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using System.Collections.Generic;
using Unity.Services.Rooms.Models;
namespace LobbyRooms.Rooms
{
/// <summary>
/// Convert the Room resulting from a Rooms request into a LobbyData for use in the game logic.
/// </summary>
public static class ToLobbyData
{
/// <summary>
/// Create a new LobbyData from the content of a retrieved Room. Its data can be copied into an existing LobbyData for use.
/// </summary>
public static void Convert(Room room, LobbyData outputToHere, LobbyUser existingLocalUser = null)
{
LobbyInfo info = new LobbyInfo
{ RoomID = room.Id,
RoomCode = room.RoomCode,
Private = room.IsPrivate,
LobbyName = room.Name,
MaxPlayerCount = room.MaxPlayers,
RelayCode = room.Data?.ContainsKey("RelayCode") == true ? room.Data["RelayCode"].Value : null,
State = room.Data?.ContainsKey("State") == true ? (LobbyState) int.Parse(room.Data["State"].Value) : LobbyState.Lobby
// TODO: RelayServer?
};
Dictionary<string, LobbyUser> roomUsers = new Dictionary<string, LobbyUser>();
foreach (var player in room.Players)
{
// TODO: no...we want to edit the underlying data without affecting the instance at all.
// So, perhaps we need to instead take in the LobbyData, which will have created the user instances, and then they will be populated as we go?
// Do consider committing first.
if (existingLocalUser != null && player.Id.Equals(existingLocalUser.ID))
{
existingLocalUser.IsHost = room.HostId.Equals(player.Id);
existingLocalUser.DisplayName = player.Data?.ContainsKey("DisplayName") == true ? player.Data["DisplayName"].Value : existingLocalUser.DisplayName;
existingLocalUser.Emote = player.Data?.ContainsKey("Emote") == true ? player.Data["Emote"].Value : existingLocalUser.Emote;
roomUsers.Add(existingLocalUser.ID, existingLocalUser);
}
else
{
LobbyUser user = new LobbyUser(
displayName: player.Data?.ContainsKey("DisplayName") == true ? player.Data["DisplayName"].Value : "NewPlayer",
isHost: room.HostId.Equals(player.Id),
id: player.Id,
emote: player.Data?.ContainsKey("Emote") == true ? player.Data["Emote"].Value : null,
userStatus: player.Data?.ContainsKey("UserStatus") == true ? player.Data["UserStatus"].Value : UserStatus.Lobby.ToString()
);
roomUsers.Add(user.ID, user);
}
}
outputToHere.CopyObserved(info, roomUsers);
}
/// <summary>
/// Create a list of new LobbyData from the content of a retrieved Room.
/// </summary>
public static List<LobbyData> Convert(QueryResponse response)
{
List<LobbyData> retLst = new List<LobbyData>(); // TODO: This needs to not try to register for a bunch of events?
foreach (var room in response.Results)
retLst.Add(Convert(room));
return retLst;
}
private static LobbyData Convert(Room room)
{
LobbyData data = new LobbyData();
Convert(room, data, null);
return data;
}
public static Dictionary<string, string> RetrieveRoomData(LobbyData room)
{
Dictionary<string, string> data = new Dictionary<string, string>();
data.Add("RelayCode", room.RelayCode);
data.Add("State", ((int)room.State).ToString());
return data;
}
public static Dictionary<string, string> RetrieveUserData(LobbyUser user)
{
Dictionary<string, string> data = new Dictionary<string, string>();
if (user == null || string.IsNullOrEmpty(user.ID))
return data;
data.Add("DisplayName", user.DisplayName);
data.Add("Emote", user.Emote); // Emote could be null, which is fine.
data.Add("UserStatus", user.UserStatus.ToString());
return data;
}
}
}