSerializerSettings { Error = (sender, args) => { success = false; args.ErrorContext.Handled = true; }, MissingMemberHandling = MissingMemberHandling.Ignore }; error = JsonConvert.DeserializeObject(decodedJsonString, settings); return success; } }