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152 行
6.6 KiB
152 行
6.6 KiB
using System;
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using System.Collections.Generic;
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using LobbyRemote = Unity.Services.Lobbies.Models.Lobby;
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namespace LobbyRelaySample
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{
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/// <summary>
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/// Keep updated on changes to a joined lobby, at a speed compliant with Lobby's rate limiting.
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/// </summary>
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public class LobbyContentHeartbeat : IReceiveMessages
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{
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private LocalLobby m_localLobby;
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private LobbyUser m_localUser;
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private int m_awaitingQueryCount = 0;
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private bool m_shouldPushData = false;
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private const float k_approvalMaxTime = 10; // Used for determining if a user should timeout if they are unable to connect.
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private float m_lifetime = 0;
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public void BeginTracking(LocalLobby lobby, LobbyUser localUser)
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{
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m_localLobby = lobby;
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m_localUser = localUser;
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Locator.Get.UpdateSlow.Subscribe(OnUpdate, 1.5f);
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Locator.Get.Messenger.Subscribe(this);
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m_localLobby.onChanged += OnLocalLobbyChanged;
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m_shouldPushData = true; // Ensure the initial presence of a new player is pushed to the lobby; otherwise, when a non-host joins, the LocalLobby never receives their data until they push something new.
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m_lifetime = 0;
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}
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public void EndTracking()
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{
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m_shouldPushData = false;
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Locator.Get.UpdateSlow.Unsubscribe(OnUpdate);
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Locator.Get.Messenger.Unsubscribe(this);
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if (m_localLobby != null)
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m_localLobby.onChanged -= OnLocalLobbyChanged;
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m_localLobby = null;
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m_localUser = null;
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}
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private void OnLocalLobbyChanged(LocalLobby changed)
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{
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if (string.IsNullOrEmpty(changed.LobbyID)) // When the player leaves, their LocalLobby is cleared out but maintained.
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EndTracking();
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m_shouldPushData = true;
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}
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public void OnReceiveMessage(MessageType type, object msg)
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{
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if (type == MessageType.ClientUserSeekingDisapproval)
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{
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bool shouldDisapprove = m_localLobby.State != LobbyState.Lobby; // By not refreshing, it's possible to have a lobby in the lobby list UI after its countdown starts and then try joining.
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if (shouldDisapprove)
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(msg as Action<relay.Approval>)?.Invoke(relay.Approval.GameAlreadyStarted);
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}
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}
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/// <summary>
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/// If there have been any data changes since the last update, push them to Lobby. Regardless, pull for the most recent data.
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/// (Unless we're already awaiting a query, in which case continue waiting.)
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/// </summary>
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private void OnUpdate(float dt)
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{
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m_lifetime += dt;
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if (m_awaitingQueryCount > 0 || m_localLobby == null)
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return;
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if (m_localUser.IsHost)
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LobbyAsyncRequests.Instance.DoLobbyHeartbeat(dt);
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if (!m_localUser.IsApproved && m_lifetime > k_approvalMaxTime)
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{
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Locator.Get.Messenger.OnReceiveMessage(MessageType.DisplayErrorPopup, "Connection attempt timed out!");
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Locator.Get.Messenger.OnReceiveMessage(MessageType.ChangeGameState, GameState.JoinMenu);
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}
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if (m_shouldPushData)
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PushDataToLobby();
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else
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OnRetrieve();
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void PushDataToLobby()
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{
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m_shouldPushData = false;
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if (m_localUser.IsHost)
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{
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m_awaitingQueryCount++;
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DoLobbyDataPush();
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}
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m_awaitingQueryCount++;
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DoPlayerDataPush();
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}
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void DoLobbyDataPush()
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{
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LobbyAsyncRequests.Instance.UpdateLobbyDataAsync(RetrieveLobbyData(m_localLobby), () => { if (--m_awaitingQueryCount <= 0) OnRetrieve(); });
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}
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void DoPlayerDataPush()
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{
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LobbyAsyncRequests.Instance.UpdatePlayerDataAsync(RetrieveUserData(m_localUser), () => { if (--m_awaitingQueryCount <= 0) OnRetrieve(); });
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}
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void OnRetrieve()
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{
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LobbyRemote lobbyRemote = LobbyAsyncRequests.Instance.CurrentLobby;
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if (lobbyRemote == null) return;
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bool prevShouldPush = m_shouldPushData;
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var prevState = m_localLobby.State;
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lobby.ToLocalLobby.Convert(lobbyRemote, m_localLobby);
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m_shouldPushData = prevShouldPush;
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// If the host suddenly leaves, the Lobby service will automatically handle disconnects after about 30s, but we can try to do a disconnect sooner if we detect it.
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if (!m_localUser.IsHost)
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{
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foreach (var lobbyUser in m_localLobby.LobbyUsers)
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{
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if (lobbyUser.Value.IsHost)
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return;
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}
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Locator.Get.Messenger.OnReceiveMessage(MessageType.DisplayErrorPopup, "Host left the lobby! Disconnecting...");
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Locator.Get.Messenger.OnReceiveMessage(MessageType.EndGame, null);
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Locator.Get.Messenger.OnReceiveMessage(MessageType.ChangeGameState, GameState.JoinMenu);
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}
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}
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}
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private static Dictionary<string, string> RetrieveLobbyData(LocalLobby lobby)
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{
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Dictionary<string, string> data = new Dictionary<string, string>();
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data.Add("RelayCode", lobby.RelayCode);
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data.Add("RelayNGOCode", lobby.RelayNGOCode);
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data.Add("State", ((int)lobby.State).ToString()); // Using an int is smaller than using the enum state's name.
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data.Add("Color", ((int)lobby.Color).ToString());
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data.Add("State_LastEdit", lobby.Data.State_LastEdit.ToString());
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data.Add("Color_LastEdit", lobby.Data.Color_LastEdit.ToString());
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return data;
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}
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private static Dictionary<string, string> RetrieveUserData(LobbyUser user)
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{
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Dictionary<string, string> data = new Dictionary<string, string>();
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if (user == null || string.IsNullOrEmpty(user.ID))
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return data;
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data.Add("DisplayName", user.DisplayName); // The lobby doesn't need to know any data beyond the name and state; Relay will handle the rest.
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data.Add("UserStatus", ((int)user.UserStatus).ToString());
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return data;
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}
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}
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}
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