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using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using Unity.Services.Authentication;
using Unity.Services.Lobbies;
using Unity.Services.Lobbies.Models;
using UnityEngine;
namespace LobbyRelaySample
{
/// <summary>
/// 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.
/// </summary>
///
/// Manages one Lobby at a time, Only entry points to a lobby with ID is via JoinAsync, CreateAsync, and QuickJoinAsync
public class LobbyManager : IDisposable
{
//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 game will be actively in just one lobby at a time, though they could be in more on the service side.)
public Lobby CurrentLobby => m_CurrentLobby;
Lobby m_CurrentLobby;
const int k_maxLobbiesToShow = 16; // If more are necessary, consider retrieving paginated results or using filters.
Task m_HeartBeatTask;
#region Rate Limiting
public enum RequestType
{
Query = 0,
Join,
QuickJoin,
Host
}
public bool InLobby()
{
if (m_CurrentLobby == null)
{
Debug.LogError("LobbyManager not currently in a lobby. Did you CreateLobbyAsync or JoinLobbyAsync?");
return false;
}
return true;
}
public RateLimiter GetRateLimit(RequestType type)
{
if (type == RequestType.Join)
return m_JoinCooldown;
else if (type == RequestType.QuickJoin)
return m_QuickJoinCooldown;
else if (type == RequestType.Host)
return m_CreateCooldown;
return m_QueryCooldown;
}
// Rate Limits are posted here: https://docs.unity.com/lobby/rate-limits.html
RateLimiter m_QueryCooldown = new RateLimiter(1f);
RateLimiter m_CreateCooldown = new RateLimiter(3f);
RateLimiter m_JoinCooldown = new RateLimiter(3f);
RateLimiter m_QuickJoinCooldown = new RateLimiter(10f);
RateLimiter m_GetLobbyCooldown = new RateLimiter(1f);
RateLimiter m_DeleteLobbyCooldown = new RateLimiter(.2f);
RateLimiter m_UpdateLobbyCooldown = new RateLimiter(.3f);
RateLimiter m_UpdatePlayerCooldown = new RateLimiter(.3f);
RateLimiter m_LeaveLobbyOrRemovePlayer = new RateLimiter(.3f);
RateLimiter m_HeartBeatCooldown = new RateLimiter(6f);
#endregion
Dictionary<string, PlayerDataObject> CreateInitialPlayerData(LocalPlayer user)
{
Dictionary<string, PlayerDataObject> data = new Dictionary<string, PlayerDataObject>();
var displayNameObject = new PlayerDataObject(PlayerDataObject.VisibilityOptions.Member, user.DisplayName.Value);
data.Add("DisplayName", displayNameObject);
return data;
}
public async Task<Lobby> CreateLobbyAsync(string lobbyName, int maxPlayers, bool isPrivate, LocalPlayer localUser)
{
if (m_CreateCooldown.IsInCooldown)
{
UnityEngine.Debug.LogWarning("Create Lobby hit the rate limit.");
return null;
}
await m_CreateCooldown.WaitUntilCooldown();
Debug.Log("Lobby - Creating");
try
{
string uasId = AuthenticationService.Instance.PlayerId;
CreateLobbyOptions createOptions = new CreateLobbyOptions
{
IsPrivate = isPrivate,
Player = new Player(id: uasId, data: CreateInitialPlayerData(localUser))
};
m_CurrentLobby = await LobbyService.Instance.CreateLobbyAsync(lobbyName, maxPlayers, createOptions);
StartHeartBeat();
return m_CurrentLobby;
}
catch (Exception ex)
{
Debug.LogError($"Lobby Create failed:\n{ex}");
return null;
}
}
public async Task<Lobby> JoinLobbyAsync(string lobbyId, string lobbyCode, LocalPlayer localUser)
{
if (m_JoinCooldown.IsInCooldown ||
(lobbyId == null && lobbyCode == null))
{
return null;
}
await m_JoinCooldown.WaitUntilCooldown();
Debug.Log($"{localUser.DisplayName}({localUser.ID}) Joining Lobby- {lobbyId} with {lobbyCode}");
string uasId = AuthenticationService.Instance.PlayerId;
var playerData = CreateInitialPlayerData(localUser);
if (!string.IsNullOrEmpty(lobbyId))
{
JoinLobbyByIdOptions joinOptions = new JoinLobbyByIdOptions
{ Player = new Player(id: uasId, data: playerData) };
m_CurrentLobby = await LobbyService.Instance.JoinLobbyByIdAsync(lobbyId, joinOptions);
}
else
{
JoinLobbyByCodeOptions joinOptions = new JoinLobbyByCodeOptions
{ Player = new Player(id: uasId, data: playerData) };
m_CurrentLobby = await LobbyService.Instance.JoinLobbyByCodeAsync(lobbyCode, joinOptions);
}
return m_CurrentLobby;
}
public async Task<Lobby> QuickJoinLobbyAsync(LocalPlayer localUser, LobbyColor limitToColor = LobbyColor.None)
{
//We dont want to queue a quickjoin
if (m_QuickJoinCooldown.IsInCooldown)
{
UnityEngine.Debug.LogWarning("Quick Join Lobby hit the rate limit.");
return null;
}
await m_QuickJoinCooldown.WaitUntilCooldown();
Debug.Log("Lobby - Quick Joining.");
var filters = LobbyColorToFilters(limitToColor);
string uasId = AuthenticationService.Instance.PlayerId;
var joinRequest = new QuickJoinLobbyOptions
{
Filter = filters,
Player = new Player(id: uasId, data: CreateInitialPlayerData(localUser))
};
return m_CurrentLobby = await LobbyService.Instance.QuickJoinLobbyAsync(joinRequest);
}
public async Task<QueryResponse> RetrieveLobbyListAsync(LobbyColor limitToColor = LobbyColor.None)
{
await m_QueryCooldown.WaitUntilCooldown();
Debug.Log("Lobby - Retrieving List.");
var filters = LobbyColorToFilters(limitToColor);
QueryLobbiesOptions queryOptions = new QueryLobbiesOptions
{
Count = k_maxLobbiesToShow,
Filters = filters
};
return await LobbyService.Instance.QueryLobbiesAsync(queryOptions);
}
List<QueryFilter> LobbyColorToFilters(LobbyColor limitToColor)
{
List<QueryFilter> filters = new List<QueryFilter>();
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));
return filters;
}
public async Task<Lobby> GetLobbyAsync(string lobbyId = null)
{
if (!InLobby())
return null;
await m_GetLobbyCooldown.WaitUntilCooldown();
lobbyId ??= m_CurrentLobby.Id;
return m_CurrentLobby = await LobbyService.Instance.GetLobbyAsync(lobbyId);
}
public async Task LeaveLobbyAsync()
{
await m_LeaveLobbyOrRemovePlayer.WaitUntilCooldown();
if (!InLobby())
return;
string playerId = AuthenticationService.Instance.PlayerId;
Debug.Log($"{playerId} leaving Lobby {m_CurrentLobby.Id}");
await LobbyService.Instance.RemovePlayerAsync(m_CurrentLobby.Id, playerId);
m_CurrentLobby = null;
}
public async Task<Lobby> UpdatePlayerDataAsync(Dictionary<string, string> data)
{
if (!InLobby())
return null;
await m_UpdatePlayerCooldown.WaitUntilCooldown();
Debug.Log("Lobby - Updating Player Data");
string playerId = AuthenticationService.Instance.PlayerId;
Dictionary<string, PlayerDataObject> dataCurr = new Dictionary<string, PlayerDataObject>();
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);
}
UpdatePlayerOptions updateOptions = new UpdatePlayerOptions
{
Data = dataCurr,
AllocationId = null,
ConnectionInfo = null
};
return m_CurrentLobby =
await LobbyService.Instance.UpdatePlayerAsync(m_CurrentLobby.Id, playerId, updateOptions);
}
public async Task<Lobby> UpdatePlayerRelayInfoAsync(string lobbyID, string allocationId, string connectionInfo)
{
if (!InLobby())
return null;
await m_UpdatePlayerCooldown.WaitUntilCooldown();
Debug.Log("Lobby - Relay Info (Player)");
string playerId = AuthenticationService.Instance.PlayerId;
UpdatePlayerOptions updateOptions = new UpdatePlayerOptions
{
Data = new Dictionary<string, PlayerDataObject>(),
AllocationId = allocationId,
ConnectionInfo = connectionInfo
};
return m_CurrentLobby = await LobbyService.Instance.UpdatePlayerAsync(lobbyID, playerId, updateOptions);
}
public async Task<Lobby> UpdateLobbyDataAsync(Dictionary<string, string> data)
{
if (!InLobby())
return null;
await m_UpdateLobbyCooldown.WaitUntilCooldown();
Debug.Log("Lobby - Updating Lobby Data");
Dictionary<string, DataObject> dataCurr = m_CurrentLobby.Data ?? new Dictionary<string, DataObject>();
var shouldLock = false;
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 == "LocalLobbyColor" ? 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);
//Special Use: Get the state of the Local lobby so we can lock it from appearing in queries if it's not in the "Lobby" LocalLobbyState
if (dataNew.Key == "LocalLobbyState")
{
Enum.TryParse(dataNew.Value, out LobbyState lobbyState);
shouldLock = lobbyState != LobbyState.Lobby;
}
}
UpdateLobbyOptions updateOptions = new UpdateLobbyOptions { Data = dataCurr, IsLocked = shouldLock };
return m_CurrentLobby = await LobbyService.Instance.UpdateLobbyAsync(m_CurrentLobby.Id, updateOptions);
}
public async Task DeleteLobbyAsync()
{
if (!InLobby())
return;
await m_DeleteLobbyCooldown.WaitUntilCooldown();
Debug.Log("Lobby - Deleting Lobby");
await LobbyService.Instance.DeleteLobbyAsync(m_CurrentLobby.Id);
}
public void Dispose()
{
m_CurrentLobby = null;
}
#region HeartBeat
//Since the LobbyManager maintains the "connection" to the lobby, we will continue to heartbeat until host leaves.
async Task SendHeartbeatPingAsync()
{
if (!InLobby())
return;
if (m_HeartBeatCooldown.IsInCooldown)
return;
await m_HeartBeatCooldown.WaitUntilCooldown();
Debug.Log("Lobby - Heartbeat");
await LobbyService.Instance.SendHeartbeatPingAsync(m_CurrentLobby.Id);
}
void StartHeartBeat()
{
#pragma warning disable 4014
m_HeartBeatTask = HeartBeatLoop();
#pragma warning restore 4014
}
async Task HeartBeatLoop()
{
while (m_CurrentLobby != null)
{
await SendHeartbeatPingAsync();
await Task.Delay(8000);
}
}
#endregion
}
//Manages the Cooldown for each service call.
//Adds a buffer to account for ping times.
public class RateLimiter
{
public Action<bool> onCooldownChange;
public readonly float cooldownSeconds;
public readonly int coolDownMS;
public readonly int pingBufferMS;
//(If you're still getting rate limit errors, try increasing the pingBuffer)
public RateLimiter(float cooldownSeconds, int pingBuffer = 100)
{
this.cooldownSeconds = cooldownSeconds;
pingBufferMS = pingBuffer;
coolDownMS =
Mathf.CeilToInt(this.cooldownSeconds * 1000) +
pingBufferMS;
}
public async Task WaitUntilCooldown()
{
//No Queue!
if (!m_IsInCooldown)
{
#pragma warning disable 4014
CooldownAsync();
#pragma warning restore 4014
return;
}
while (m_IsInCooldown)
{
await Task.Delay(10);
}
}
async Task CooldownAsync()
{
IsInCooldown = true;
await Task.Delay(coolDownMS);
IsInCooldown = false;
}
bool m_IsInCooldown = false;
public bool IsInCooldown
{
get => m_IsInCooldown;
private set
{
if (m_IsInCooldown != value)
{
m_IsInCooldown = value;
onCooldownChange?.Invoke(m_IsInCooldown);
}
}
}
}
}