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463 行
14 KiB
463 行
14 KiB
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using LobbyRelaySample.lobby;
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using LobbyRelaySample.ngo;
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using Unity.Services.Authentication;
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using UnityEngine;
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#if UNITY_EDITOR
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using ParrelSync;
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#endif
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namespace LobbyRelaySample
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{
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/// <summary>
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/// Current state of the local game.
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/// Set as a flag to allow for the Inspector to select multiple valid states for various UI features.
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/// </summary>
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[Flags]
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public enum GameState
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{
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Menu = 1,
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Lobby = 2,
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JoinMenu = 4,
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}
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/// <summary>
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/// Sets up and runs the entire sample.
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/// All the Data that is important gets updated in here, the GameManager in the mainScene has all the references
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/// needed to run the game.
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/// </summary>
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public class GameManager : MonoBehaviour
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{
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public LocalLobby LocalLobby => m_LocalLobby;
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public Action<GameState> onGameStateChanged;
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public LocalLobbyList LobbyList { get; private set; } = new LocalLobbyList();
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public GameState LocalGameState { get; private set; }
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public LobbyManager LobbyManager { get; private set; }
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[SerializeField]
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SetupInGame m_setupInGame;
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[SerializeField]
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Countdown m_countdown;
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LocalPlayer m_LocalUser;
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LocalLobby m_LocalLobby;
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vivox.VivoxSetup m_VivoxSetup = new vivox.VivoxSetup();
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[SerializeField]
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List<vivox.VivoxUserHandler> m_vivoxUserHandlers;
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LobbyColor m_lobbyColorFilter;
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static GameManager m_GameManagerInstance;
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public static GameManager Instance
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{
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get
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{
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if (m_GameManagerInstance != null)
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return m_GameManagerInstance;
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m_GameManagerInstance = FindObjectOfType<GameManager>();
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return m_GameManagerInstance;
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}
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}
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/// <summary>Rather than a setter, this is usable in-editor. It won't accept an enum, however.</summary>
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public void SetLobbyColorFilter(int color)
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{
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m_lobbyColorFilter = (LobbyColor)color;
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}
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public async Task<LocalPlayer> AwaitLocalUserInitialization()
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{
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while (m_LocalUser == null)
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await Task.Delay(100);
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return m_LocalUser;
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}
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public async void CreateLobby(string name, bool isPrivate, int maxPlayers = 4)
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{
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try
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{
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var lobby = await LobbyManager.CreateLobbyAsync(
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name,
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maxPlayers,
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isPrivate, m_LocalUser);
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LobbyConverters.RemoteToLocal(lobby, m_LocalLobby);
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await CreateLobby();
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}
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catch (Exception exception)
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{
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SetGameState(GameState.JoinMenu);
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Debug.LogError($"Error creating lobby : {exception} ");
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}
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}
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public async void JoinLobby(string lobbyID, string lobbyCode)
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{
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try
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{
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var lobby = await LobbyManager.JoinLobbyAsync(lobbyID, lobbyCode,
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m_LocalUser);
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LobbyConverters.RemoteToLocal(lobby, m_LocalLobby);
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await JoinLobby();
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}
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catch (Exception exception)
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{
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SetGameState(GameState.JoinMenu);
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Debug.LogError($"Error joining lobby : {exception} ");
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}
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}
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public async void QueryLobbies()
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{
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LobbyList.QueryState.Value = LobbyQueryState.Fetching;
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var qr = await LobbyManager.RetrieveLobbyListAsync(m_lobbyColorFilter);
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if (qr == null)
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{
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return;
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}
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SetCurrentLobbies(LobbyConverters.QueryToLocalList(qr));
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}
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public async void QuickJoin()
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{
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var lobby = await LobbyManager.QuickJoinLobbyAsync(m_LocalUser, m_lobbyColorFilter);
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if (lobby != null)
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{
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LobbyConverters.RemoteToLocal(lobby, m_LocalLobby);
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await JoinLobby();
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}
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else
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{
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SetGameState(GameState.JoinMenu);
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}
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}
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public void SetLocalUserName(string name)
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{
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if (string.IsNullOrWhiteSpace(name))
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{
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LogHandlerSettings.Instance.SpawnErrorPopup(
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"Empty Name not allowed."); // Lobby error type, then HTTP error type.
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return;
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}
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m_LocalUser.DisplayName.Value = name;
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SendLocalUserData();
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}
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public void SetLocalUserEmote(EmoteType emote)
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{
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m_LocalUser.Emote.Value = emote;
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SendLocalUserData();
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}
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public void SetLocalUserStatus(PlayerStatus status)
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{
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m_LocalUser.UserStatus.Value = status;
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SendLocalUserData();
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}
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public void SetLocalLobbyColor(int color)
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{
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if (m_LocalLobby.PlayerCount < 1)
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return;
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m_LocalLobby.LocalLobbyColor.Value = (LobbyColor)color;
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SendLocalLobbyData();
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}
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bool updatingLobby;
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async void SendLocalLobbyData()
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{
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await LobbyManager.UpdateLobbyDataAsync(LobbyConverters.LocalToRemoteLobbyData(m_LocalLobby));
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}
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async void SendLocalUserData()
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{
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await LobbyManager.UpdatePlayerDataAsync(LobbyConverters.LocalToRemoteUserData(m_LocalUser));
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}
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public void UIChangeMenuState(GameState state)
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{
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var isQuittingGame = LocalGameState == GameState.Lobby &&
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m_LocalLobby.LocalLobbyState.Value == LobbyState.InGame;
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if (isQuittingGame)
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{
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//If we were in-game, make sure we stop by the lobby first
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state = GameState.Lobby;
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ClientQuitGame();
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}
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SetGameState(state);
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}
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public void HostSetRelayCode(string code)
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{
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m_LocalLobby.RelayCode.Value = code;
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SendLocalLobbyData();
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}
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//Only Host needs to listen to this and change state.
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void OnPlayersReady(int readyCount)
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{
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if (readyCount == m_LocalLobby.PlayerCount &&
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m_LocalLobby.LocalLobbyState.Value != LobbyState.CountDown)
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{
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m_LocalLobby.LocalLobbyState.Value = LobbyState.CountDown;
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SendLocalLobbyData();
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}
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else if (m_LocalLobby.LocalLobbyState.Value == LobbyState.CountDown)
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{
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m_LocalLobby.LocalLobbyState.Value = LobbyState.Lobby;
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SendLocalLobbyData();
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}
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}
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void OnLobbyStateChanged(LobbyState state)
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{
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if (state == LobbyState.Lobby)
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CancelCountDown();
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if (state == LobbyState.CountDown)
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BeginCountDown();
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}
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void BeginCountDown()
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{
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Debug.Log("Beginning Countdown.");
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m_countdown.StartCountDown();
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}
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void CancelCountDown()
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{
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Debug.Log("Countdown Cancelled.");
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m_countdown.CancelCountDown();
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}
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public void FinishedCountDown()
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{
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m_LocalUser.UserStatus.Value = PlayerStatus.InGame;
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m_LocalLobby.LocalLobbyState.Value = LobbyState.InGame;
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m_setupInGame.StartNetworkedGame(m_LocalLobby, m_LocalUser);
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}
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public void BeginGame()
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{
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if (m_LocalUser.IsHost.Value)
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{
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m_LocalLobby.LocalLobbyState.Value = LobbyState.InGame;
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m_LocalLobby.Locked.Value = true;
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SendLocalLobbyData();
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}
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}
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public void ClientQuitGame()
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{
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EndGame();
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m_setupInGame?.OnGameEnd();
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}
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public void EndGame()
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{
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if (m_LocalUser.IsHost.Value)
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{
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m_LocalLobby.LocalLobbyState.Value = LobbyState.Lobby;
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m_LocalLobby.Locked.Value = false;
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SendLocalLobbyData();
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}
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SetLobbyView();
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}
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#region Setup
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async void Awake()
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{
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Application.wantsToQuit += OnWantToQuit;
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m_LocalUser = new LocalPlayer("", 0, false, "LocalPlayer");
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m_LocalLobby = new LocalLobby { LocalLobbyState = { Value = LobbyState.Lobby } };
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LobbyManager = new LobbyManager();
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await InitializeServices();
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AuthenticatePlayer();
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StartVivoxLogin();
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}
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async Task InitializeServices()
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{
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string serviceProfileName = "player";
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#if UNITY_EDITOR
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serviceProfileName = $"{serviceProfileName}_{ClonesManager.GetCurrentProject().name}";
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#endif
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await Auth.Authenticate(serviceProfileName);
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}
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void AuthenticatePlayer()
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{
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var localId = AuthenticationService.Instance.PlayerId;
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var randomName = NameGenerator.GetName(localId);
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m_LocalUser.ID.Value = localId;
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m_LocalUser.DisplayName.Value = randomName;
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}
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#endregion
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void SetGameState(GameState state)
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{
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var isLeavingLobby = (state == GameState.Menu || state == GameState.JoinMenu) &&
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LocalGameState == GameState.Lobby;
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LocalGameState = state;
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Debug.Log($"Switching Game State to : {LocalGameState}");
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if (isLeavingLobby)
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LeaveLobby();
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onGameStateChanged.Invoke(LocalGameState);
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}
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void SetCurrentLobbies(IEnumerable<LocalLobby> lobbies)
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{
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var newLobbyDict = new Dictionary<string, LocalLobby>();
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foreach (var lobby in lobbies)
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newLobbyDict.Add(lobby.LobbyID.Value, lobby);
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LobbyList.CurrentLobbies = newLobbyDict;
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LobbyList.QueryState.Value = LobbyQueryState.Fetched;
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}
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async Task CreateLobby()
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{
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m_LocalUser.IsHost.Value = true;
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m_LocalLobby.onUserReadyChange = OnPlayersReady;
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try
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{
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await BindLobby();
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}
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catch (Exception exception)
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{
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Debug.LogError($"Couldn't join Lobby: {exception}");
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}
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}
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async Task JoinLobby()
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{
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//Trigger UI Even when same value
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m_LocalUser.IsHost.ForceSet(false);
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await BindLobby();
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}
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async Task BindLobby()
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{
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await LobbyManager.BindLocalLobbyToRemote(m_LocalLobby.LobbyID.Value, m_LocalLobby);
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m_LocalLobby.LocalLobbyState.onChanged += OnLobbyStateChanged;
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SetLobbyView();
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StartVivoxJoin();
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}
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public void LeaveLobby()
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{
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m_LocalUser.ResetState();
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#pragma warning disable 4014
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LobbyManager.LeaveLobbyAsync();
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#pragma warning restore 4014
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ResetLocalLobby();
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m_VivoxSetup.LeaveLobbyChannel();
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}
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void StartVivoxLogin()
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{
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m_VivoxSetup.Initialize(m_vivoxUserHandlers, OnVivoxLoginComplete);
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void OnVivoxLoginComplete(bool didSucceed)
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{
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if (!didSucceed)
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{
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Debug.LogError("Vivox login failed! Retrying in 5s...");
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StartCoroutine(RetryConnection(StartVivoxLogin, m_LocalLobby.LobbyID.Value));
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}
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}
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}
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void StartVivoxJoin()
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{
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m_VivoxSetup.JoinLobbyChannel(m_LocalLobby.LobbyID.Value, OnVivoxJoinComplete);
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void OnVivoxJoinComplete(bool didSucceed)
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{
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if (!didSucceed)
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{
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Debug.LogError("Vivox connection failed! Retrying in 5s...");
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StartCoroutine(RetryConnection(StartVivoxJoin, m_LocalLobby.LobbyID.Value));
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}
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}
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}
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IEnumerator RetryConnection(Action doConnection, string lobbyId)
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{
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yield return new WaitForSeconds(5);
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if (m_LocalLobby != null && m_LocalLobby.LobbyID.Value == lobbyId && !string.IsNullOrEmpty(lobbyId)
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) // Ensure we didn't leave the lobby during this waiting period.
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doConnection?.Invoke();
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}
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void SetLobbyView()
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{
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Debug.Log($"Setting Lobby user state {GameState.Lobby}");
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SetGameState(GameState.Lobby);
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SetLocalUserStatus(PlayerStatus.Lobby);
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}
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void ResetLocalLobby()
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{
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m_LocalLobby.ResetLobby();
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m_LocalLobby.RelayServer = null;
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}
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#region Teardown
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/// <summary>
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/// In builds, if we are in a lobby and try to send a Leave request on application quit, it won't go through if we're quitting on the same frame.
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/// So, we need to delay just briefly to let the request happen (though we don't need to wait for the result).
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/// </summary>
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IEnumerator LeaveBeforeQuit()
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{
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ForceLeaveAttempt();
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yield return null;
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Application.Quit();
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}
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bool OnWantToQuit()
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{
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bool canQuit = string.IsNullOrEmpty(m_LocalLobby?.LobbyID.Value);
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StartCoroutine(LeaveBeforeQuit());
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return canQuit;
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}
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void OnDestroy()
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{
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ForceLeaveAttempt();
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LobbyManager.Dispose();
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}
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void ForceLeaveAttempt()
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{
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if (!string.IsNullOrEmpty(m_LocalLobby?.LobbyID.Value))
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{
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#pragma warning disable 4014
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LobbyManager.LeaveLobbyAsync();
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#pragma warning restore 4014
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m_LocalLobby = null;
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}
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}
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#endregion
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}
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}
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