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429 行
19 KiB
429 行
19 KiB
using LobbyRelaySample.lobby;
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using System;
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using System.Collections.Generic;
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using Unity.Services.Authentication;
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using Unity.Services.Lobbies.Models;
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namespace LobbyRelaySample
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{
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/// <summary>
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/// An abstraction layer between the direct calls into the Lobby API and the outcomes you actually want. E.g. you can request to get a readable list of
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/// current lobbies and not need to make the query call directly.
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/// </summary>
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public class LobbyAsyncRequests
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{
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// Just doing a singleton since static access is all that's really necessary but we also need to be able to subscribe to the slow update loop.
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private static LobbyAsyncRequests s_instance;
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public static LobbyAsyncRequests Instance
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{
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get
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{
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if (s_instance == null)
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s_instance = new LobbyAsyncRequests();
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return s_instance;
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}
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}
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public LobbyAsyncRequests()
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{
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Locator.Get.UpdateSlow.Subscribe(UpdateLobby, 0.5f); // Shouldn't need to unsubscribe since this instance won't be replaced. 0.5s is arbitrary; the rate limits are tracked later.
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}
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#region Once connected to a lobby, cache the local lobby object so we don't query for it for every lobby operation.
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// (This assumes that the player will be actively in just one lobby at a time, though they could passively be in more.)
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private string m_currentLobbyId = null;
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private Lobby m_lastKnownLobby;
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public Lobby CurrentLobby => m_lastKnownLobby;
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public void BeginTracking(string lobbyId)
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{
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m_currentLobbyId = lobbyId;
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}
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public void EndTracking()
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{
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m_currentLobbyId = null;
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m_lastKnownLobby = null;
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m_heartbeatTime = 0;
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}
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private void UpdateLobby(float unused)
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{
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if (!string.IsNullOrEmpty(m_currentLobbyId))
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RetrieveLobbyAsync(m_currentLobbyId, OnComplete);
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void OnComplete(Lobby lobby)
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{
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if (lobby != null)
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{
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m_lastKnownLobby = lobby;
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}
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}
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}
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#endregion
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#region Lobby API calls are rate limited, and some other operations might want an alert when the rate limits have passed.
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// Note that some APIs limit to 1 call per N seconds, while others limit to M calls per N seconds. We'll treat all APIs as though they limited to 1 call per N seconds.
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// Also, this is seralized, so don't reorder the values unless you know what that will affect.
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public enum RequestType
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{
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Query = 0,
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Join,
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QuickJoin,
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Host
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}
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public RateLimitCooldown GetRateLimit(RequestType type)
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{
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if (type == RequestType.Join)
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return m_rateLimitJoin;
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else if (type == RequestType.QuickJoin)
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return m_rateLimitQuickJoin;
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else if (type == RequestType.Host)
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return m_rateLimitHost;
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return m_rateLimitQuery;
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}
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private RateLimitCooldown m_rateLimitQuery = new RateLimitCooldown(1.5f); // Used for both the lobby list UI and the in-lobby updating. In the latter case, updates can be cached.
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private RateLimitCooldown m_rateLimitJoin = new RateLimitCooldown(3f);
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private RateLimitCooldown m_rateLimitQuickJoin = new RateLimitCooldown(10f);
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private RateLimitCooldown m_rateLimitHost = new RateLimitCooldown(3f);
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// TODO: Shift to using this to do rate limiting for all API calls? E.g. the lobby data pushing is on its own loop.
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#endregion
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private static Dictionary<string, PlayerDataObject> CreateInitialPlayerData(LobbyUser player)
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{
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Dictionary<string, PlayerDataObject> data = new Dictionary<string, PlayerDataObject>();
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PlayerDataObject dataObjName = new PlayerDataObject(PlayerDataObject.VisibilityOptions.Member, player.DisplayName);
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data.Add("DisplayName", dataObjName);
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return data;
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}
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/// <summary>
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/// Attempt to create a new lobby and then join it.
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/// </summary>
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public void CreateLobbyAsync(string lobbyName, int maxPlayers, bool isPrivate, LobbyUser localUser, Action<Lobby> onSuccess, Action onFailure)
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{
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if (!m_rateLimitHost.CanCall())
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{
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onFailure?.Invoke();
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UnityEngine.Debug.LogWarning("Create Lobby hit the rate limit.");
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return;
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}
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string uasId = AuthenticationService.Instance.PlayerId;
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LobbyAPIInterface.CreateLobbyAsync(uasId, lobbyName, maxPlayers, isPrivate, CreateInitialPlayerData(localUser), OnLobbyCreated);
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void OnLobbyCreated(Lobby response)
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{
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if (response == null)
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onFailure?.Invoke();
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else
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onSuccess?.Invoke(response); // The Create request automatically joins the lobby, so we need not take further action.
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}
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}
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/// <summary>
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/// Attempt to join an existing lobby. Either ID xor code can be null.
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/// </summary>
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public void JoinLobbyAsync(string lobbyId, string lobbyCode, LobbyUser localUser, Action<Lobby> onSuccess, Action onFailure)
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{
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if (!m_rateLimitJoin.CanCall() ||
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(lobbyId == null && lobbyCode == null))
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{
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onFailure?.Invoke();
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UnityEngine.Debug.LogWarning("Join Lobby hit the rate limit.");
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return;
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}
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string uasId = AuthenticationService.Instance.PlayerId;
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if (!string.IsNullOrEmpty(lobbyId))
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LobbyAPIInterface.JoinLobbyAsync_ById(uasId, lobbyId, CreateInitialPlayerData(localUser), OnLobbyJoined);
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else
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LobbyAPIInterface.JoinLobbyAsync_ByCode(uasId, lobbyCode, CreateInitialPlayerData(localUser), OnLobbyJoined);
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void OnLobbyJoined(Lobby response)
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{
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if (response == null)
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onFailure?.Invoke();
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else
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onSuccess?.Invoke(response);
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}
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}
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/// <summary>
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/// Attempt to join the first lobby among the available lobbies that match the filtered limitToColor.
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/// </summary>
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public void QuickJoinLobbyAsync(LobbyUser localUser, LobbyColor limitToColor = LobbyColor.None, Action<Lobby> onSuccess = null, Action onFailure = null)
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{
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if (!m_rateLimitQuickJoin.CanCall())
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{
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onFailure?.Invoke();
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UnityEngine.Debug.LogWarning("Quick Join Lobby hit the rate limit.");
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return;
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}
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var filters = LobbyColorToFilters(limitToColor);
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string uasId = AuthenticationService.Instance.PlayerId;
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LobbyAPIInterface.QuickJoinLobbyAsync(uasId, filters, CreateInitialPlayerData(localUser), OnLobbyJoined);
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void OnLobbyJoined(Lobby response)
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{
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if (response == null)
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onFailure?.Invoke();
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else
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onSuccess?.Invoke(response);
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}
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}
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/// <summary>
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/// Used for getting the list of all active lobbies, without needing full info for each.
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/// </summary>
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/// <param name="onListRetrieved">If called with null, retrieval was unsuccessful. Else, this will be given a list of contents to display, as pairs of a lobby code and a display string for that lobby.</param>
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public void RetrieveLobbyListAsync(Action<QueryResponse> onListRetrieved, Action<QueryResponse> onError = null, LobbyColor limitToColor = LobbyColor.None)
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{
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if (!m_rateLimitQuery.CanCall())
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{
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onListRetrieved?.Invoke(null);
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m_rateLimitQuery.EnqueuePendingOperation(() => { RetrieveLobbyListAsync(onListRetrieved, onError, limitToColor); });
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UnityEngine.Debug.LogWarning("Retrieve Lobby list hit the rate limit. Will try again soon...");
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return;
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}
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var filters = LobbyColorToFilters(limitToColor);
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LobbyAPIInterface.QueryAllLobbiesAsync(filters, OnLobbyListRetrieved);
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void OnLobbyListRetrieved(QueryResponse response)
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{
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if (response != null)
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onListRetrieved?.Invoke(response);
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else
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onError?.Invoke(response);
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}
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}
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private List<QueryFilter> LobbyColorToFilters(LobbyColor limitToColor)
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{
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List<QueryFilter> filters = new List<QueryFilter>();
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if (limitToColor == LobbyColor.Orange)
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filters.Add(new QueryFilter(QueryFilter.FieldOptions.N1, ((int)LobbyColor.Orange).ToString(), QueryFilter.OpOptions.EQ));
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else if (limitToColor == LobbyColor.Green)
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filters.Add(new QueryFilter(QueryFilter.FieldOptions.N1, ((int)LobbyColor.Green).ToString(), QueryFilter.OpOptions.EQ));
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else if (limitToColor == LobbyColor.Blue)
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filters.Add(new QueryFilter(QueryFilter.FieldOptions.N1, ((int)LobbyColor.Blue).ToString(), QueryFilter.OpOptions.EQ));
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return filters;
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}
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/// <param name="onComplete">If no lobby is retrieved, or if this call hits the rate limit, this is given null.</param>
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private void RetrieveLobbyAsync(string lobbyId, Action<Lobby> onComplete)
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{
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if (!m_rateLimitQuery.CanCall())
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{
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onComplete?.Invoke(null);
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UnityEngine.Debug.LogWarning("Retrieve Lobby hit the rate limit.");
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return;
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}
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LobbyAPIInterface.GetLobbyAsync(lobbyId, OnGet);
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void OnGet(Lobby response)
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{
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onComplete?.Invoke(response); // FUTURE: Consider passing in the exception code here (and elsewhere) to, e.g., specifically handle a 404 indicating a Relay auto-disconnect.
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}
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}
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/// <summary>
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/// Attempt to leave a lobby, and then delete it if no players remain.
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/// </summary>
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/// <param name="onComplete">Called once the request completes, regardless of success or failure.</param>
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public void LeaveLobbyAsync(string lobbyId, Action onComplete)
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{
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string uasId = AuthenticationService.Instance.PlayerId;
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LobbyAPIInterface.LeaveLobbyAsync(uasId, lobbyId, OnLeftLobby);
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void OnLeftLobby()
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{
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onComplete?.Invoke();
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// Lobbies will automatically delete the lobby if unoccupied, so we don't need to take further action.
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}
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}
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/// <param name="data">Key-value pairs, which will overwrite any existing data for these keys. Presumed to be available to all lobby members but not publicly.</param>
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public void UpdatePlayerDataAsync(Dictionary<string, string> data, Action onComplete)
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{
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if (!ShouldUpdateData(() => { UpdatePlayerDataAsync(data, onComplete); }, onComplete, false))
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return;
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string playerId = Locator.Get.Identity.GetSubIdentity(Auth.IIdentityType.Auth).GetContent("id");
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Dictionary<string, PlayerDataObject> dataCurr = new Dictionary<string, PlayerDataObject>();
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foreach (var dataNew in data)
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{
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PlayerDataObject dataObj = new PlayerDataObject(visibility: PlayerDataObject.VisibilityOptions.Member, value: dataNew.Value);
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if (dataCurr.ContainsKey(dataNew.Key))
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dataCurr[dataNew.Key] = dataObj;
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else
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dataCurr.Add(dataNew.Key, dataObj);
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}
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LobbyAPIInterface.UpdatePlayerAsync(m_lastKnownLobby.Id, playerId, dataCurr, (result) => {
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if (result != null)
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m_lastKnownLobby = result; // Store the most up-to-date lobby now since we have it, instead of waiting for the next heartbeat.
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onComplete?.Invoke();
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}, null, null);
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}
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/// <summary>
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/// Lobby can be provided info about Relay (or any other remote allocation) so it can add automatic disconnect handling.
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/// </summary>
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public void UpdatePlayerRelayInfoAsync(string allocationId, string connectionInfo, Action onComplete)
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{
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if (!ShouldUpdateData(() => { UpdatePlayerRelayInfoAsync(allocationId, connectionInfo, onComplete); }, onComplete, true)) // Do retry here since the RelayUtpSetup that called this might be destroyed right after this.
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return;
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string playerId = Locator.Get.Identity.GetSubIdentity(Auth.IIdentityType.Auth).GetContent("id");
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LobbyAPIInterface.UpdatePlayerAsync(m_lastKnownLobby.Id, playerId, new Dictionary<string, PlayerDataObject>(), (r) => { onComplete?.Invoke(); }, allocationId, connectionInfo);
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}
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/// <param name="data">Key-value pairs, which will overwrite any existing data for these keys. Presumed to be available to all lobby members but not publicly.</param>
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public void UpdateLobbyDataAsync(Dictionary<string, string> data, Action onComplete)
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{
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if (!ShouldUpdateData(() => { UpdateLobbyDataAsync(data, onComplete); }, onComplete, false))
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return;
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Lobby lobby = m_lastKnownLobby;
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Dictionary<string, DataObject> dataCurr = lobby.Data ?? new Dictionary<string, DataObject>();
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foreach (var dataNew in data)
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{
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// Special case: We want to be able to filter on our color data, so we need to supply an arbitrary index to retrieve later. Uses N# for numerics, instead of S# for strings.
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DataObject.IndexOptions index = dataNew.Key == "Color" ? DataObject.IndexOptions.N1 : 0;
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DataObject dataObj = new DataObject(DataObject.VisibilityOptions.Public, dataNew.Value, index); // Public so that when we request the list of lobbies, we can get info about them for filtering.
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if (dataCurr.ContainsKey(dataNew.Key))
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dataCurr[dataNew.Key] = dataObj;
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else
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dataCurr.Add(dataNew.Key, dataObj);
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}
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//Special Use: Get the state of the Local Lobby so we can lock it from appearing in queries if it's not in the "Lobby" State
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Enum.TryParse(data["State"], out LobbyState lobbyState);
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LobbyAPIInterface.UpdateLobbyAsync(lobby.Id, dataCurr,lobbyState!=LobbyState.Lobby ,(result) =>
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{
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if (result != null)
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m_lastKnownLobby = result;
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onComplete?.Invoke();
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});
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}
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/// <summary>
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/// If we are in the middle of another operation, hold onto any pending ones until after that.
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/// If we aren't in a lobby yet, leave it to the caller to decide what to do, since some callers might need to retry and others might not.
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/// </summary>
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private bool ShouldUpdateData(Action caller, Action onComplete, bool shouldRetryIfLobbyNull)
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{
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if (m_rateLimitQuery.IsInCooldown)
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{
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m_rateLimitQuery.EnqueuePendingOperation(caller);
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return false;
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}
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Lobby lobby = m_lastKnownLobby;
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if (lobby == null)
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{
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if (shouldRetryIfLobbyNull)
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m_rateLimitQuery.EnqueuePendingOperation(caller);
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onComplete?.Invoke();
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return false;
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}
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return true;
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}
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private float m_heartbeatTime = 0;
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private const float k_heartbeatPeriod = 8; // The heartbeat must be rate-limited to 5 calls per 30 seconds. We'll aim for longer in case periods don't align.
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/// <summary>
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/// Lobby requires a periodic ping to detect rooms that are still active, in order to mitigate "zombie" lobbies.
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/// </summary>
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public void DoLobbyHeartbeat(float dt)
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{
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m_heartbeatTime += dt;
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if (m_heartbeatTime > k_heartbeatPeriod)
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{
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m_heartbeatTime -= k_heartbeatPeriod;
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LobbyAPIInterface.HeartbeatPlayerAsync(m_lastKnownLobby.Id);
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}
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}
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public class RateLimitCooldown : Observed<RateLimitCooldown>
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{
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private float m_timeSinceLastCall = float.MaxValue;
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private readonly float m_cooldownTime;
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private Queue<Action> m_pendingOperations = new Queue<Action>();
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private bool m_isHandlingPending = false; // Just in case a pending operation tries to enqueue itself again.
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public void EnqueuePendingOperation(Action action)
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{
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if (!m_isHandlingPending)
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m_pendingOperations.Enqueue(action);
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}
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private bool m_isInCooldown = false;
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public bool IsInCooldown
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{
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get => m_isInCooldown;
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private set
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{
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if (m_isInCooldown != value)
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{
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m_isInCooldown = value;
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OnChanged(this);
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}
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}
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}
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public RateLimitCooldown(float cooldownTime)
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{
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m_cooldownTime = cooldownTime;
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}
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public bool CanCall()
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{
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if (m_timeSinceLastCall < m_cooldownTime)
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return false;
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else
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{
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Locator.Get.UpdateSlow.Subscribe(OnUpdate, m_cooldownTime);
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m_timeSinceLastCall = 0;
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IsInCooldown = true;
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return true;
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}
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}
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private void OnUpdate(float dt)
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{
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m_timeSinceLastCall += dt;
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m_isHandlingPending = false; // (Backup in case a pending operation hit an exception.)
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if (m_timeSinceLastCall >= m_cooldownTime)
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{
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IsInCooldown = false;
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if (!m_isInCooldown) // It's possible that by setting IsInCooldown, something called CanCall immediately, in which case we want to stay on UpdateSlow.
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{
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Locator.Get.UpdateSlow.Unsubscribe(OnUpdate); // Note that this is after IsInCooldown is set, to prevent an Observer from kicking off CanCall again immediately.
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m_isHandlingPending = true;
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while (m_pendingOperations.Count > 0)
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m_pendingOperations.Dequeue()?.Invoke(); // Note: If this ends up enqueuing many operations, we might need to batch them and/or ensure they don't all execute at once.
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m_isHandlingPending = false;
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}
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}
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}
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public override void CopyObserved(RateLimitCooldown oldObserved){/* This behavior isn't needed; we're just here for the OnChanged event management. */}
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}
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}
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}
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