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70 行
4.1 KiB

using System.Collections.Generic;
using Unity.Services.Lobbies.Models;
namespace LobbyRelaySample.lobby
{
/// <summary>
/// Convert the lobby resulting from a request into a LocalLobby for use in the game logic.
/// </summary>
public static class ToLocalLobby
{
/// <summary>
/// Create a new LocalLobby from the content of a retrieved lobby. Its data can be copied into an existing LocalLobby for use.
/// </summary>
public static void Convert(Lobby lobby, LocalLobby outputToHere)
{
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.
{ LobbyID = lobby.Id,
LobbyCode = lobby.LobbyCode,
Private = lobby.IsPrivate,
LobbyName = lobby.Name,
MaxPlayerCount = lobby.MaxPlayers,
RelayCode = lobby.Data?.ContainsKey("RelayCode") == true ? lobby.Data["RelayCode"].Value : null, // TODO: Remove?
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...
AllPlayersReadyTime = lobby.Data?.ContainsKey("AllPlayersReady") == true ? long.Parse(lobby.Data["AllPlayersReady"].Value) : (long?)null // TODO: Remove
};
Dictionary<string, LobbyUser> lobbyUsers = new Dictionary<string, LobbyUser>(); // TODO: So, right, why this?
foreach (var player in lobby.Players)
{
// If we already know about this player and this player is already connected to Relay, don't overwrite things that Relay might be changing.
if (player.Data?.ContainsKey("UserStatus") == true && int.TryParse(player.Data["UserStatus"].Value, out int status))
{
if (status > (int)UserStatus.Connecting && outputToHere.LobbyUsers.ContainsKey(player.Id))
{
lobbyUsers.Add(player.Id, outputToHere.LobbyUsers[player.Id]);
continue;
}
}
// 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.
// (If we have no local representation of the player, that gets added by the LocalLobby.)
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.
incomingData.IsHost = lobby.HostId.Equals(player.Id);
incomingData.DisplayName = player.Data?.ContainsKey("DisplayName") == true ? player.Data["DisplayName"].Value : default;
incomingData.Emote = player.Data?.ContainsKey("Emote") == true ? (EmoteType)int.Parse(player.Data["Emote"].Value) : default;
incomingData.UserStatus = player.Data?.ContainsKey("UserStatus") == true ? (UserStatus)int.Parse(player.Data["UserStatus"].Value) : UserStatus.Connecting;
incomingData.ID = player.Id;
lobbyUsers.Add(incomingData.ID, incomingData);
}
outputToHere.CopyObserved(info, lobbyUsers);
}
/// <summary>
/// Create a list of new LocalLobby from the content of a retrieved lobby.
/// </summary>
public static List<LocalLobby> Convert(QueryResponse response)
{
List<LocalLobby> retLst = new List<LocalLobby>();
foreach (var lobby in response.Results)
retLst.Add(Convert(lobby));
return retLst;
}
private static LocalLobby Convert(Lobby lobby)
{
LocalLobby data = new LocalLobby();
Convert(lobby, data);
return data;
}
}
}