using System.Collections.Generic; using Unity.Services.Lobbies.Models; namespace LobbyRelaySample.lobby { /// /// Convert the lobby resulting from a request into a LocalLobby for use in the game logic. /// public static class ToLocalLobby { /// /// Create a new LocalLobby from the content of a retrieved lobby. Its data can be copied into an existing LocalLobby for use. /// public static void Convert(Lobby lobby, LocalLobby outputToHere) { LocalLobby.LobbyData info = new LocalLobby.LobbyData // Technically, this is largely redundant after the first assignment, but it won't do any harm to assign it again. { LobbyID = lobby.Id, LobbyCode = lobby.LobbyCode, Private = lobby.IsPrivate, LobbyName = lobby.Name, MaxPlayerCount = lobby.MaxPlayers, RelayCode = lobby.Data?.ContainsKey("RelayCode") == true ? lobby.Data["RelayCode"].Value : null, // By providing RelayCode through the lobby data with Member visibility, we ensure a client is connected to the lobby before they could attempt a relay connection, preventing timing issues between them. State = lobby.Data?.ContainsKey("State") == true ? (LobbyState) int.Parse(lobby.Data["State"].Value) : LobbyState.Lobby, Color = lobby.Data?.ContainsKey("Color") == true ? (LobbyColor) int.Parse(lobby.Data["Color"].Value) : LobbyColor.None, State_LastEdit = lobby.Data?.ContainsKey("State_LastEdit") == true ? long.Parse(lobby.Data["State_LastEdit"].Value) : 0, Color_LastEdit = lobby.Data?.ContainsKey("Color_LastEdit") == true ? long.Parse(lobby.Data["Color_LastEdit"].Value) : 0 }; Dictionary lobbyUsers = new Dictionary(); foreach (var player in lobby.Players) { // If we already know about this player and this player is already connected to Relay, don't overwrite things that Relay might be changing. if (player.Data?.ContainsKey("UserStatus") == true && int.TryParse(player.Data["UserStatus"].Value, out int status)) { if (status > (int)UserStatus.Connecting && outputToHere.LobbyUsers.ContainsKey(player.Id)) { lobbyUsers.Add(player.Id, outputToHere.LobbyUsers[player.Id]); continue; } } // If the player isn't connected to Relay, get the most recent data that the lobby knows. // (If we haven't seen this player yet, a new local representation of the player will have already been added by the LocalLobby.) LobbyUser incomingData = new LobbyUser { IsHost = lobby.HostId.Equals(player.Id), DisplayName = player.Data?.ContainsKey("DisplayName") == true ? player.Data["DisplayName"].Value : default, Emote = player.Data?.ContainsKey("Emote") == true ? (EmoteType)int.Parse(player.Data["Emote"].Value) : default, UserStatus = player.Data?.ContainsKey("UserStatus") == true ? (UserStatus)int.Parse(player.Data["UserStatus"].Value) : UserStatus.Connecting, ID = player.Id }; lobbyUsers.Add(incomingData.ID, incomingData); } outputToHere.CopyObserved(info, lobbyUsers); } /// /// Create a list of new LocalLobbies from the result of a lobby list query. /// public static List Convert(QueryResponse response) { List retLst = new List(); foreach (var lobby in response.Results) retLst.Add(Convert(lobby)); return retLst; } private static LocalLobby Convert(Lobby lobby) { LocalLobby data = new LocalLobby(); Convert(lobby, data); return data; } } }