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112 行
4.7 KiB
112 行
4.7 KiB
using System;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using Unity.Services.Rooms;
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using Unity.Services.Rooms.Models;
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using Unity.Services.Rooms.Rooms;
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namespace LobbyRooms.Rooms
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{
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/// <summary>
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/// Does all the interactions with Rooms.
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/// </summary>
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public static class RoomsInterface
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{
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private class InProgressRequest<T>
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{
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public InProgressRequest(Task<T> task, Action<T> onComplete)
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{
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DoRequest(task, onComplete);
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}
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private async void DoRequest(Task<T> task, Action<T> onComplete)
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{
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T result = default;
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try {
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result = await task; // TODO: We lose call stacks here. Can that be prevented?
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} finally {
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onComplete?.Invoke(result);
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}
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}
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}
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/// <summary>
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/// Overwrite the base Path on Awake to point the service somewhere else.
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/// </summary>
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public static void SetPath(string path = "https://rooms.cloud.unity3d.com/v1")
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{
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Configuration.BasePath = path;
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}
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private const int k_maxRoomsToShow = 64;
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public static void CreateRoomAsync(string requesterUASId, string roomName, int maxPlayers, Action<Response<Room>> onComplete)
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{
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CreateRoomRequest createRequest = new CreateRoomRequest(new CreateRequest(
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name: roomName,
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player: new Unity.Services.Rooms.Models.Player(requesterUASId),
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maxPlayers: maxPlayers,
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isPrivate: false
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));
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var task = RoomsService.RoomsApiClient.CreateRoomAsync(createRequest);
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new InProgressRequest<Response<Room>>(task, onComplete);
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}
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public static void DeleteRoomAsync(string roomId, Action<Response> onComplete)
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{
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DeleteRoomRequest deleteRequest = new DeleteRoomRequest(roomId);
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var task = RoomsService.RoomsApiClient.DeleteRoomAsync(deleteRequest);
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new InProgressRequest<Response>(task, onComplete);
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}
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public static void JoinRoomAsync(string requesterUASId, string roomId, string roomCode, Action<Response<Room>> onComplete)
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{
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JoinRoomRequest joinRequest = new JoinRoomRequest(new JoinRequest(
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player: new Unity.Services.Rooms.Models.Player(requesterUASId), // TODO: Oh, we can supply initial data here.
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id: roomId,
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roomCode: roomCode
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));
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var task = RoomsService.RoomsApiClient.JoinRoomAsync(joinRequest);
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new InProgressRequest<Response<Room>>(task, onComplete);
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}
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public static void LeaveRoomAsync(string requesterUASId, string roomId, Action<Response> onComplete)
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{
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RemovePlayerRequest leaveRequest = new RemovePlayerRequest(roomId, requesterUASId);
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var task = RoomsService.RoomsApiClient.RemovePlayerAsync(leaveRequest);
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new InProgressRequest<Response>(task, onComplete);
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}
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public static void QueryAllRoomsAsync(Action<Response<QueryResponse>> onComplete)
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{
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QueryRoomsRequest queryRequest = new QueryRoomsRequest(new QueryRequest(count: k_maxRoomsToShow));
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var task = RoomsService.RoomsApiClient.QueryRoomsAsync(queryRequest);
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new InProgressRequest<Response<QueryResponse>>(task, onComplete);
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}
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public static void GetRoomAsync(string roomId, Action<Response<Room>> onComplete)
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{
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GetRoomRequest getRequest = new GetRoomRequest(roomId);
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var task = RoomsService.RoomsApiClient.GetRoomAsync(getRequest);
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new InProgressRequest<Response<Room>>(task, onComplete);
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}
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public static void UpdateRoomAsync(string roomId, Dictionary<string, DataObject> data, Action<Response<Room>> onComplete)
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{
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UpdateRoomRequest updateRequest = new UpdateRoomRequest(roomId, new UpdateRequest(
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data: data
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));
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var task = RoomsService.RoomsApiClient.UpdateRoomAsync(updateRequest);
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new InProgressRequest<Response<Room>>(task, onComplete);
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}
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public static void UpdatePlayerAsync(string roomId, string playerId, Dictionary<string, DataObject> data, Action<Response<Room>> onComplete)
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{
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UpdatePlayerRequest updateRequest = new UpdatePlayerRequest(roomId, playerId, new PlayerUpdateRequest(
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data: data
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));
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var task = RoomsService.RoomsApiClient.UpdatePlayerAsync(updateRequest);
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new InProgressRequest<Response<Room>>(task, onComplete);
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}
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}
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}
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