您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
76 行
4.5 KiB
76 行
4.5 KiB
using System.Collections.Generic;
|
|
using Unity.Services.Lobbies.Models;
|
|
|
|
namespace LobbyRelaySample.lobby
|
|
{
|
|
/// <summary>
|
|
/// Convert the lobby resulting from a request into a LocalLobby for use in the game logic.
|
|
/// </summary>
|
|
public static class ToLocalLobby
|
|
{
|
|
/// <summary>
|
|
/// Create a new LocalLobby from the content of a retrieved lobby. Its data can be copied into an existing LocalLobby for use.
|
|
/// </summary>
|
|
public static void Convert(Lobby lobby, LocalLobby outputToHere)
|
|
{
|
|
LocalLobby.LobbyData info = new LocalLobby.LobbyData // Technically, this is largely redundant after the first assignment, but it won't do any harm to assign it again.
|
|
{ LobbyID = lobby.Id,
|
|
LobbyCode = lobby.LobbyCode,
|
|
Private = lobby.IsPrivate,
|
|
LobbyName = lobby.Name,
|
|
MaxPlayerCount = lobby.MaxPlayers,
|
|
RelayCode = lobby.Data?.ContainsKey("RelayCode") == true ? lobby.Data["RelayCode"].Value : null, // By providing RelayCode through the lobby data with Member visibility, we ensure a client is connected to the lobby before they could attempt a relay connection, preventing timing issues between them.
|
|
RelayNGOCode = lobby.Data?.ContainsKey("RelayNGOCode") == true ? lobby.Data["RelayNGOCode"].Value : null,
|
|
State = lobby.Data?.ContainsKey("State") == true ? (LobbyState) int.Parse(lobby.Data["State"].Value) : LobbyState.Lobby,
|
|
Color = lobby.Data?.ContainsKey("Color") == true ? (LobbyColor) int.Parse(lobby.Data["Color"].Value) : LobbyColor.None,
|
|
State_LastEdit = lobby.Data?.ContainsKey("State_LastEdit") == true ? long.Parse(lobby.Data["State_LastEdit"].Value) : 0,
|
|
Color_LastEdit = lobby.Data?.ContainsKey("Color_LastEdit") == true ? long.Parse(lobby.Data["Color_LastEdit"].Value) : 0,
|
|
RelayNGOCode_LastEdit = lobby.Data?.ContainsKey("RelayNGOCode_LastEdit") == true ? long.Parse(lobby.Data["RelayNGOCode_LastEdit"].Value) : 0,
|
|
};
|
|
|
|
Dictionary<string, LobbyUser> lobbyUsers = new Dictionary<string, LobbyUser>();
|
|
foreach (var player in lobby.Players)
|
|
{
|
|
// If we already know about this player and this player is already connected to Relay, don't overwrite things that Relay might be changing.
|
|
if (player.Data?.ContainsKey("UserStatus") == true && int.TryParse(player.Data["UserStatus"].Value, out int status))
|
|
{
|
|
if (status > (int)UserStatus.Connecting && outputToHere.LobbyUsers.ContainsKey(player.Id))
|
|
{
|
|
lobbyUsers.Add(player.Id, outputToHere.LobbyUsers[player.Id]);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// If the player isn't connected to Relay, get the most recent data that the lobby knows.
|
|
// (If we haven't seen this player yet, a new local representation of the player will have already been added by the LocalLobby.)
|
|
LobbyUser incomingData = new LobbyUser
|
|
{
|
|
IsHost = lobby.HostId.Equals(player.Id),
|
|
DisplayName = player.Data?.ContainsKey("DisplayName") == true ? player.Data["DisplayName"].Value : default,
|
|
Emote = player.Data?.ContainsKey("Emote") == true ? (EmoteType)int.Parse(player.Data["Emote"].Value) : default,
|
|
UserStatus = player.Data?.ContainsKey("UserStatus") == true ? (UserStatus)int.Parse(player.Data["UserStatus"].Value) : UserStatus.Connecting,
|
|
ID = player.Id
|
|
};
|
|
lobbyUsers.Add(incomingData.ID, incomingData);
|
|
}
|
|
outputToHere.CopyObserved(info, lobbyUsers);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create a list of new LocalLobbies from the result of a lobby list query.
|
|
/// </summary>
|
|
public static List<LocalLobby> Convert(QueryResponse response)
|
|
{
|
|
List<LocalLobby> retLst = new List<LocalLobby>();
|
|
foreach (var lobby in response.Results)
|
|
retLst.Add(Convert(lobby));
|
|
return retLst;
|
|
}
|
|
private static LocalLobby Convert(Lobby lobby)
|
|
{
|
|
LocalLobby data = new LocalLobby();
|
|
Convert(lobby, data);
|
|
return data;
|
|
}
|
|
}
|
|
}
|