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351 行
14 KiB
351 行
14 KiB
using System;
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using LobbyRelaySample.Relay;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace LobbyRelaySample
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{
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/// <summary>
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/// Sets up and runs the entire sample.
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/// </summary>
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public class GameManager : MonoBehaviour, IReceiveMessages
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{
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[SerializeField]
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[Tooltip("Only logs of this level or higher will appear in the console.")]
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private LogMode m_logMode = LogMode.Critical;
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/// <summary>
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/// All these should be assigned the observers in the scene at the start.
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/// </summary>
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#region UI elements that observe the local state. These are
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[SerializeField]
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private List<LocalGameStateObserver> m_GameStateObservers = new List<LocalGameStateObserver>();
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[SerializeField]
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private List<LocalLobbyObserver> m_LocalLobbyObservers = new List<LocalLobbyObserver>();
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[SerializeField]
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private List<LobbyUserObserver> m_LocalUserObservers = new List<LobbyUserObserver>();
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[SerializeField]
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private List<LobbyServiceDataObserver> m_LobbyServiceObservers = new List<LobbyServiceDataObserver>();
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#endregion
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private LocalGameState m_localGameState = new LocalGameState();
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private LobbyUser m_localUser;
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private LocalLobby m_localLobby;
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private LobbyServiceData m_lobbyServiceData = new LobbyServiceData();
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private LobbyContentHeartbeat m_lobbyContentHeartbeat = new LobbyContentHeartbeat();
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private RelayUtpSetup m_relaySetup;
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private RelayUtpClient m_relayClient;
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// The Lobby API rate limits query requests to one every 1.5s, and it will return a 429 "Too Many Requests" error otherwise.
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private const float k_lobbyAssignmentCoolingSeconds = 1.5f;
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private bool m_coolingDown;
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/// <summary>Rather than a setter, this is usable in-editor. It won't accept an enum, however.</summary>
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public void SetLobbyColorFilter(int color) { m_lobbyColorFilter = (LobbyColor)color; }
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private LobbyColor m_lobbyColorFilter;
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#region Setup
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private void Awake()
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{
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// Do some arbitrary operations to instantiate singletons.
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#pragma warning disable IDE0059 // Unnecessary assignment of a value
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var unused = Locator.Get;
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#pragma warning restore IDE0059
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LogHandler.Get().mode = m_logMode;
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Locator.Get.Provide(new Auth.Identity(OnAuthSignIn));
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Application.wantsToQuit += OnWantToQuit;
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}
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private void Start()
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{
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m_localLobby = new LocalLobby { State = LobbyState.Lobby };
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m_localUser = new LobbyUser();
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m_localUser.DisplayName = "New Player";
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Locator.Get.Messenger.Subscribe(this);
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BeginObservers();
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}
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private void OnAuthSignIn()
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{
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Debug.Log("Signed in.");
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m_localUser.ID = Locator.Get.Identity.GetSubIdentity(Auth.IIdentityType.Auth).GetContent("id");
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m_localUser.DisplayName = NameGenerator.GetName(m_localUser.ID);
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m_localLobby.AddPlayer(m_localUser); // The local LobbyUser object will be hooked into UI before the LocalLobby is populated during lobby join, so the LocalLobby must know about it already when that happens.
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}
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private void BeginObservers()
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{
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foreach (var gameStateObs in m_GameStateObservers)
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gameStateObs.BeginObserving(m_localGameState);
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foreach (var serviceObs in m_LobbyServiceObservers)
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serviceObs.BeginObserving(m_lobbyServiceData);
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foreach (var lobbyObs in m_LocalLobbyObservers)
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lobbyObs.BeginObserving(m_localLobby);
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foreach (var userObs in m_LocalUserObservers)
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userObs.BeginObserving(m_localUser);
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}
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#endregion
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/// <summary>
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/// Primarily used for UI elements to communicate state changes, this will receive messages from arbitrary providers for user interactions.
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/// </summary>
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public void OnReceiveMessage(MessageType type, object msg)
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{
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if (type == MessageType.RenameRequest)
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{ m_localUser.DisplayName = (string)msg;
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}
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else if (type == MessageType.CreateLobbyRequest)
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{
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if (!LobbyRequestCooledDown())
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return;
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var createLobbyData = (LocalLobby)msg;
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LobbyAsyncRequests.Instance.CreateLobbyAsync(createLobbyData.LobbyName, createLobbyData.MaxPlayerCount, createLobbyData.Private, m_localUser, (r) =>
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{ lobby.ToLocalLobby.Convert(r, m_localLobby);
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OnCreatedLobby();
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},
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OnFailedJoin);
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}
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else if (type == MessageType.JoinLobbyRequest)
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{
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if (!LobbyRequestCooledDown())
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return;
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LocalLobby.LobbyData lobbyInfo = (LocalLobby.LobbyData)msg;
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LobbyAsyncRequests.Instance.JoinLobbyAsync(lobbyInfo.LobbyID, lobbyInfo.LobbyCode, m_localUser, (r) =>
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{ lobby.ToLocalLobby.Convert(r, m_localLobby);
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OnJoinedLobby();
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},
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OnFailedJoin);
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}
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else if (type == MessageType.QueryLobbies)
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{
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if (!LobbyRequestCooledDown())
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return;
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m_lobbyServiceData.State = LobbyQueryState.Fetching;
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LobbyAsyncRequests.Instance.RetrieveLobbyListAsync(
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qr => {
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if (qr != null)
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OnLobbiesQueried(lobby.ToLocalLobby.Convert(qr));
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},
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er => {
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long errorLong = 0;
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if (er != null)
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errorLong = er.Status;
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OnLobbyQueryFailed(errorLong);
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},
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m_lobbyColorFilter);
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}
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else if (type == MessageType.ChangeGameState)
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{ SetGameState((GameState)msg);
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}
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else if (type == MessageType.UserSetEmote)
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{ EmoteType emote = (EmoteType)msg;
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m_localUser.Emote = emote;
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}
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else if (type == MessageType.LobbyUserStatus)
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{ m_localUser.UserStatus = (UserStatus)msg;
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}
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else if (type == MessageType.StartCountdown)
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{ BeginCountDown();
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}
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else if (type == MessageType.CancelCountdown)
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{ m_localLobby.State = LobbyState.Lobby;
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m_localLobby.CountDownTime = 0;
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}
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else if (type == MessageType.ConfirmInGameState)
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{ m_localUser.UserStatus = UserStatus.InGame;
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m_localLobby.State = LobbyState.InGame;
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}
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else if (type == MessageType.EndGame)
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{ m_localLobby.State = LobbyState.Lobby;
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m_localLobby.CountDownTime = 0;
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SetUserLobbyState();
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}
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}
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private void SetGameState(GameState state)
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{
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bool isLeavingLobby = (state == GameState.Menu || state == GameState.JoinMenu) && m_localGameState.State == GameState.Lobby;
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m_localGameState.State = state;
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if (isLeavingLobby)
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OnLeftLobby();
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}
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private void OnLobbiesQueried(IEnumerable<LocalLobby> lobbies)
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{
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var newLobbyDict = new Dictionary<string, LocalLobby>();
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foreach (var lobby in lobbies)
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newLobbyDict.Add(lobby.LobbyID, lobby);
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m_lobbyServiceData.State = LobbyQueryState.Fetched;
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m_lobbyServiceData.CurrentLobbies = newLobbyDict;
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}
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private void OnLobbyQueryFailed(long errorCode)
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{
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m_lobbyServiceData.lastErrorCode = errorCode;
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m_lobbyServiceData.State = LobbyQueryState.Error;
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}
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private void OnCreatedLobby()
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{
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m_localUser.IsHost = true;
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OnJoinedLobby();
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}
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private void OnJoinedLobby()
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{
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LobbyAsyncRequests.Instance.BeginTracking(m_localLobby.LobbyID);
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m_lobbyContentHeartbeat.BeginTracking(m_localLobby, m_localUser);
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SetUserLobbyState();
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StartRelayConnection();
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}
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private void OnLeftLobby()
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{
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m_localUser.ResetState();
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LobbyAsyncRequests.Instance.LeaveLobbyAsync(m_localLobby.LobbyID, ResetLocalLobby);
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m_lobbyContentHeartbeat.EndTracking();
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LobbyAsyncRequests.Instance.EndTracking();
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if (m_relaySetup != null)
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{ Component.Destroy(m_relaySetup);
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m_relaySetup = null;
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}
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if (m_relayClient != null)
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{ Component.Destroy(m_relayClient);
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m_relayClient = null;
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}
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}
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private bool LobbyRequestCooledDown()
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{
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if (m_coolingDown)
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return false;
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StartCoroutine(RequestCoolDown());
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return true;
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}
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private IEnumerator RequestCoolDown()
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{
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m_coolingDown = true;
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yield return new WaitForSeconds(k_lobbyAssignmentCoolingSeconds);
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m_coolingDown = false;
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}
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/// <summary>
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/// Back to Join menu if we fail to join for whatever reason.
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/// </summary>
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private void OnFailedJoin()
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{
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SetGameState(GameState.JoinMenu);
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}
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private void StartRelayConnection()
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{
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if (m_localUser.IsHost)
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m_relaySetup = gameObject.AddComponent<RelayUtpSetupHost>();
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else
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m_relaySetup = gameObject.AddComponent<RelayUtpSetupClient>();
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OnReceiveMessage(MessageType.LobbyUserStatus, UserStatus.Connecting);
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m_relaySetup.BeginRelayJoin(m_localLobby, m_localUser, OnRelayConnected);
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}
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private void OnRelayConnected(bool didSucceed, RelayUtpClient client)
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{
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Component.Destroy(m_relaySetup);
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m_relaySetup = null;
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if (!didSucceed)
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{
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Debug.LogError("Relay connection failed! Retrying in 5s...");
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StartCoroutine(RetryRelayConnection());
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return;
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}
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m_relayClient = client;
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OnReceiveMessage(MessageType.LobbyUserStatus, UserStatus.Lobby);
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}
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private IEnumerator RetryRelayConnection()
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{
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yield return new WaitForSeconds(5);
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StartRelayConnection();
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}
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private void BeginCountDown()
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{
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if (m_localLobby.State == LobbyState.CountDown)
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return;
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m_localLobby.CountDownTime = 4;
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m_localLobby.State = LobbyState.CountDown;
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StartCoroutine(CountDown());
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}
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/// <summary>
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/// The CountdownUI will pick up on changes to the lobby's countdown timer. This can be interrupted if the lobby leaves the countdown state (via a CancelCountdown message).
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/// </summary>
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private IEnumerator CountDown()
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{
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while (m_localLobby.CountDownTime > 0)
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{
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yield return null;
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if (m_localLobby.State != LobbyState.CountDown)
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yield break;
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m_localLobby.CountDownTime -= Time.deltaTime;
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}
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if (m_relayClient is RelayUtpHost)
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(m_relayClient as RelayUtpHost).SendInGameState();
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}
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private void SetUserLobbyState()
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{
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SetGameState(GameState.Lobby);
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OnReceiveMessage(MessageType.LobbyUserStatus, UserStatus.Lobby);
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}
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private void ResetLocalLobby()
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{
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m_localLobby.CopyObserved(new LocalLobby.LobbyData(), new Dictionary<string, LobbyUser>());
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m_localLobby.AddPlayer(m_localUser); // As before, the local player will need to be plugged into UI before the lobby join actually happens.
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m_localLobby.CountDownTime = 0;
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m_localLobby.RelayServer = null;
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}
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#region Teardown
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/// <summary>
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/// In builds, if we are in a lobby and try to send a Leave request on application quit, it won't go through if we're quitting on the same frame.
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/// So, we need to delay just briefly to let the request happen (though we don't need to wait for the result).
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/// </summary>
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private IEnumerator LeaveBeforeQuit()
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{
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ForceLeaveAttempt();
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yield return null;
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Application.Quit();
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}
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private bool OnWantToQuit()
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{
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bool canQuit = string.IsNullOrEmpty(m_localLobby?.LobbyID);
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StartCoroutine(LeaveBeforeQuit());
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return canQuit;
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}
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private void OnDestroy()
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{
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ForceLeaveAttempt();
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}
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private void ForceLeaveAttempt()
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{
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Locator.Get.Messenger.Unsubscribe(this);
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if (!string.IsNullOrEmpty(m_localLobby?.LobbyID))
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{
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LobbyAsyncRequests.Instance.LeaveLobbyAsync(m_localLobby?.LobbyID, null);
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m_localLobby = null;
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}
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}
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#endregion
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}
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}
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