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70 行
4.1 KiB
70 行
4.1 KiB
using System.Collections.Generic;
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using Unity.Services.Lobbies.Models;
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namespace LobbyRelaySample.lobby
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{
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/// <summary>
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/// Convert the lobby resulting from a request into a LocalLobby for use in the game logic.
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/// </summary>
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public static class ToLocalLobby
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{
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/// <summary>
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/// Create a new LocalLobby from the content of a retrieved lobby. Its data can be copied into an existing LocalLobby for use.
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/// </summary>
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public static void Convert(Lobby lobby, LocalLobby outputToHere)
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{
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LocalLobby.LobbyData info = new LocalLobby.LobbyData // Technically, this is largely redundant after the first assignment, but it won't do any harm to assign it again.
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{ LobbyID = lobby.Id,
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LobbyCode = lobby.LobbyCode,
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Private = lobby.IsPrivate,
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LobbyName = lobby.Name,
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MaxPlayerCount = lobby.MaxPlayers,
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RelayCode = lobby.Data?.ContainsKey("RelayCode") == true ? lobby.Data["RelayCode"].Value : null, // TODO: Remove?
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State = lobby.Data?.ContainsKey("State") == true ? (LobbyState) int.Parse(lobby.Data["State"].Value) : LobbyState.Lobby, // TODO: Consider TryParse, just in case (and below). Although, we don't have fail logic anyway...
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AllPlayersReadyTime = lobby.Data?.ContainsKey("AllPlayersReady") == true ? long.Parse(lobby.Data["AllPlayersReady"].Value) : (long?)null // TODO: Remove
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};
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Dictionary<string, LobbyUser> lobbyUsers = new Dictionary<string, LobbyUser>(); // TODO: So, right, why this?
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foreach (var player in lobby.Players)
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{
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// If we already know about this player and this player is already connected to Relay, don't overwrite things that Relay might be changing.
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if (player.Data?.ContainsKey("UserStatus") == true && int.TryParse(player.Data["UserStatus"].Value, out int status))
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{
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if (status > (int)UserStatus.Connecting && outputToHere.LobbyUsers.ContainsKey(player.Id))
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{
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lobbyUsers.Add(player.Id, outputToHere.LobbyUsers[player.Id]);
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continue;
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}
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}
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// If the player isn't connected to Relay, or if we just don't know about them yet, get the most recent data that the lobby knows. // TODO: Relay should handle the latter case.
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// (If we have no local representation of the player, that gets added by the LocalLobby.)
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LobbyUser incomingData = new LobbyUser(); // TODO: This is unclear; this should be just a data object replacing that of the user, not a new user whose data are taken.
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incomingData.IsHost = lobby.HostId.Equals(player.Id);
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incomingData.DisplayName = player.Data?.ContainsKey("DisplayName") == true ? player.Data["DisplayName"].Value : default;
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incomingData.Emote = player.Data?.ContainsKey("Emote") == true ? (EmoteType)int.Parse(player.Data["Emote"].Value) : default;
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incomingData.UserStatus = player.Data?.ContainsKey("UserStatus") == true ? (UserStatus)int.Parse(player.Data["UserStatus"].Value) : UserStatus.Connecting;
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incomingData.ID = player.Id;
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lobbyUsers.Add(incomingData.ID, incomingData);
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}
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outputToHere.CopyObserved(info, lobbyUsers);
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}
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/// <summary>
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/// Create a list of new LocalLobby from the content of a retrieved lobby.
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/// </summary>
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public static List<LocalLobby> Convert(QueryResponse response)
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{
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List<LocalLobby> retLst = new List<LocalLobby>();
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foreach (var lobby in response.Results)
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retLst.Add(Convert(lobby));
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return retLst;
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}
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private static LocalLobby Convert(Lobby lobby)
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{
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LocalLobby data = new LocalLobby();
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Convert(lobby, data);
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return data;
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}
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}
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}
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