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;
}
}
}