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259 行
7.4 KiB
259 行
7.4 KiB
using System;
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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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[Flags] // Some UI elements will want to specify multiple states in which to be active, so this is Flags.
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public enum LobbyState
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{
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Lobby = 1,
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CountDown = 2,
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InGame = 4
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}
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public enum LobbyColor { None = 0, Orange = 1, Green = 2, Blue = 3 }
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/// <summary>
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/// A local wrapper around a lobby's remote data, with additional functionality for providing that data to UI elements and tracking local player objects.
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/// (The way that the Lobby service handles its data doesn't necessarily match our needs, so we need to map from that to this LocalLobby for use in the sample code.)
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/// </summary>
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[System.Serializable]
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public class LocalLobby : Observed<LocalLobby>
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{
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Dictionary<string, LobbyUser> m_LobbyUsers = new Dictionary<string, LobbyUser>();
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public Dictionary<string, LobbyUser> LobbyUsers => m_LobbyUsers;
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#region LocalLobbyData
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public struct LobbyData
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{
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public string LobbyID { get; set; }
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public string LobbyCode { get; set; }
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public string RelayCode { get; set; }
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public string LobbyName { get; set; }
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public bool Private { get; set; }
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public int MaxPlayerCount { get; set; }
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public LobbyState State { get; set; }
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public LobbyColor Color { get; set; }
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public LobbyData(LobbyData existing)
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{
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LobbyID = existing.LobbyID;
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LobbyCode = existing.LobbyCode;
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RelayCode = existing.RelayCode;
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LobbyName = existing.LobbyName;
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Private = existing.Private;
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MaxPlayerCount = existing.MaxPlayerCount;
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State = existing.State;
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Color = existing.Color;
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}
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public LobbyData(string lobbyCode)
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{
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LobbyID = null;
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LobbyCode = lobbyCode;
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RelayCode = null;
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LobbyName = null;
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Private = false;
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MaxPlayerCount = -1;
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State = LobbyState.Lobby;
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Color = LobbyColor.None;
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}
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}
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private LobbyData m_data;
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public LobbyData Data
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{
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get { return new LobbyData(m_data); }
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}
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float m_CountDownTime;
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public float CountDownTime
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{
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get { return m_CountDownTime; }
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set
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{
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m_CountDownTime = value;
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OnChanged(this);
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}
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}
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ServerAddress m_relayServer;
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/// <summary>Used only for visual output of the Relay connection info. The obfuscated Relay server IP is obtained during allocation in the RelayUtpSetup.</summary>
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public ServerAddress RelayServer
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{
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get => m_relayServer;
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set
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{
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m_relayServer = value;
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OnChanged(this);
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}
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}
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#endregion
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public void AddPlayer(LobbyUser user)
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{
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if (m_LobbyUsers.ContainsKey(user.ID))
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{
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Debug.LogError($"Cant add player {user.DisplayName}({user.ID}) to lobby: {LobbyID} twice");
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return;
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}
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DoAddPlayer(user);
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OnChanged(this);
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}
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private void DoAddPlayer(LobbyUser user)
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{
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m_LobbyUsers.Add(user.ID, user);
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user.onChanged += OnChangedUser;
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}
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public void RemovePlayer(LobbyUser user)
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{
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DoRemoveUser(user);
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OnChanged(this);
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}
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private void DoRemoveUser(LobbyUser user)
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{
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if (!m_LobbyUsers.ContainsKey(user.ID))
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{
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Debug.LogWarning($"Player {user.DisplayName}({user.ID}) does not exist in lobby: {LobbyID}");
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return;
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}
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m_LobbyUsers.Remove(user.ID);
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user.onChanged -= OnChangedUser;
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}
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private void OnChangedUser(LobbyUser user)
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{
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OnChanged(this);
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}
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public string LobbyID
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{
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get => m_data.LobbyID;
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set
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{
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m_data.LobbyID = value;
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OnChanged(this);
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}
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}
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public string LobbyCode
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{
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get => m_data.LobbyCode;
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set
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{
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m_data.LobbyCode = value;
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OnChanged(this);
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}
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}
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public string RelayCode
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{
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get => m_data.RelayCode;
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set
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{
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m_data.RelayCode = value;
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OnChanged(this);
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}
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}
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public string LobbyName
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{
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get => m_data.LobbyName;
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set
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{
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m_data.LobbyName = value;
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OnChanged(this);
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}
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}
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public LobbyState State
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{
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get => m_data.State;
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set
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{
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m_data.State = value;
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OnChanged(this);
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}
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}
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public bool Private
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{
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get => m_data.Private;
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set
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{
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m_data.Private = value;
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OnChanged(this);
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}
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}
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public int PlayerCount => m_LobbyUsers.Count;
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public int MaxPlayerCount
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{
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get => m_data.MaxPlayerCount;
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set
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{
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m_data.MaxPlayerCount = value;
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OnChanged(this);
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}
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}
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public LobbyColor Color
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{
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get => m_data.Color;
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set
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{
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if (m_data.Color != value)
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{ m_data.Color = value;
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OnChanged(this);
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}
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}
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}
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public void CopyObserved(LobbyData data, Dictionary<string, LobbyUser> currUsers)
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{
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m_data = data;
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if (currUsers == null)
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m_LobbyUsers = new Dictionary<string, LobbyUser>();
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else
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{
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List<LobbyUser> toRemove = new List<LobbyUser>();
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foreach (var oldUser in m_LobbyUsers)
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{
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if (currUsers.ContainsKey(oldUser.Key))
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oldUser.Value.CopyObserved(currUsers[oldUser.Key]);
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else
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toRemove.Add(oldUser.Value);
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}
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foreach (var remove in toRemove)
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{
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DoRemoveUser(remove);
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}
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foreach (var currUser in currUsers)
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{
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if (!m_LobbyUsers.ContainsKey(currUser.Key))
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DoAddPlayer(currUser.Value);
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}
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}
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OnChanged(this);
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}
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// This ends up being called from the lobby list when we get data about a lobby without having joined it yet.
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public override void CopyObserved(LocalLobby oldObserved)
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{
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CopyObserved(oldObserved.Data, oldObserved.m_LobbyUsers);
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}
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}
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}
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