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fix: Removed Obsolete Scripts

/main
UnityJacob 1年前
当前提交
efe29078
共有 10 个文件被更改,包括 6 次插入305 次删除
  1. 12
      Assets/Scripts/GameLobby/Lobby/LobbyManager.cs
  2. 11
      Assets/Scripts/GameLobby/Infrastructure/AsyncRequest.cs.meta
  3. 48
      Assets/Scripts/GameLobby/Infrastructure/AsyncRequest.cs
  4. 11
      Assets/Scripts/GameLobby/Lobby/AsyncRequestLobby.cs.meta
  5. 31
      Assets/Scripts/GameLobby/Lobby/AsyncRequestLobby.cs
  6. 179
      Assets/Scripts/GameLobby/Lobby/LobbySynchronizer.cs
  7. 11
      Assets/Scripts/GameLobby/Lobby/LobbySynchronizer.cs.meta
  8. 8
      Assets/Scripts/GameLobby/Tests.meta

12
Assets/Scripts/GameLobby/Lobby/LobbyManager.cs


}
}
void RemoveCustomLobbyData(string changedKey)
{
if (changedKey == key_RelayCode)
localLobby.RelayCode.Value = "";
}
void ParseCustomLobbyData(string changedKey, DataObject playerDataObject)
{
if (changedKey == key_RelayCode)

if (changedKey == key_LobbyColor)
localLobby.LocalLobbyColor.Value = (LobbyColor)int.Parse(playerDataObject.Value);
}
void RemoveCustomLobbyData(string changedKey)
{
if (changedKey == key_RelayCode)
localLobby.RelayCode.Value = "";
}
}

11
Assets/Scripts/GameLobby/Infrastructure/AsyncRequest.cs.meta


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48
Assets/Scripts/GameLobby/Infrastructure/AsyncRequest.cs


using System;
using System.Threading.Tasks;
namespace LobbyRelaySample
{
/// <summary>
/// Both Lobby and Relay have need for asynchronous requests with some basic safety wrappers. This is a shared place for that.
/// This will also permit parsing incoming exceptions for any service-specific errors that should be displayed to the player.
/// </summary>
public abstract class AsyncRequest
{
public async void DoRequest(Task task, Action onComplete)
{
string currentTrace = System.Environment.StackTrace; // For debugging. If we don't get the calling context here, it's lost once the async operation begins.
try
{ await task;
}
catch (Exception e)
{
ParseServiceException(e);
UnityEngine.Debug.LogError($"AsyncRequest threw an exception. Call stack before async call:\n{currentTrace}\n"); // Note that we log here instead of creating a new Exception in case of a change in calling context during the async call. E.g. Relay has its own exception handling that would intercept this call stack.
throw;
}
finally
{ onComplete?.Invoke();
}
}
public async void DoRequest<T>(Task<T> task, Action<T> onComplete)
{
T result = default;
string currentTrace = System.Environment.StackTrace;
try
{ result = await task;
}
catch (Exception e)
{
ParseServiceException(e);
UnityEngine.Debug.LogError($"AsyncRequest threw an exception. Call stack before async call:\n{currentTrace}\n");
throw;
}
finally
{ onComplete?.Invoke(result);
}
}
protected abstract void ParseServiceException(Exception e);
}
}

11
Assets/Scripts/GameLobby/Lobby/AsyncRequestLobby.cs.meta


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31
Assets/Scripts/GameLobby/Lobby/AsyncRequestLobby.cs


using System;
using Unity.Services.Lobbies;
namespace LobbyRelaySample.lobby
{
public class AsyncRequestLobby : AsyncRequest
{
private static AsyncRequestLobby s_instance;
public static AsyncRequestLobby Instance
{
get
{ if (s_instance == null)
s_instance = new AsyncRequestLobby();
return s_instance;
}
}
/// <summary>
/// The Lobby service will wrap HTTP errors in LobbyServiceExceptions. We can filter on LobbyServiceException.Reason for custom behavior.
/// </summary>
protected override void ParseServiceException(Exception e)
{
if (!(e is LobbyServiceException))
return;
var lobbyEx = e as LobbyServiceException;
if (lobbyEx.Reason == LobbyExceptionReason.RateLimited) // We have other ways of preventing players from hitting the rate limit, so the developer-facing 429 error is sufficient here.
return;
LogHandlerSettings.Instance.SpawnErrorPopup( $"Lobby Error: {lobbyEx.Message} ({lobbyEx.InnerException.Message})"); // Lobby error type, then HTTP error type.
}
}
}

179
Assets/Scripts/GameLobby/Lobby/LobbySynchronizer.cs


using System;
using System.Threading.Tasks;
using LobbyRelaySample.lobby;
using Unity.Services.Lobbies.Models;
using UnityEngine;
// namespace LobbyRelaySample
// {
// /// <summary>
// /// Keep updated on changes to a joined lobby, at a speed compliant with Lobby's rate limiting.
// /// </summary>
// public class LobbySynchronizer : IDisposable
// {
// LocalLobby m_LocalLobby;
// LocalPlayer m_LocalUser;
// LobbyManager m_LobbyManager;
// bool m_LocalChanges = false;
//
// const int k_approvalMaxMS = 10000; // Used for determining if a user should timeout if they are unable to connect.
//
// int m_lifetime = 0;
// const int k_UpdateIntervalMS = 1000;
//
// public LobbySynchronizer(LobbyManager lobbyManager)
// {
// m_LobbyManager = lobbyManager;
// }
//
// public void StartSynch(LocalLobby localLobby, LocalPlayer localUser)
// {
// m_LocalUser = localUser;
// m_LocalLobby = localLobby;
// m_LocalLobby.LobbyID.onChanged += OnLobbyIdChanged;
// m_LocalChanges = true;
// #pragma warning disable 4014
// UpdateLoopAsync();
// #pragma warning restore 4014
// m_lifetime = 0;
// }
//
//
// public void EndSynch()
// {
// m_LocalChanges = false;
//
// if (m_LocalLobby != null)
// m_LocalLobby.LobbyID.onChanged -= OnLobbyIdChanged;
//
// m_LocalLobby = null;
// }
//
// /// <summary>
// /// If there have been any data changes since the last update, push them to Lobby. Regardless, pull for the most recent data.
// /// (Unless we're already awaiting a query, in which case continue waiting.)
// /// </summary>
// async Task UpdateLoopAsync()
// {
// Lobby latestLobby = null;
//
// while (m_LocalLobby != null)
// {
// latestLobby = await GetLatestRemoteLobby();
//
// if (IfRemoteLobbyChanged(latestLobby))
// {
// //Pulling remote changes, and applying them to the local lobby usually flags it as changed,
// //Causing another pull, the RemoteToLocal converter ensures this does not happen by flagging the lobby.
// LobbyConverters.RemoteToLocal(latestLobby, m_LocalLobby, false);
// }
// Debug.Log(m_LocalLobby.ToString());
//
// if (!LobbyHasHost())
// {
// LeaveLobbyBecauseNoHost();
// break;
// }
//
// var areAllusersReady = AreAllUsersReady();
// if (areAllusersReady && m_LocalLobby.LocalLobbyState.Value == LobbyState.Lobby)
// {
// GameManager.Instance.BeginCountDown();
// }
// else if (!areAllusersReady && m_LocalLobby.LocalLobbyState.Value == LobbyState.CountDown)
// {
// GameManager.Instance.CancelCountDown();
// }
//
// m_lifetime += k_UpdateIntervalMS;
// await Task.Delay(k_UpdateIntervalMS);
// }
// }
//
// async Task<Lobby> GetLatestRemoteLobby()
// {
// Lobby latestLobby = null;
// if (m_LocalLobby.IsLobbyChanged())
// {
// latestLobby = await PushDataToLobby();
// }
// else
// {
// latestLobby = await m_LobbyManager.GetLobbyAsync();
// }
//
// return latestLobby;
// }
//
// bool IfRemoteLobbyChanged(Lobby remoteLobby)
// {
// var remoteLobbyTime = remoteLobby.LastUpdated.ToFileTimeUtc();
// var localLobbyTime = m_LocalLobby.LastUpdated.Value;
// var isLocalOutOfDate = remoteLobbyTime > localLobbyTime;
// return isLocalOutOfDate;
// }
//
// async Task<Lobby> PushDataToLobby()
// {
// m_LocalChanges = false;
//
// if (m_LocalUser.IsHost.Value)
// await m_LobbyManager.UpdateLobbyDataAsync(
// LobbyConverters.LocalToRemoteLobbyData(m_LocalLobby));
//
// return await m_LobbyManager.UpdatePlayerDataAsync(
// LobbyConverters.LocalToRemoteUserData(m_LocalUser));
// }
//
// bool AreAllUsersReady()
// {
// foreach (var lobbyUser in m_LocalLobby.LocalPlayers.Values)
// {
// if (lobbyUser.PlayerStatus.Value != PlayerStatus.Ready)
// {
// return false;
// }
// }
//
// return true;
// }
//
// bool LobbyHasHost()
// {
// if (!m_LocalUser.IsHost.Value)
// {
// foreach (var lobbyUser in m_LocalLobby.LocalPlayers)
// {
// if (lobbyUser.Value.IsHost.Value)
// return true;
// }
//
// return false;
// }
//
// return true;
// }
//
// void LeaveLobbyBecauseNoHost()
// {
// LogHandlerSettings.Instance.SpawnErrorPopup(
// "Host left the lobby! Disconnecting...");
// Locator.Get.Messenger.OnReceiveMessage(MessageType.EndGame, null);
// GameManager.Instance.UIChangeMenuState(GameState.JoinMenu);
// }
//
// public void OnLobbyIdChanged(string lobbyID)
// {
// if (string.IsNullOrEmpty(lobbyID)
// ) // When the player leaves, their LocalLobby is cleared out.
// {
// EndSynch();
// }
// }
//
// public void Dispose()
// {
// EndSynch();
// }
// }
// }

11
Assets/Scripts/GameLobby/Lobby/LobbySynchronizer.cs.meta


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8
Assets/Scripts/GameLobby/Tests.meta


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