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165 行
7.8 KiB
165 行
7.8 KiB
using UnityEngine;
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using Unity.Services.Vivox;
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using VivoxUnity;
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namespace LobbyRelaySample.vivox
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{
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/// <summary>
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/// Listens for changes to Vivox state for one user in the lobby.
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/// Instead of going through Relay, this will listen to the Vivox service since it will already transmit state changes for all clients.
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/// </summary>
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public class VivoxUserHandler : MonoBehaviour
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{
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[SerializeField]
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private UI.LobbyUserVolumeUI m_lobbyUserVolumeUI;
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private IChannelSession m_channelSession;
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private string m_id;
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private string m_vivoxId;
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private const int k_volumeMin = -50, k_volumeMax = 20; // From the Vivox docs, the valid range is [-50, 50] but anything above 25 risks being painfully loud.
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public static float NormalizedVolumeDefault { get { return (0f - k_volumeMin) / (k_volumeMax - k_volumeMin); } }
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public void Start()
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{
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m_lobbyUserVolumeUI.DisableVoice(true);
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}
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public void SetId(string id)
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{
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m_id = id;
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// Vivox appends additional info to the ID we provide, in order to associate it with a specific channel. We'll construct m_vivoxId to match the ID used by Vivox.
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// FUTURE: This isn't yet available. When using Auth, the Vivox ID will match this format:
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// Account account = new Account(id);
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// m_vivoxId = $"sip:.{account.Issuer}.{m_id}.{environmentId}.@{account.Domain}";
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// However, the environment ID from Auth is not exposed anywhere, and Vivox doesn't provide a way to retrieve the ID, either.
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// Instead, when needed, we'll search for the Vivox ID containing this user's Auth ID, which is a GUID so collisions are extremely unlikely.
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// In the future, remove FindVivoxId and pass the environment ID here instead.
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m_vivoxId = null;
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// SetID might be called after we've received the IChannelSession for remote players, which would mean after OnParticipantAdded. So, duplicate the VivoxID work here.
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if (m_channelSession != null)
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{
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foreach (var participant in m_channelSession.Participants)
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{
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if (m_id == participant.Account.DisplayName)
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{
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m_vivoxId = participant.Key;
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m_lobbyUserVolumeUI.IsLocalPlayer = participant.IsSelf;
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m_lobbyUserVolumeUI.EnableVoice(true);
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break;
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}
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}
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}
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}
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public void OnChannelJoined(IChannelSession channelSession) // Called after a connection is established, which begins once a lobby is joined.
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{
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m_channelSession = channelSession;
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m_channelSession.Participants.AfterKeyAdded += OnParticipantAdded;
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m_channelSession.Participants.BeforeKeyRemoved += BeforeParticipantRemoved;
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m_channelSession.Participants.AfterValueUpdated += OnParticipantValueUpdated;
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}
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public void OnChannelLeft() // Called when we leave the lobby.
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{
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if (m_channelSession != null) // It's possible we'll attempt to leave a channel that isn't joined, if we leave the lobby while Vivox is connecting.
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{
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m_channelSession.Participants.AfterKeyAdded -= OnParticipantAdded;
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m_channelSession.Participants.BeforeKeyRemoved -= BeforeParticipantRemoved;
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m_channelSession.Participants.AfterValueUpdated -= OnParticipantValueUpdated;
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m_channelSession = null;
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}
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}
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/// <summary>
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/// To be called whenever a new Participant is added to the channel, using the events from Vivox's custom dictionary.
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/// </summary>
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private void OnParticipantAdded(object sender, KeyEventArg<string> keyEventArg)
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{
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var source = (VivoxUnity.IReadOnlyDictionary<string, IParticipant>)sender;
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var participant = source[keyEventArg.Key];
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var username = participant.Account.DisplayName;
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bool isThisUser = username == m_id;
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if (isThisUser)
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{ m_vivoxId = keyEventArg.Key; // Since we couldn't construct the Vivox ID earlier, retrieve it here.
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m_lobbyUserVolumeUI.IsLocalPlayer = participant.IsSelf;
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m_lobbyUserVolumeUI.EnableVoice(true);
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}
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}
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private void BeforeParticipantRemoved(object sender, KeyEventArg<string> keyEventArg)
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{
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var source = (VivoxUnity.IReadOnlyDictionary<string, IParticipant>)sender;
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var participant = source[keyEventArg.Key];
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var username = participant.Account.DisplayName;
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bool isThisUser = username == m_id;
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if (isThisUser)
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{ m_lobbyUserVolumeUI.DisableVoice(true);
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}
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}
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private void OnParticipantValueUpdated(object sender, ValueEventArg<string, IParticipant> valueEventArg)
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{
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var source = (VivoxUnity.IReadOnlyDictionary<string, IParticipant>)sender;
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var participant = source[valueEventArg.Key];
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var username = participant.Account.DisplayName;
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string property = valueEventArg.PropertyName;
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if (username == m_id)
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{
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if (property == "UnavailableCaptureDevice")
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{
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if (participant.UnavailableCaptureDevice)
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{ m_lobbyUserVolumeUI.DisableVoice(false);
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participant.SetIsMuteForAll(m_vivoxId, true, null); // Note: If you add more places where a player might be globally muted, a state machine might be required for accurate logic.
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}
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else
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{ m_lobbyUserVolumeUI.EnableVoice(false);
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participant.SetIsMuteForAll(m_vivoxId, false, null); // Also note: This call is asynchronous, so it's possible to exit the lobby before this completes, resulting in a Vivox error.
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}
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}
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else if (property == "IsMutedForAll")
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{
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if (participant.IsMutedForAll)
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m_lobbyUserVolumeUI.DisableVoice(false);
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else
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m_lobbyUserVolumeUI.EnableVoice(false);
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}
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}
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}
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public void OnVolumeSlide(float volumeNormalized)
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{
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if (m_channelSession == null || m_vivoxId == null) // Verify initialization, since SetId and OnChannelJoined are called at different times for local vs. remote clients.
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return;
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int vol = (int)Mathf.Clamp(k_volumeMin + (k_volumeMax - k_volumeMin) * volumeNormalized, k_volumeMin, k_volumeMax); // Clamping as a precaution; if UserVolume somehow got above 1, listeners could be harmed.
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bool isSelf = m_channelSession.Participants[m_vivoxId].IsSelf;
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if (isSelf)
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{
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VivoxService.Instance.Client.AudioInputDevices.VolumeAdjustment = vol;
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}
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else
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{
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m_channelSession.Participants[m_vivoxId].LocalVolumeAdjustment = vol;
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}
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}
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public void OnMuteToggle(bool isMuted)
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{
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if (m_channelSession == null || m_vivoxId == null)
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return;
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bool isSelf = m_channelSession.Participants[m_vivoxId].IsSelf;
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if (isSelf)
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{
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VivoxService.Instance.Client.AudioInputDevices.Muted = isMuted;
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}
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else
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{
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m_channelSession.Participants[m_vivoxId].LocalMute = isMuted;
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}
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}
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}
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}
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