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229 行
10 KiB
229 行
10 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;
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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); // Shouldn't need to unsubscribe since this instance won't be replaced.
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}
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private static bool IsSuccessful(Response response)
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{
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return response != null && response.Status >= 200 && response.Status < 300; // Uses HTTP status codes, so 2xx is a success.
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}
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#region We want to cache the lobby object so we don't query for it every time we need to do a different lobby operation or view current data.
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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 Queue<Action> m_pendingOperations = new Queue<Action>();
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private string m_currentLobbyId = null;
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private Lobby m_lastKnownLobby;
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private bool m_isMidRetrieve = false;
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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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}
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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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m_lastKnownLobby = lobby;
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m_isMidRetrieve = false;
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HandlePendingOperations();
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}
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}
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private void HandlePendingOperations()
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{
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while (m_pendingOperations.Count > 0)
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m_pendingOperations.Dequeue()?.Invoke(); // Note: If this ends up enqueuing a bunch of operations, we might need to batch them and/or ensure they don't all execute at once.
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}
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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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string uasId = AuthenticationService.Instance.PlayerId;
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LobbyAPIInterface.CreateLobbyAsync(uasId, lobbyName, maxPlayers, isPrivate, CreateInitialPlayerData(localUser), OnLobbyCreated);
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void OnLobbyCreated(Response<Lobby> response)
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{
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if (!IsSuccessful(response))
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onFailure?.Invoke();
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else
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{
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var pendingLobby = response.Result;
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onSuccess?.Invoke(pendingLobby); // 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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}
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/// <summary>Attempt to join an existing lobby. Either ID xor code can be null.</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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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(Response<Lobby> response)
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{
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if (!IsSuccessful(response))
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onFailure?.Invoke();
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else
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onSuccess?.Invoke(response?.Result);
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}
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}
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/// <summary>Used for getting the list of all active lobbies, without needing full info for each.</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<Response<QueryResponse>> onError = null)
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{
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LobbyAPIInterface.QueryAllLobbiesAsync(OnLobbyListRetrieved);
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void OnLobbyListRetrieved(Response<QueryResponse> response)
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{
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if (IsSuccessful(response))
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onListRetrieved?.Invoke(response?.Result);
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else
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onError?.Invoke(response);
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}
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}
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/// <param name="onComplete">If no lobby is retrieved, 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_isMidRetrieve)
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return; // Not calling onComplete since there's just the one point at which this is called.
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m_isMidRetrieve = true;
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LobbyAPIInterface.GetLobbyAsync(lobbyId, OnGet);
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void OnGet(Response<Lobby> response)
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{
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m_isMidRetrieve = false;
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onComplete?.Invoke(response?.Result);
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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(Response response)
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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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// TEMP. As of 6/31/21, the lobbies service doesn't automatically delete emptied lobbies, though that functionality is expected in the near-term.
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// Until then, we'll do a delete request whenever we leave, and if it's invalid, we'll just get a 403 back.
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LobbyAPIInterface.DeleteLobbyAsync(lobbyId, null);
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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))
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return;
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Lobby lobby = m_lastKnownLobby;
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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(lobby.Id, Locator.Get.Identity.GetSubIdentity(Auth.IIdentityType.Auth).GetContent("id"), dataCurr, (r) => { onComplete?.Invoke(); });
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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))
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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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DataObject dataObj = new DataObject(visibility: DataObject.VisibilityOptions.Public, value: dataNew.Value); // 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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LobbyAPIInterface.UpdateLobbyAsync(lobby.Id, dataCurr, (r) => { onComplete?.Invoke(); });
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}
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private bool ShouldUpdateData(Action caller, Action onComplete)
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{
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if (m_isMidRetrieve)
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{ m_pendingOperations.Enqueue(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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{ 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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}
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}
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