您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
120 行
5.1 KiB
120 行
5.1 KiB
using System;
|
|
using System.Collections.Generic;
|
|
using LobbyRemote = Unity.Services.Lobbies.Models.Lobby;
|
|
|
|
namespace LobbyRelaySample
|
|
{
|
|
|
|
// TODO: It might make sense to change UpdateSlow to, rather than have a fixed cycle on which everything is bound, be able to track when each thing should update?
|
|
// I.e. what I want here now is for when a lobby async request comes in, if it has already been long enough, it immediately fires and then sets a cooldown.
|
|
|
|
// This is still necessary for detecting new players, although I think we could hit a case where the relay join ends up coming in before the cooldown?
|
|
// So, we should be able to create a new LobbyUser that way as well.
|
|
// That is, creating a (local) player via Relay or via Lobby should go through the same mechanism...? Or do we hold onto the Relay data until the player exists?
|
|
|
|
/// <summary>
|
|
/// Keep updated on changes to a joined lobby.
|
|
/// </summary>
|
|
public class LobbyContentHeartbeat
|
|
{
|
|
private LocalLobby m_localLobby;
|
|
private LobbyUser m_localUser;
|
|
private bool m_isAwaitingQuery = false;
|
|
private bool m_shouldPushData = false;
|
|
|
|
public void BeginTracking(LocalLobby lobby, LobbyUser localUser)
|
|
{
|
|
m_localLobby = lobby;
|
|
m_localUser = localUser;
|
|
Locator.Get.UpdateSlow.Subscribe(OnUpdate);
|
|
m_localLobby.onChanged += OnLocalLobbyChanged;
|
|
m_shouldPushData = true; // Ensure the initial presence of a new player is pushed to the lobby; otherwise, when a non-host joins, the LocalLobby never receives their data until they push something new.
|
|
}
|
|
|
|
public void EndTracking()
|
|
{
|
|
m_shouldPushData = false;
|
|
Locator.Get.UpdateSlow.Unsubscribe(OnUpdate);
|
|
if (m_localLobby != null)
|
|
m_localLobby.onChanged -= OnLocalLobbyChanged;
|
|
m_localLobby = null;
|
|
m_localUser = null;
|
|
}
|
|
|
|
private void OnLocalLobbyChanged(LocalLobby changed)
|
|
{
|
|
if (string.IsNullOrEmpty(changed.LobbyID)) // When the player leaves, their LocalLobby is cleared out but maintained.
|
|
EndTracking();
|
|
m_shouldPushData = true;
|
|
}
|
|
|
|
public void OnUpdate(float dt)
|
|
{
|
|
if (m_isAwaitingQuery || m_localLobby == null)
|
|
return;
|
|
if (m_localUser.IsHost)
|
|
LobbyAsyncRequests.Instance.DoLobbyHeartbeat(dt);
|
|
m_isAwaitingQuery = true; // Note that because we make async calls, if one of them fails and doesn't call our callback, this will never be reset to false.
|
|
if (m_shouldPushData)
|
|
PushDataToLobby();
|
|
else
|
|
OnRetrieve();
|
|
|
|
|
|
void PushDataToLobby()
|
|
{
|
|
if (m_localUser == null)
|
|
{
|
|
m_isAwaitingQuery = false;
|
|
return; // Don't revert m_shouldPushData yet, so that we can retry.
|
|
}
|
|
m_shouldPushData = false;
|
|
|
|
if (m_localUser.IsHost)
|
|
DoLobbyDataPush();
|
|
else
|
|
DoPlayerDataPush();
|
|
}
|
|
|
|
void DoLobbyDataPush()
|
|
{
|
|
LobbyAsyncRequests.Instance.UpdateLobbyDataAsync(RetrieveLobbyData(m_localLobby), () => { DoPlayerDataPush(); });
|
|
}
|
|
|
|
void DoPlayerDataPush()
|
|
{
|
|
LobbyAsyncRequests.Instance.UpdatePlayerDataAsync(RetrieveUserData(m_localUser), () => { m_isAwaitingQuery = false; });
|
|
}
|
|
|
|
void OnRetrieve()
|
|
{
|
|
m_isAwaitingQuery = false;
|
|
LobbyRemote lobbyRemote = LobbyAsyncRequests.Instance.CurrentLobby;
|
|
if (lobbyRemote == null) return;
|
|
bool prevShouldPush = m_shouldPushData;
|
|
var prevState = m_localLobby.State;
|
|
lobby.ToLocalLobby.Convert(lobbyRemote, m_localLobby);
|
|
m_shouldPushData = prevShouldPush;
|
|
}
|
|
}
|
|
|
|
private static Dictionary<string, string> RetrieveLobbyData(LocalLobby lobby)
|
|
{
|
|
Dictionary<string, string> data = new Dictionary<string, string>();
|
|
data.Add("RelayCode", lobby.RelayCode);
|
|
data.Add("State", ((int)lobby.State).ToString()); // Using an int is smaller than using the enum state's name.
|
|
data.Add("Color", ((int)lobby.Color).ToString());
|
|
return data;
|
|
}
|
|
|
|
private 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); // The lobby doesn't need to know any data beyond the name and state; Relay will handle the rest.
|
|
data.Add("UserStatus", ((int)user.UserStatus).ToString());
|
|
return data;
|
|
}
|
|
}
|
|
}
|