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106 行
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using System;
using System.Threading.Tasks;
using Unity.Services.Relay;
using Unity.Services.Relay.Allocations;
using Unity.Services.Relay.Models;
using UnityEngine;
namespace LobbyRelaySample.Relay
{
/// <summary>
/// Wrapper for all the interaction with the Relay API.
/// </summary>
public static class RelayAPIInterface
{
/// <summary>
/// API calls are asynchronous, but for debugging and other reasons we want to reify them as objects so that they can be monitored.
/// </summary>
private class InProgressRequest<T>
{
public InProgressRequest(Task<T> task, Action<T> onComplete)
{
DoRequest(task, onComplete);
}
private async void DoRequest(Task<T> task, Action<T> onComplete)
{
T result = default;
string currentTrace = System.Environment.StackTrace; // If we don't get the calling context here, it's lost once the async operation begins.
try {
result = await task;
} catch (Exception e) {
Exception eFull = new Exception($"Call stack before async call:\n{currentTrace}\n", e);
throw eFull;
} finally {
onComplete?.Invoke(result);
}
}
}
/// <summary>
/// A Relay Allocation represents a "server" for a new host.
/// </summary>
public static void AllocateAsync(int maxConnections, Action<Allocation> onComplete)
{
CreateAllocationRequest createAllocationRequest = new CreateAllocationRequest(new AllocationRequest(maxConnections));
var task = RelayService.AllocationsApiClient.CreateAllocationAsync(createAllocationRequest);
new InProgressRequest<Response<AllocateResponseBody>>(task, OnResponse);
void OnResponse(Response<AllocateResponseBody> response)
{
if (response == null)
Debug.LogError("Relay returned a null Allocation. It's possible the Relay service is currently down.");
else if (response.Status >= 200 && response.Status < 300)
onComplete?.Invoke(response.Result.Data.Allocation);
else
Debug.LogError($"Allocation returned a non Success code: {response.Status}");
};
}
/// <summary>
/// Only after an Allocation has been completed can a Relay join code be obtained. This code will be stored in the lobby's data as non-public
/// such that players can retrieve the Relay join code only after connecting to the lobby.
/// </summary>
public static void GetJoinCodeAsync(Guid hostAllocationId, Action<string> onComplete)
{
GetJoinCodeAsync(hostAllocationId, a =>
{
if (a.Status >= 200 && a.Status < 300)
onComplete.Invoke(a.Result.Data.JoinCode);
else
{
Debug.LogError($"Join Code Get returned a non Success code: {a.Status}");
}
});
}
private static void GetJoinCodeAsync(Guid hostAllocationId, Action<Response<JoinCodeResponseBody>> onComplete)
{
CreateJoincodeRequest joinCodeRequest = new CreateJoincodeRequest(new JoinCodeRequest(hostAllocationId));
var task = RelayService.AllocationsApiClient.CreateJoincodeAsync(joinCodeRequest);
new InProgressRequest<Response<JoinCodeResponseBody>>(task, onComplete);
}
/// <summary>
/// Clients call this to retrieve the host's Allocation via a Relay join code.
/// </summary>
public static void JoinAsync(string joinCode, Action<JoinAllocation> onComplete)
{
JoinAsync(joinCode, a =>
{
if (a.Status >= 200 && a.Status < 300)
onComplete.Invoke(a.Result.Data.Allocation);
else
{
Debug.LogError($"Join Call returned a non Success code: {a.Status}");
}
});
}
public static void JoinAsync(string joinCode, Action<Response<JoinResponseBody>> onComplete)
{
JoinRelayRequest joinRequest = new JoinRelayRequest(new JoinRequest(joinCode));
var task = RelayService.AllocationsApiClient.JoinRelayAsync(joinRequest);
new InProgressRequest<Response<JoinResponseBody>>(task, onComplete);
}
}
}