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Merging LAtest vivox changes to Main

/main
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4f570a1a
共有 68 个文件被更改,包括 5473 次插入2455 次删除
  1. 14
      Assets/Art/Crown/Crown.png.meta
  2. 10
      Assets/Prefabs/UI/BackButtonBG.prefab
  3. 14
      Assets/Prefabs/UI/CreateContent.prefab
  4. 787
      Assets/Prefabs/UI/GameCanvas.prefab
  5. 356
      Assets/Prefabs/UI/JoinContent.prefab
  6. 166
      Assets/Prefabs/UI/JoinCreateCanvas.prefab
  7. 7
      Assets/Prefabs/UI/LobbyButtonUI.prefab
  8. 36
      Assets/Prefabs/UI/LobbyCodeCanvas.prefab
  9. 536
      Assets/Prefabs/UI/LobbyGameCanvas.prefab
  10. 356
      Assets/Prefabs/UI/LobbyUserList.prefab
  11. 19
      Assets/Prefabs/UI/MainMenuCanvas.prefab
  12. 44
      Assets/Prefabs/UI/PlayerInteractionPanel.prefab
  13. 4
      Assets/Prefabs/UI/PopUpUI.prefab
  14. 26
      Assets/Prefabs/UI/RelayCodeCanvas.prefab
  15. 18
      Assets/Prefabs/UI/RenameCanvas.prefab
  16. 10
      Assets/Prefabs/UI/RenamePopup.prefab
  17. 902
      Assets/Prefabs/UI/UserCardPanel.prefab
  18. 818
      Assets/Scenes/mainScene.unity
  19. 92
      Assets/Scripts/Game/GameManager.cs
  20. 29
      Assets/Scripts/Game/LobbyUser.cs
  21. 3
      Assets/Scripts/Infrastructure/Messenger.cs
  22. 12
      Assets/Scripts/Lobby/LobbyAPIInterface.cs
  23. 79
      Assets/Scripts/Lobby/LobbyAsyncRequests.cs
  24. 13
      Assets/Scripts/Lobby/LobbyContentHeartbeat.cs
  25. 4
      Assets/Scripts/LobbyRelaySample.asmdef
  26. 23
      Assets/Scripts/Relay/RelayUtpClient.cs
  27. 19
      Assets/Scripts/Relay/RelayUtpHost.cs
  28. 2
      Assets/Scripts/Relay/RelayUtpSetup.cs
  29. 9
      Assets/Scripts/UI/InLobbyUserUI.cs
  30. 5
      Assets/Scripts/UI/JoinMenuUI.cs
  31. 2
      Assets/Scripts/UI/RecolorForLobbyType.cs
  32. 2
      Packages/manifest.json
  33. 24
      Packages/packages-lock.json
  34. 999
      ~Documentation/Images/1_lobby_list.PNG
  35. 999
      ~Documentation/Images/2_lobby.PNG
  36. 8
      Assets/Art/Borders.meta
  37. 8
      Assets/Art/Volume.meta
  38. 120
      Assets/Prefabs/UI/LogManager.prefab
  39. 7
      Assets/Prefabs/UI/LogManager.prefab.meta
  40. 28
      Assets/Scripts/Game/LobbyUserAudio.cs
  41. 11
      Assets/Scripts/Game/LobbyUserAudio.cs.meta
  42. 69
      Assets/Scripts/UI/LobbyUserVolumeUI.cs
  43. 11
      Assets/Scripts/UI/LobbyUserVolumeUI.cs.meta
  44. 8
      Assets/Scripts/Vivox.meta
  45. 15
      Assets/Art/Borders/roundRect_fillBottom.png
  46. 14
      Assets/Art/Borders/roundRect.png
  47. 108
      Assets/Art/Borders/roundRect.png.meta
  48. 108
      Assets/Art/Borders/roundRect_fillBottom.png.meta
  49. 67
      Assets/Art/Volume/volumeRings.png
  50. 108
      Assets/Art/Volume/volumeRings.png.meta
  51. 23
      Assets/Art/Volume/volumeSpeaker.png
  52. 108
      Assets/Art/Volume/volumeSpeaker.png.meta
  53. 12
      Assets/Art/Volume/micIcon.png
  54. 29
      Assets/Art/Volume/mutedIcon.png
  55. 96
      Assets/Art/Volume/mutedIcon.png.meta
  56. 96
      Assets/Art/Volume/micIcon.png.meta
  57. 11
      Assets/Scripts/Vivox/VivoxSetup.cs.meta
  58. 11
      Assets/Scripts/Vivox/VivoxUserHandler.cs.meta
  59. 112
      Assets/Scripts/Vivox/VivoxSetup.cs
  60. 162
      Assets/Scripts/Vivox/VivoxUserHandler.cs
  61. 38
      ProjectSettings/Packages/com.unity.services.vivox/Settings.json
  62. 94
      Assets/Prefabs/UI/JoiningGamePopUp.prefab
  63. 7
      Assets/Prefabs/UI/JoiningGamePopUp.prefab.meta

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Assets/Art/Crown/Crown.png.meta


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10
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787
Assets/Prefabs/UI/GameCanvas.prefab
文件差异内容过多而无法显示
查看文件

356
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4
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18
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902
Assets/Prefabs/UI/UserCardPanel.prefab
文件差异内容过多而无法显示
查看文件

818
Assets/Scenes/mainScene.unity
文件差异内容过多而无法显示
查看文件

92
Assets/Scripts/Game/GameManager.cs


using LobbyRelaySample.relay;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

/// </summary>
public class GameManager : MonoBehaviour, IReceiveMessages
{
/// <summary>
/// All these should be assigned the observers in the scene at the start.
/// </summary>
#region UI elements that observe the local state. These are
#region UI elements that observe the local state. These should be assigned the observers in the scene during Start.
[SerializeField]
private List<LocalGameStateObserver> m_GameStateObservers = new List<LocalGameStateObserver>();

private LocalGameState m_localGameState = new LocalGameState();
private LobbyUser m_localUser;
private LocalLobby m_localLobby;
private vivox.VivoxSetup m_vivoxSetup = new vivox.VivoxSetup();
[SerializeField]
private List<vivox.VivoxUserHandler> m_vivoxUserHandlers;
/// <summary>Rather than a setter, this is usable in-editor. It won't accept an enum, however.</summary>
public void SetLobbyColorFilter(int color)

m_localUser.ID = Locator.Get.Identity.GetSubIdentity(Auth.IIdentityType.Auth).GetContent("id");
m_localUser.DisplayName = NameGenerator.GetName(m_localUser.ID);
m_localLobby.AddPlayer(m_localUser); // The local LobbyUser object will be hooked into UI before the LocalLobby is populated during lobby join, so the LocalLobby must know about it already when that happens.
StartVivoxLogin();
}
private void BeginObservers()

m_localLobby.CountDownTime = 0;
SetUserLobbyState();
}
else if (type == MessageType.QuickJoin)
{
LobbyAsyncRequests.Instance.QuickJoinLobbyAsync(m_localUser, m_lobbyColorFilter, (r) =>
{ lobby.ToLocalLobby.Convert(r, m_localLobby);
OnJoinedLobby();
},
OnFailedJoin);
}
else if (type == MessageType.SetPlayerSound)
{
var playerSound = (LobbyUserAudio)msg;
}
}
private void SetGameState(GameState state)

m_lobbyContentHeartbeat.BeginTracking(m_localLobby, m_localUser);
SetUserLobbyState();
StartRelayConnection();
StartVivoxJoin();
}
private void OnLeftLobby()

m_lobbyContentHeartbeat.EndTracking();
LobbyAsyncRequests.Instance.EndTracking();
m_vivoxSetup.LeaveLobbyChannel();
{
Component.Destroy(m_relaySetup);
{ Component.Destroy(m_relaySetup);
{
Component.Destroy(m_relayClient);
{ Component.Destroy(m_relayClient);
m_relayClient = null;
}
}

SetGameState(GameState.JoinMenu);
}
private void StartVivoxLogin()
{
m_vivoxSetup.Initialize(m_vivoxUserHandlers, OnVivoxLoginComplete);
void OnVivoxLoginComplete(bool didSucceed)
{
if (!didSucceed)
{ Debug.LogError("Vivox login failed! Retrying in 5s...");
StartCoroutine(RetryConnection(StartVivoxLogin, m_localLobby.LobbyID));
return;
}
}
}
private void StartVivoxJoin()
{
m_vivoxSetup.JoinLobbyChannel(m_localLobby.LobbyID, OnVivoxJoinComplete);
void OnVivoxJoinComplete(bool didSucceed)
{
if (!didSucceed)
{ Debug.LogError("Vivox connection failed! Retrying in 5s...");
StartCoroutine(RetryConnection(StartVivoxJoin, m_localLobby.LobbyID));
return;
}
}
}
private void StartRelayConnection()
{
if (m_localUser.IsHost)

OnReceiveMessage(MessageType.LobbyUserStatus, UserStatus.Connecting);
m_relaySetup.BeginRelayJoin(m_localLobby, m_localUser, OnRelayConnected);
}
private void OnRelayConnected(bool didSucceed, RelayUtpClient client)
{
Component.Destroy(m_relaySetup);
m_relaySetup = null;
if (!didSucceed)
void OnRelayConnected(bool didSucceed, RelayUtpClient client)
Debug.LogError("Relay connection failed! Retrying in 5s...");
StartCoroutine(RetryRelayConnection());
return;
Component.Destroy(m_relaySetup);
m_relaySetup = null;
if (!didSucceed)
{ Debug.LogError("Relay connection failed! Retrying in 5s...");
StartCoroutine(RetryConnection(StartRelayConnection, m_localLobby.LobbyID));
return;
}
m_relayClient = client;
OnReceiveMessage(MessageType.LobbyUserStatus, UserStatus.Lobby);
m_relayClient = client;
OnReceiveMessage(MessageType.LobbyUserStatus, UserStatus.Lobby);
private IEnumerator RetryRelayConnection()
private IEnumerator RetryConnection(Action doConnection, string lobbyId)
StartRelayConnection();
if (m_localLobby != null && m_localLobby.LobbyID == lobbyId && !string.IsNullOrEmpty(lobbyId)) // Ensure we didn't leave the lobby during this waiting period.
doConnection?.Invoke();
}
private void BeginCountDown()

29
Assets/Scripts/Game/LobbyUser.cs


using System;
using UnityEngine;
namespace LobbyRelaySample
{

public enum UserStatus
{
None = 0,
Connecting = 1, // User has joined a lobby but has not yet connected to Relay.
Lobby = 2, // User is in a lobby and connected to Relay.
Ready = 4, // User has selected the ready button, to ready for the "game" to start.
InGame = 8, // User is part of a "game" that has started.
Menu = 16 // User is not in a lobby, in one of the main menus.
Connecting = 1, // User has joined a lobby but has not yet connected to Relay.
Lobby = 2, // User is in a lobby and connected to Relay.
Ready = 4, // User has selected the ready button, to ready for the "game" to start.
InGame = 8, // User is part of a "game" that has started.
Menu = 16 // User is not in a lobby, in one of the main menus.
}
/// <summary>

}
#region Local UserData
public struct UserData
{
public bool IsHost { get; set; }

}
private UserData m_data;
#endregion
/// <summary>

public enum UserMembers { IsHost = 1, DisplayName = 2, Emote = 4, ID = 8, UserStatus = 16 }
public enum UserMembers
{
IsHost = 1,
DisplayName = 2,
Emote = 4,
ID = 8,
UserStatus = 16
}
private UserMembers m_lastChanged;
public UserMembers LastChanged => m_lastChanged;

{
UserData data = observed.m_data;
int lastChanged = // Set flags just for the members that will be changed.
(m_data.IsHost == data.IsHost ? 0 : (int)UserMembers.IsHost) |
(m_data.ID == data.ID ? 0 : (int)UserMembers.ID) |
(m_data.ID == data.ID ? 0 : (int)UserMembers.ID) |
(m_data.IsHost == data.IsHost ? 0 : (int)UserMembers.IsHost) |
if (lastChanged == 0) // Ensure something actually changed.
return;

3
Assets/Scripts/Infrastructure/Messenger.cs


CancelCountdown = 10,
ConfirmInGameState = 11,
DisplayErrorPopup = 12,
SetPlayerSound = 13,
QuickJoin = 14
}
/// <summary>

12
Assets/Scripts/Lobby/LobbyAPIInterface.cs


AsyncRequestLobby.Instance.DoRequest(task, onComplete);
}
public static void QuickJoinLobbyAsync(string requesterUASId, List<QueryFilter> filters, Dictionary<string, PlayerDataObject> localUserData, Action<Lobby> onComplete)
{
var joinRequest = new QuickJoinLobbyOptions
{
Filter = filters,
Player = new Player(id: requesterUASId, data: localUserData)
};
var task = Lobbies.Instance.QuickJoinLobbyAsync(joinRequest);
AsyncRequestLobby.Instance.DoRequest(task, onComplete);
}
public static void LeaveLobbyAsync(string requesterUASId, string lobbyId, Action onComplete)
{
var task = Lobbies.Instance.RemovePlayerAsync(lobbyId, requesterUASId);

79
Assets/Scripts/Lobby/LobbyAsyncRequests.cs


}
#region Once connected to a lobby, cache the local lobby object so we don't query for it for every lobby operation.
// (This assumes that the player will be actively in just one lobby at a time, though they could passively be in more.)
private string m_currentLobbyId = null;
private Lobby m_lastKnownLobby;

#endregion
#region Lobby API calls are rate limited, and some other operations might want an alert when the rate limits have passed.
public enum RequestType { Query = 0, Join }
public enum RequestType
{
Query = 0,
Join,
QuickJoin
}
else if (type == RequestType.QuickJoin)
return m_rateLimitQuickJoin;
private RateLimitCooldown m_rateLimitJoin = new RateLimitCooldown(3f);
private RateLimitCooldown m_rateLimitJoin = new RateLimitCooldown(3f);
private RateLimitCooldown m_rateLimitQuickJoin = new RateLimitCooldown(10f);
#endregion
private static Dictionary<string, PlayerDataObject> CreateInitialPlayerData(LobbyUser player)

(lobbyId == null && lobbyCode == null))
{
onFailure?.Invoke();
// TODO: Emit some failure message.
return;
}

}
/// <summary>
/// Attempt to join the first lobby among the available lobbies that match the filtered limitToColor.
/// </summary>
public void QuickJoinLobbyAsync(LobbyUser localUser, LobbyColor limitToColor = LobbyColor.None, Action<Lobby> onSuccess = null, Action onFailure = null)
{
if (!m_rateLimitQuickJoin.CanCall())
{
onFailure?.Invoke();
return;
}
var filters = LobbyColorToFilters(limitToColor);
string uasId = AuthenticationService.Instance.PlayerId;
LobbyAPIInterface.QuickJoinLobbyAsync(uasId, filters, CreateInitialPlayerData(localUser), OnLobbyJoined);
void OnLobbyJoined(Lobby response)
{
if (response == null)
onFailure?.Invoke();
else
onSuccess?.Invoke(response);
}
}
/// <summary>
/// Used for getting the list of all active lobbies, without needing full info for each.
/// </summary>
/// <param name="onListRetrieved">If called with null, retrieval was unsuccessful. Else, this will be given a list of contents to display, as pairs of a lobby code and a display string for that lobby.</param>

return;
}
List<QueryFilter> filters = new List<QueryFilter>();
if (limitToColor == LobbyColor.Orange)
filters.Add(new QueryFilter(QueryFilter.FieldOptions.N1, ((int)LobbyColor.Orange).ToString(), QueryFilter.OpOptions.EQ));
else if (limitToColor == LobbyColor.Green)
filters.Add(new QueryFilter(QueryFilter.FieldOptions.N1, ((int)LobbyColor.Green).ToString(), QueryFilter.OpOptions.EQ));
else if (limitToColor == LobbyColor.Blue)
filters.Add(new QueryFilter(QueryFilter.FieldOptions.N1, ((int)LobbyColor.Blue).ToString(), QueryFilter.OpOptions.EQ));
var filters = LobbyColorToFilters(limitToColor);
LobbyAPIInterface.QueryAllLobbiesAsync(filters, OnLobbyListRetrieved);

onError?.Invoke(response);
}
}
private List<QueryFilter> LobbyColorToFilters(LobbyColor limitToColor)
{
List<QueryFilter> filters = new List<QueryFilter>();
if (limitToColor == LobbyColor.Orange)
filters.Add(new QueryFilter(QueryFilter.FieldOptions.N1, ((int)LobbyColor.Orange).ToString(), QueryFilter.OpOptions.EQ));
else if (limitToColor == LobbyColor.Green)
filters.Add(new QueryFilter(QueryFilter.FieldOptions.N1, ((int)LobbyColor.Green).ToString(), QueryFilter.OpOptions.EQ));
else if (limitToColor == LobbyColor.Blue)
filters.Add(new QueryFilter(QueryFilter.FieldOptions.N1, ((int)LobbyColor.Blue).ToString(), QueryFilter.OpOptions.EQ));
return filters;
}
/// <param name="onComplete">If no lobby is retrieved, or if this call hits the rate limit, this is given null.</param>
private void RetrieveLobbyAsync(string lobbyId, Action<Lobby> onComplete)
{

void OnGet(Lobby response)
{
onComplete?.Invoke(response);
onComplete?.Invoke(response); // FUTURE: Consider passing in the exception code here (and elsewhere) to, e.g., specifically handle a 404 indicating a Relay auto-disconnect.
}
}

private bool ShouldUpdateData(Action caller, Action onComplete, bool shouldRetryIfLobbyNull)
{
if (m_rateLimitQuery.IsInCooldown)
{ m_rateLimitQuery.EnqueuePendingOperation(caller);
{
m_rateLimitQuery.EnqueuePendingOperation(caller);
Lobby lobby = m_lastKnownLobby;
if (lobby == null)
{

return false;
}
return true;
}

}
private bool m_isInCooldown = false;
{ if (m_isInCooldown != value)
{ m_isInCooldown = value;
{
if (m_isInCooldown != value)
{
m_isInCooldown = value;
OnChanged(this);
}
}

}
}
public override void CopyObserved(RateLimitCooldown oldObserved) { /* This behavior isn't needed; we're just here for the OnChanged event management. */ }
public override void CopyObserved(RateLimitCooldown oldObserved){/* This behavior isn't needed; we're just here for the OnChanged event management. */}
}
}
}

13
Assets/Scripts/Lobby/LobbyContentHeartbeat.cs


var prevState = m_localLobby.State;
lobby.ToLocalLobby.Convert(lobbyRemote, m_localLobby);
m_shouldPushData = prevShouldPush;
// If the host suddenly leaves, the Lobby service will automatically handle disconnects after about 30s, but we can try to do a disconnect sooner if we detect it.
if (!m_localUser.IsHost)
{
foreach (var lobbyUser in m_localLobby.LobbyUsers)
{
if (lobbyUser.Value.IsHost)
return;
}
Locator.Get.Messenger.OnReceiveMessage(MessageType.DisplayErrorPopup, "Host left the lobby! Disconnecting...");
Locator.Get.Messenger.OnReceiveMessage(MessageType.EndGame, null);
Locator.Get.Messenger.OnReceiveMessage(MessageType.ChangeGameState, GameState.JoinMenu);
}
}
}

4
Assets/Scripts/LobbyRelaySample.asmdef


"GUID:5540e30183c82e84b954c033c388e06c",
"GUID:fe25561d224ed4743af4c60938a59d0b",
"GUID:4c3f49d89436d478ea78315c03159dcc",
"GUID:f2d49d9fa7e7eb3418e39723a7d3b92f"
"GUID:f2d49d9fa7e7eb3418e39723a7d3b92f",
"GUID:060a730ab4d4804498f4a3146ed6f776",
"GUID:6087a74f6015aae4daed9a2577a7596c"
],
"includePlatforms": [],
"excludePlatforms": [],

23
Assets/Scripts/Relay/RelayUtpClient.cs


protected LocalLobby m_localLobby;
protected NetworkDriver m_networkDriver;
protected List<NetworkConnection> m_connections; // For clients, this has just one member, but for hosts it will have more.
protected bool m_IsRelayConnected { get { return m_localLobby.RelayServer != null; } }
protected bool m_hasSentInitialMessage = false;
private const float k_heartbeatPeriod = 5;

m_localUser.onChanged -= OnLocalChange;
Leave();
Locator.Get.UpdateSlow.Unsubscribe(UpdateSlow);
m_connections.Clear();
m_networkDriver.Dispose();
}
public void OnDestroy()

OnUpdate();
}
/// <summary>
/// Clients need to send any data over UTP periodically, or else Relay will remove them from the allocation.
/// </summary>
// Clients need to send any data over UTP periodically, or else the connection will timeout.
if (!m_IsRelayConnected) // If disconnected from Relay for some reason, we *want* this client to timeout.
return;
foreach (NetworkConnection connection in m_connections)
WriteByte(m_networkDriver, connection, "0", MsgType.Ping, 0); // The ID doesn't matter here, so send a minimal number of bytes.
}

protected virtual void ProcessDisconnectEvent(NetworkConnection conn, DataStreamReader strm)
{
// The host disconnected, and Relay does not support host migration. So, all clients should disconnect.
string msg = "Host disconnected! Leaving the lobby.";
string msg;
if (m_IsRelayConnected)
msg = "Host disconnected! Leaving the lobby.";
else
msg = "Connection to host was lost. Leaving the lobby.";
Debug.LogError(msg);
Locator.Get.Messenger.OnReceiveMessage(MessageType.DisplayErrorPopup, msg);
Leave();

}
}
public void Leave()
/// <summary>
/// Disconnect from Relay, usually while leaving the lobby. (You can also call this elsewhere to see how Lobby will detect a Relay disconnect automatically.)
/// </summary>
public virtual void Leave()
connection.Disconnect(m_networkDriver);
// If the client calls Disconnect, the host might not become aware right away (depending on when the PubSub messages get pumped), so send a message over UTP instead.
WriteByte(m_networkDriver, connection, m_localUser.ID, MsgType.PlayerDisconnect, 0);
m_localLobby.RelayServer = null;
}
}

19
Assets/Scripts/Relay/RelayUtpHost.cs


protected override void OnUpdate()
{
if (!m_IsRelayConnected) // If Relay was disconnected somehow, stop taking actions that will keep the allocation alive.
return;
DoHeartbeat();
UpdateConnections();
}
/// <summary>

}
else if (msgType == MsgType.NewPlayer) // This ensures clients in builds are sent player state once they establish that they can send (and receive) events.
OnNewConnection(conn);
else if (msgType == MsgType.PlayerDisconnect) // Clients message the host when they intend to disconnect, or else the host ends up keeping the connection open.
{
conn.Disconnect(m_networkDriver);
UnityEngine.Debug.LogWarning("Disconnecting a client due to a disconnect message.");
return;
}
// If a client has changed state, check if this changes whether all players have readied.
if (msgType == MsgType.ReadyState)

/// <summary>
/// Clean out destroyed connections, and accept all new ones.
/// </summary>
private void DoHeartbeat()
private void UpdateConnections()
{
for (int c = m_connections.Count - 1; c >= 0; c--)
{

m_connections.Add(conn);
OnNewConnection(conn); // This ensures that clients in editors are sent player state once they establish a connection. The timing differs slightly from builds.
}
}
public override void Leave()
{
foreach (NetworkConnection connection in m_connections)
connection.Disconnect(m_networkDriver); // Note that Lobby won't receive the disconnect immediately, so its auto-disconnect takes 30-40s, if needed.
m_localLobby.RelayServer = null;
}
}
}

2
Assets/Scripts/Relay/RelayUtpSetup.cs


protected LobbyUser m_localUser;
protected Action<bool, RelayUtpClient> m_onJoinComplete;
public enum MsgType { Ping = 0, NewPlayer, ReadyState, PlayerName, Emote, StartCountdown, CancelCountdown, ConfirmInGame, EndInGame }
public enum MsgType { Ping = 0, NewPlayer, ReadyState, PlayerName, Emote, StartCountdown, CancelCountdown, ConfirmInGame, EndInGame, PlayerDisconnect }
public void BeginRelayJoin(LocalLobby localLobby, LobbyUser localUser, Action<bool, RelayUtpClient> onJoinComplete)
{

9
Assets/Scripts/UI/InLobbyUserUI.cs


[SerializeField]
Image m_HostIcon;
public bool IsAssigned
{
get { return UserId != null; }
}
[SerializeField]
vivox.VivoxUserHandler m_vivoxUserHandler;
public bool IsAssigned => UserId != null;
public string UserId { get; private set; }
private LobbyUserObserver m_observer;

m_observer = GetComponent<LobbyUserObserver>();
m_observer.BeginObserving(myLobbyUser);
UserId = myLobbyUser.ID;
m_vivoxUserHandler.SetId(UserId);
}
public void OnUserLeft()

5
Assets/Scripts/UI/JoinMenuUI.cs


OnRefresh();
}
public void OnQuickJoin()
{
Locator.Get.Messenger.OnReceiveMessage(MessageType.QuickJoin, null);
}
private bool CanDisplay(LocalLobby lobby)
{
return lobby.Data.State == LobbyState.Lobby && !lobby.Private;

2
Assets/Scripts/UI/RecolorForLobbyType.cs


private static readonly Color s_orangeColor = new Color(0.75f, 0.5f, 0.1f);
private static readonly Color s_greenColor = new Color(0.5f, 1, 0.7f);
private static readonly Color s_blueColor = new Color(0.75f, 0.7f, 1);
private static readonly Color[] s_colorsOrdered = new Color[] { Color.white, s_orangeColor, s_greenColor, s_blueColor };
private static readonly Color[] s_colorsOrdered = new Color[] { new Color(0.8f, 0.8f, 0.8f, 1), s_orangeColor, s_greenColor, s_blueColor };
[SerializeField]
private Graphic[] m_toRecolor;

2
Packages/manifest.json


{
"dependencies": {
"com.unity.2d.sprite": "1.0.0",
"com.unity.collab-proxy": "1.7.1",
"com.unity.ide.rider": "3.0.7",
"com.unity.ide.visualstudio": "2.0.9",

"com.unity.services.core": "1.0.0",
"com.unity.services.lobby": "1.0.0-pre.4",
"com.unity.services.relay": "1.0.1-pre.1",
"com.unity.services.vivox": "15.1.150000-pre.6",
"com.unity.sysroot.linux-x86_64": "0.1.15-preview",
"com.unity.test-framework": "1.1.27",
"com.unity.textmeshpro": "3.0.6",

24
Packages/packages-lock.json


{
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"version": "1.0.0",
"depth": 0,
"source": "builtin",
"dependencies": {}
},
"com.unity.burst": {
"version": "1.5.5",
"depth": 1,

"com.unity.nuget.newtonsoft-json": "2.0.0",
"com.unity.services.authentication": "1.0.0-pre.4"
},
"url": "https://packages.unity.com"
},
"com.unity.services.vivox": {
"version": "15.1.150000-pre.6",
"depth": 0,
"source": "registry",
"dependencies": {
"com.unity.settings-manager": "1.0.3",
"com.unity.services.core": "1.1.0-pre.8",
"com.unity.nuget.newtonsoft-json": "2.0.0"
},
"url": "https://packages.unity.com"
},
"com.unity.settings-manager": {
"version": "1.0.3",
"depth": 1,
"source": "registry",
"dependencies": {},
"url": "https://packages.unity.com"
},
"com.unity.sysroot": {

999
~Documentation/Images/1_lobby_list.PNG
文件差异内容过多而无法显示
查看文件

999
~Documentation/Images/2_lobby.PNG
文件差异内容过多而无法显示
查看文件

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28
Assets/Scripts/Game/LobbyUserAudio.cs


using UnityEngine;
namespace LobbyRelaySample
{
[SerializeField]
public class LobbyUserAudio
{
public string ID { get; private set; }
public bool HasVoice { get; set; }
public bool Muted { get; set; }
// We should explicitly ensure that UserVolume is a normalized value, as letting the volume be set too high could be harmful to listeners.
private float m_userVolume;
public float UserVolume
{
get => m_userVolume;
set => m_userVolume = Mathf.Clamp01(value);
}
public LobbyUserAudio(string userID)
{
ID = userID;
HasVoice = false;
Muted = false;
UserVolume = 50/70f; // Begin at what will be neutral volume given the range of min to max volume.
}
}
}

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69
Assets/Scripts/UI/LobbyUserVolumeUI.cs


using UnityEngine;
using UnityEngine.UI;
namespace LobbyRelaySample.UI
{
public class LobbyUserVolumeUI : MonoBehaviour
{
[SerializeField]
private UIPanelBase m_volumeSliderContainer;
[SerializeField]
private UIPanelBase m_muteToggleContainer;
[SerializeField]
[Tooltip("This is shown for other players, to mute them.")]
private GameObject m_muteIcon;
[SerializeField]
[Tooltip("This is shown for the local player, to make it clearer that they are muting themselves.")]
private GameObject m_micMuteIcon;
public bool IsLocalPlayer { private get; set; }
[SerializeField]
private Slider m_volumeSlider;
[SerializeField]
private Toggle m_muteToggle;
/// <param name="shouldResetUi">
/// When the user is being added, we want the UI to reset to the default values.
/// (We don't do this if the user is already in the lobby so that the previous values are retained. E.g. If they're too loud and volume was lowered, keep it lowered on reenable.)
/// </param>
public void EnableVoice(bool shouldResetUi)
{
if (shouldResetUi)
{ m_volumeSlider.SetValueWithoutNotify(vivox.VivoxUserHandler.NormalizedVolumeDefault);
m_muteToggle.SetIsOnWithoutNotify(false);
}
if (IsLocalPlayer)
{
m_volumeSliderContainer.Hide(0);
m_muteToggleContainer.Show();
m_muteIcon.SetActive(false);
m_micMuteIcon.SetActive(true);
}
else
{
m_volumeSliderContainer.Show();
m_muteToggleContainer.Show();
m_muteIcon.SetActive(true);
m_micMuteIcon.SetActive(false);
}
}
/// <param name="shouldResetUi">
/// When the user leaves the lobby (but not if they just lose voice access for some reason, e.g. device disconnect), reset state to the default values.
/// (We can't just do this during Enable since it could cause Vivox to have a state conflict during participant add.)
/// </param>
public void DisableVoice(bool shouldResetUi)
{
if (shouldResetUi)
{ m_volumeSlider.value = vivox.VivoxUserHandler.NormalizedVolumeDefault;
m_muteToggle.isOn = false;
}
m_volumeSliderContainer.Hide(0.4f);
m_muteToggleContainer.Hide(0.4f);
m_muteIcon.SetActive(true);
m_micMuteIcon.SetActive(false);
}
}
}

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112
Assets/Scripts/Vivox/VivoxSetup.cs


using System;
using System.Collections.Generic;
using Unity.Services.Vivox;
using VivoxUnity;
namespace LobbyRelaySample.vivox
{
/// <summary>
/// Handles setting up a voice channel once inside a lobby.
/// </summary>
public class VivoxSetup
{
private bool m_hasInitialized = false;
private bool m_isMidInitialize = false;
private ILoginSession m_loginSession = null;
private IChannelSession m_channelSession = null;
private List<VivoxUserHandler> m_userHandlers;
/// <summary>
/// Initialize the Vivox service, before actually joining any audio channels.
/// </summary>
/// <param name="onComplete">Called whether the login succeeds or not.</param>
public void Initialize(List<VivoxUserHandler> userHandlers, Action<bool> onComplete)
{
if (m_isMidInitialize)
return;
m_isMidInitialize = true;
m_userHandlers = userHandlers;
VivoxService.Instance.Initialize();
Account account = new Account(Locator.Get.Identity.GetSubIdentity(Auth.IIdentityType.Auth).GetContent("id"));
m_loginSession = VivoxService.Instance.Client.GetLoginSession(account);
string token = m_loginSession.GetLoginToken();
m_loginSession.BeginLogin(token, SubscriptionMode.Accept, null, null, null, result =>
{
try
{
m_loginSession.EndLogin(result);
m_hasInitialized = true;
onComplete?.Invoke(true);
}
catch (Exception ex)
{ UnityEngine.Debug.LogWarning("Vivox failed to login: " + ex.Message);
onComplete?.Invoke(false);
}
finally
{
m_isMidInitialize = false;
}
});
}
/// <summary>
/// Once in a lobby, start joining a voice channel for that lobby. Be sure to complete Initialize first.
/// </summary>
/// <param name="onComplete">Called whether the channel is successfully joined or not.</param>
public void JoinLobbyChannel(string lobbyId, Action<bool> onComplete)
{
if (!m_hasInitialized || m_loginSession.State != LoginState.LoggedIn)
{
UnityEngine.Debug.LogWarning("Can't join a Vivox audio channel, as Vivox login hasn't completed yet.");
onComplete?.Invoke(false);
return;
}
ChannelType channelType = ChannelType.NonPositional;
Channel channel = new Channel(lobbyId + "_voice", channelType, null);
m_channelSession = m_loginSession.GetChannelSession(channel);
string token = m_channelSession.GetConnectToken();
m_channelSession.BeginConnect(true, false, true, token, result =>
{
try
{ m_channelSession.EndConnect(result);
onComplete?.Invoke(true);
foreach (VivoxUserHandler userHandler in m_userHandlers)
userHandler.OnChannelJoined(m_channelSession);
}
catch (Exception ex)
{ UnityEngine.Debug.LogWarning("Vivox failed to connect: " + ex.Message);
onComplete?.Invoke(false);
}
});
}
/// <summary>
/// To be called when leaving a lobby.
/// </summary>
public void LeaveLobbyChannel()
{
if (m_channelSession != null)
{
ChannelId id = m_channelSession.Channel;
m_channelSession?.Disconnect(
(result) => { m_loginSession.DeleteChannelSession(id); m_channelSession = null; });
}
foreach (VivoxUserHandler userHandler in m_userHandlers)
userHandler.OnChannelLeft();
}
/// <summary>
/// To be called on quit, this will disconnect the player from Vivox entirely instead of just leaving any open lobby channels.
/// </summary>
public void Uninitialize()
{
if (!m_hasInitialized)
return;
m_loginSession.Logout();
}
}
}

162
Assets/Scripts/Vivox/VivoxUserHandler.cs


using UnityEngine;
using Unity.Services.Vivox;
using VivoxUnity;
namespace LobbyRelaySample.vivox
{
/// <summary>
/// Listens for changes to Vivox state for one user in the lobby.
/// Instead of going through Relay, this will listen to the Vivox service since it will already transmit state changes for all clients.
/// </summary>
public class VivoxUserHandler : MonoBehaviour
{
[SerializeField]
private UI.LobbyUserVolumeUI m_lobbyUserVolumeUI;
private IChannelSession m_channelSession;
private string m_id;
private string m_vivoxId;
private const int k_volumeMin = -50, k_volumeMax = 20; // From the Vivox docs, the valid range is [-50, 50] but anything above 25 risks being painfully loud.
public static float NormalizedVolumeDefault { get { return (0f - k_volumeMin) / (k_volumeMax - k_volumeMin); } }
public void Start()
{
m_lobbyUserVolumeUI.DisableVoice(true);
}
public void SetId(string id)
{
m_id = id;
// Vivox appends additional info to the ID we provide, in order to associate it with a specific channel. We'll construct m_vivoxId to match the ID used by Vivox.
// FUTURE: This isn't yet available. When using Auth, the Vivox ID will match this format:
// Account account = new Account(id);
// m_vivoxId = $"sip:.{account.Issuer}.{m_id}.{environmentId}.@{account.Domain}";
// However, the environment ID from Auth is not exposed anywhere, and Vivox doesn't provide a way to retrieve the ID, either.
// Instead, when needed, we'll search for the Vivox ID containing this user's Auth ID, which is a GUID so collisions are extremely unlikely.
// In the future, remove FindVivoxId and pass the environment ID here instead.
m_vivoxId = null;
// SetID might be called after we've received the IChannelSession for remote players, which would mean after OnParticipant Added. So, duplicate the VivoxID work here.
if (m_channelSession != null)
{
foreach (var participant in m_channelSession.Participants)
{
if (m_id == participant.Account.DisplayName)
{
m_vivoxId = participant.Key;
m_lobbyUserVolumeUI.IsLocalPlayer = participant.IsSelf;
m_lobbyUserVolumeUI.EnableVoice(true);
break;
}
}
}
}
public void OnChannelJoined(IChannelSession channelSession)
{
m_channelSession = channelSession;
m_channelSession.Participants.AfterKeyAdded += OnParticipantAdded;
m_channelSession.Participants.BeforeKeyRemoved += BeforeParticipantRemoved;
m_channelSession.Participants.AfterValueUpdated += OnParticipantValueUpdated;
}
public void OnChannelLeft()
{
m_channelSession.Participants.AfterKeyAdded -= OnParticipantAdded;
m_channelSession.Participants.BeforeKeyRemoved -= BeforeParticipantRemoved;
m_channelSession.Participants.AfterValueUpdated -= OnParticipantValueUpdated;
m_channelSession = null;
}
/// <summary>
/// To be called whenever a new Participant is added to the channel, using the events from Vivox's custom dictionary.
/// </summary>
private void OnParticipantAdded(object sender, KeyEventArg<string> keyEventArg)
{
var source = (VivoxUnity.IReadOnlyDictionary<string, IParticipant>)sender;
var participant = source[keyEventArg.Key];
var username = participant.Account.DisplayName;
bool isThisUser = username == m_id;
if (isThisUser)
{ m_vivoxId = keyEventArg.Key; // Since we couldn't construct the Vivox ID earlier, retrieve it here.
m_lobbyUserVolumeUI.IsLocalPlayer = participant.IsSelf;
m_lobbyUserVolumeUI.EnableVoice(true);
}
}
private void BeforeParticipantRemoved(object sender, KeyEventArg<string> keyEventArg)
{
var source = (VivoxUnity.IReadOnlyDictionary<string, IParticipant>)sender;
var participant = source[keyEventArg.Key];
var username = participant.Account.DisplayName;
bool isThisUser = username == m_id;
if (isThisUser)
{ m_lobbyUserVolumeUI.DisableVoice(true);
}
}
private void OnParticipantValueUpdated(object sender, ValueEventArg<string, IParticipant> valueEventArg)
{
var source = (VivoxUnity.IReadOnlyDictionary<string, IParticipant>)sender;
var participant = source[valueEventArg.Key];
var username = participant.Account.DisplayName;
string property = valueEventArg.PropertyName;
if (username == m_id)
{
if (property == "UnavailableCaptureDevice")
{
if (participant.UnavailableCaptureDevice)
{ m_lobbyUserVolumeUI.DisableVoice(false);
participant.SetIsMuteForAll(m_vivoxId, true, null); // Note: If you add more places where a player might be globally muted, a state machine might be required for accurate logic.
}
else
{ m_lobbyUserVolumeUI.EnableVoice(false);
participant.SetIsMuteForAll(m_vivoxId, false, null);
}
}
else if (property == "IsMutedForAll")
{
if (participant.IsMutedForAll)
m_lobbyUserVolumeUI.DisableVoice(false);
else
m_lobbyUserVolumeUI.EnableVoice(false);
}
}
}
public void OnVolumeSlide(float volumeNormalized)
{
if (m_channelSession == null || m_vivoxId == null) // Verify initialization, since SetId and OnChannelJoined are called at different times for local vs. remote clients.
return;
int vol = (int)Mathf.Clamp(k_volumeMin + (k_volumeMax - k_volumeMin) * volumeNormalized, k_volumeMin, k_volumeMax); // Clamping as a precaution; if UserVolume somehow got above 1, listeners could be harmed.
bool isSelf = m_channelSession.Participants[m_vivoxId].IsSelf;
if (isSelf)
{
VivoxService.Instance.Client.AudioInputDevices.VolumeAdjustment = vol;
}
else
{
m_channelSession.Participants[m_vivoxId].LocalVolumeAdjustment = vol;
}
}
public void OnMuteToggle(bool isMuted)
{
if (m_channelSession == null || m_vivoxId == null)
return;
bool isSelf = m_channelSession.Participants[m_vivoxId].IsSelf;
if (isSelf)
{
VivoxService.Instance.Client.AudioInputDevices.Muted = isMuted;
}
else
{
m_channelSession.Participants[m_vivoxId].LocalMute = isMuted;
}
}
}
}

38
ProjectSettings/Packages/com.unity.services.vivox/Settings.json


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"m_Name": "Settings",
"m_Path": "ProjectSettings/Packages/com.unity.services.vivox/Settings.json",
"m_Dictionary": {
"m_DictionaryValues": [
{
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "isEnvironmentCustom",
"value": "{\"m_Value\":false}"
},
{
"type": "System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "domain",
"value": "{\"m_Value\":\"mtu1xp.vivox.com\"}"
},
{
"type": "System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "server",
"value": "{\"m_Value\":\"https://unity.vivox.com/appconfig/0bf04-com_u-76576-test\"}"
},
{
"type": "System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "tokenIssuer",
"value": "{\"m_Value\":\"0bf04-com_u-76576-test\"}"
},
{
"type": "System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "tokenKey",
"value": "{\"m_Value\":\"jQr72GjGtoB2lpdtK1GmV1BgtOsFUzK6\"}"
},
{
"type": "System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "pulledCredentialProjectId",
"value": "{\"m_Value\":\"0bf0426b-e1fd-4251-82d0-3eea033ef1ad\"}"
}
]
}
}

94
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