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using System;
using System.Collections.Generic;
using Unity.Services.Vivox;
using VivoxUnity;
namespace LobbyRelaySample.vivox
{
/// <summary>
/// Handles setting up a voice channel once inside a lobby.
/// </summary>
public class VivoxSetup
{
private bool m_hasInitialized = false;
private bool m_isMidInitialize = false;
private ILoginSession m_loginSession = null;
private IChannelSession m_channelSession = null;
private List<VivoxUserHandler> m_userHandlers;
/// <summary>
/// Initialize the Vivox service, before actually joining any audio channels.
/// </summary>
/// <param name="onComplete">Called whether the login succeeds or not.</param>
public void Initialize(List<VivoxUserHandler> userHandlers, Action<bool> onComplete)
{
if (m_isMidInitialize)
return;
m_isMidInitialize = true;
m_userHandlers = userHandlers;
VivoxService.Instance.Initialize();
Account account = new Account(Locator.Get.Identity.GetSubIdentity(Auth.IIdentityType.Auth).GetContent("id"));
m_loginSession = VivoxService.Instance.Client.GetLoginSession(account);
string token = m_loginSession.GetLoginToken();
m_loginSession.BeginLogin(token, SubscriptionMode.Accept, null, null, null, result =>
{
try
{
m_loginSession.EndLogin(result);
m_hasInitialized = true;
onComplete?.Invoke(true);
}
catch (Exception ex)
{ UnityEngine.Debug.LogWarning("Vivox failed to login: " + ex.Message);
onComplete?.Invoke(false);
}
finally
{
m_isMidInitialize = false;
}
});
}
/// <summary>
/// Once in a lobby, start joining a voice channel for that lobby. Be sure to complete Initialize first.
/// </summary>
/// <param name="onComplete">Called whether the channel is successfully joined or not.</param>
public void JoinLobbyChannel(string lobbyId, Action<bool> onComplete)
{
if (!m_hasInitialized || m_loginSession.State != LoginState.LoggedIn)
{
UnityEngine.Debug.LogWarning("Can't join a Vivox audio channel, as Vivox login hasn't completed yet.");
onComplete?.Invoke(false);
return;
}
ChannelType channelType = ChannelType.NonPositional;
Channel channel = new Channel(lobbyId + "_voice", channelType, null);
m_channelSession = m_loginSession.GetChannelSession(channel);
string token = m_channelSession.GetConnectToken();
m_channelSession.BeginConnect(true, false, true, token, result =>
{
try
{
// Special case: It's possible for the player to leave the lobby between the time we called BeginConnect and the time we hit this callback.
// If that's the case, we should abort the rest of the connection process.
if (m_channelSession.ChannelState == ConnectionState.Disconnecting || m_channelSession.ChannelState == ConnectionState.Disconnected)
{
UnityEngine.Debug.LogWarning("Vivox channel is already disconnecting. Terminating the channel connect sequence.");
HandleEarlyDisconnect();
return;
}
m_channelSession.EndConnect(result);
onComplete?.Invoke(true);
foreach (VivoxUserHandler userHandler in m_userHandlers)
userHandler.OnChannelJoined(m_channelSession);
}
catch (Exception ex)
{ UnityEngine.Debug.LogWarning("Vivox failed to connect: " + ex.Message);
onComplete?.Invoke(false);
m_channelSession?.Disconnect();
}
});
}
/// <summary>
/// To be called when leaving a lobby.
/// </summary>
public void LeaveLobbyChannel()
{
if (m_channelSession != null)
{
// Special case: The EndConnect call requires a little bit of time before the connection actually completes, but the player might
// disconnect before then. If so, sending the Disconnect now will fail, and the played would stay connected to voice while no longer
// in the lobby. So, wait until the connection is completed before disconnecting in that case.
if (m_channelSession.ChannelState == ConnectionState.Connecting)
{
UnityEngine.Debug.LogWarning("Vivox channel is trying to disconnect while trying to complete its connection. Will wait until connection completes.");
HandleEarlyDisconnect();
return;
}
ChannelId id = m_channelSession.Channel;
m_channelSession?.Disconnect(
(result) => { m_loginSession.DeleteChannelSession(id); m_channelSession = null; });
}
foreach (VivoxUserHandler userHandler in m_userHandlers)
userHandler.OnChannelLeft();
}
private void HandleEarlyDisconnect()
{
Locator.Get.UpdateSlow.Subscribe(DisconnectOnceConnected, 0.2f);
}
private void DisconnectOnceConnected(float unused)
{
if (m_channelSession?.ChannelState == ConnectionState.Connecting)
return;
Locator.Get.UpdateSlow.Unsubscribe(DisconnectOnceConnected);
LeaveLobbyChannel();
}
/// <summary>
/// To be called on quit, this will disconnect the player from Vivox entirely instead of just leaving any open lobby channels.
/// </summary>
public void Uninitialize()
{
if (!m_hasInitialized)
return;
m_loginSession.Logout();
}
}
}