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129 行
4.9 KiB
129 行
4.9 KiB
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Stopwatch = System.Diagnostics.Stopwatch;
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namespace LobbyRelaySample
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{
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/// <summary>
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/// Core mechanism for routing messages to arbitrary listeners.
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/// This allows components with unrelated responsibilities to interact without becoming coupled, since message senders don't
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/// need to know what (if anything) is receiving their messages.
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/// </summary>
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public class Messenger : IMessenger
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{
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private List<IReceiveMessages> m_receivers = new List<IReceiveMessages>();
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private const float k_durationToleranceMs = 10;
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// We need to handle subscribers who modify the receiver list, e.g. a subscriber who unsubscribes in their OnReceiveMessage.
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private Queue<Action> m_pendingReceivers = new Queue<Action>();
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private int m_recurseCount = 0;
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/// <summary>
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/// Assume that you won't receive messages in a specific order.
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/// </summary>
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public virtual void Subscribe(IReceiveMessages receiver)
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{
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m_pendingReceivers.Enqueue(() => { DoSubscribe(receiver); });
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void DoSubscribe(IReceiveMessages receiver)
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{
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if (receiver != null && !m_receivers.Contains(receiver))
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m_receivers.Add(receiver);
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}
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}
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public virtual void Unsubscribe(IReceiveMessages receiver)
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{
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m_pendingReceivers.Enqueue(() => { DoUnsubscribe(receiver); });
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void DoUnsubscribe(IReceiveMessages receiver)
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{
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m_receivers.Remove(receiver);
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}
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}
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/// <summary>
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/// Send a message to any subscribers, who will decide how to handle the message.
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/// </summary>
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/// <param name="msg">If there's some data relevant to the recipient, include it here.</param>
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public virtual void OnReceiveMessage(MessageType type, object msg)
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{
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if (m_recurseCount > 5)
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{ Debug.LogError("OnReceiveMessage recursion detected! Is something calling OnReceiveMessage when it receives a message?");
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return;
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}
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if (m_recurseCount == 0) // This will increment if a new or existing subscriber calls OnReceiveMessage while handling a message. This is expected occasionally but shouldn't go too deep.
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while (m_pendingReceivers.Count > 0)
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m_pendingReceivers.Dequeue()?.Invoke();
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m_recurseCount++;
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Stopwatch stopwatch = new Stopwatch();
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foreach (IReceiveMessages receiver in m_receivers)
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{
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stopwatch.Restart();
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receiver.OnReceiveMessage(type, msg);
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stopwatch.Stop();
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if (stopwatch.ElapsedMilliseconds > k_durationToleranceMs)
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Debug.LogWarning($"Message recipient \"{receiver}\" took too long to process message \"{msg}\" of type {type}");
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}
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m_recurseCount--;
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}
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public void OnReProvided(IMessenger previousProvider)
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{
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if (previousProvider is Messenger)
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m_receivers.AddRange((previousProvider as Messenger).m_receivers);
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}
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}
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/// <summary>
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/// Ensure that message contents are obvious but not dependent on spelling strings correctly.
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/// </summary>
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public enum MessageType
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{
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// These are assigned arbitrary explicit values so that if a MessageType is serialized and more enum values are later inserted/removed, the serialized values need not be reassigned.
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// (If you want to remove a message, make sure it isn't serialized somewhere first.)
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None = 0,
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RenameRequest = 1,
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JoinLobbyRequest = 2,
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CreateLobbyRequest = 3,
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QueryLobbies = 4,
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QuickJoin = 5,
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ChangeGameState = 100,
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ConfirmInGameState = 101,
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LobbyUserStatus = 102,
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UserSetEmote = 103,
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ClientUserApproved = 104,
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ClientUserSeekingDisapproval = 105,
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EndGame = 106,
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StartCountdown = 200,
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CancelCountdown = 201,
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CompleteCountdown = 202,
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MinigameBeginning = 203,
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InstructionsShown = 204,
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MinigameEnding = 205,
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DisplayErrorPopup = 300,
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}
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/// <summary>
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/// Something that wants to subscribe to messages from arbitrary, unknown senders.
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/// </summary>
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public interface IReceiveMessages
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{
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void OnReceiveMessage(MessageType type, object msg);
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}
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/// <summary>
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/// Something to which IReceiveMessages can send/subscribe for arbitrary messages.
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/// </summary>
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public interface IMessenger : IReceiveMessages, IProvidable<IMessenger>
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{
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void Subscribe(IReceiveMessages receiver);
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void Unsubscribe(IReceiveMessages receiver);
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}
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}
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