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331 行
13 KiB

using LobbyRelaySample.Relay;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace LobbyRelaySample
{
// TODO: This is pretty bloated. Additionally, it needs a pass for removing redundant calls and organizing things in a more intuitive way and whatnot
public class GameStateManager : MonoBehaviour, IReceiveMessages
{
[SerializeField]
LogMode m_logMode = LogMode.Critical;
/// <summary>
/// All these should be assigned the observers in the scene at the start.
/// </summary>
[SerializeField]
List<LocalGameStateObserver> m_GameStateObservers = new List<LocalGameStateObserver>();
[SerializeField]
List<LocalLobbyObserver> m_LocalLobbyObservers = new List<LocalLobbyObserver>();
[SerializeField]
List<LobbyUserObserver> m_LocalUserObservers = new List<LobbyUserObserver>();
[SerializeField]
List<LobbyServiceDataObserver> m_LobbyServiceObservers = new List<LobbyServiceDataObserver>();
private LobbyContentHeartbeat m_lobbyContentHeartbeat = new LobbyContentHeartbeat();
LobbyUser m_localUser;
LocalLobby m_localLobby;
LobbyServiceData m_lobbyServiceData = new LobbyServiceData();
LocalGameState m_localGameState = new LocalGameState();
RelayUtpSetup m_relaySetup;
RelayUtpClient m_relayClient;
/// <summary>Rather than a setter, this is usable in-editor. It won't accept an enum, however.</summary>
public void SetLobbyColorFilter(int color) { m_lobbyColorFilter = (LobbyColor)color; }
private LobbyColor m_lobbyColorFilter;
public void Awake()
{
LogHandler.Get().mode = m_logMode;
// Do some arbitrary operations to instantiate singletons.
#pragma warning disable IDE0059 // Unnecessary assignment of a value
var unused = Locator.Get;
#pragma warning restore IDE0059 // Unnecessary assignment of a value
Locator.Get.Provide(new Auth.Identity(OnAuthSignIn));
Application.wantsToQuit += OnWantToQuit;
}
private void OnAuthSignIn()
{
Debug.Log("Signed in.");
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.
}
/// <summary>
/// Primarily used for UI elements to communicate state changes, this will receive messages from arbitrary providers for user interactions.
/// </summary>
public void OnReceiveMessage(MessageType type, object msg)
{
if (type == MessageType.RenameRequest)
{
m_localUser.DisplayName = (string)msg;
}
else if (type == MessageType.CreateLobbyRequest)
{
var createLobbyData = (LocalLobby)msg;
LobbyAsyncRequests.Instance.CreateLobbyAsync(createLobbyData.LobbyName, createLobbyData.MaxPlayerCount, createLobbyData.Private, m_localUser, (r) =>
{
lobby.ToLocalLobby.Convert(r, m_localLobby);
OnCreatedLobby();
}, OnFailedJoin);
}
else if (type == MessageType.JoinLobbyRequest)
{
LocalLobby.LobbyData lobbyInfo = (LocalLobby.LobbyData)msg;
LobbyAsyncRequests.Instance.JoinLobbyAsync(lobbyInfo.LobbyID, lobbyInfo.LobbyCode, m_localUser, (r) =>
{
lobby.ToLocalLobby.Convert(r, m_localLobby);
OnJoinedLobby();
}, OnFailedJoin);
}
else if (type == MessageType.QueryLobbies)
{
m_lobbyServiceData.State = LobbyServiceState.Fetching;
LobbyAsyncRequests.Instance.RetrieveLobbyListAsync(
qr =>
{
if (qr != null)
OnRefreshed(lobby.ToLocalLobby.Convert(qr));
}, er =>
{
long errorLong = 0;
if (er != null)
errorLong = er.Status;
OnRefreshFailed(errorLong);
},
m_lobbyColorFilter);
}
else if (type == MessageType.ChangeGameState)
{
SetGameState((GameState)msg);
}
else if (type == MessageType.UserSetEmote)
{
EmoteType emote = (EmoteType)msg;
m_localUser.Emote = emote;
}
else if (type == MessageType.LobbyUserStatus)
{
m_localUser.UserStatus = (UserStatus)msg;
}
else if (type == MessageType.StartCountdown)
{
BeginCountDown();
}
else if (type == MessageType.CancelCountdown)
{
m_localLobby.State = LobbyState.Lobby;
m_localLobby.CountDownTime = 0;
}
else if (type == MessageType.ConfirmInGameState)
{
m_localUser.UserStatus = UserStatus.InGame;
m_localLobby.State = LobbyState.InGame;
}
else if (type == MessageType.EndGame)
{
m_localLobby.State = LobbyState.Lobby;
m_localLobby.CountDownTime = 0;
SetUserLobbyState();
}
}
void Start()
{
m_localLobby = new LocalLobby { State = LobbyState.Lobby };
m_localUser = new LobbyUser();
m_localUser.DisplayName = "New Player";
Locator.Get.Messenger.Subscribe(this);
BeginObservers();
}
void BeginObservers()
{
foreach (var gameStateObs in m_GameStateObservers)
gameStateObs.BeginObserving(m_localGameState);
foreach (var serviceObs in m_LobbyServiceObservers)
serviceObs.BeginObserving(m_lobbyServiceData);
foreach (var lobbyObs in m_LocalLobbyObservers)
lobbyObs.BeginObserving(m_localLobby);
foreach (var userObs in m_LocalUserObservers)
userObs.BeginObserving(m_localUser);
}
void SetGameState(GameState state)
{
bool isLeavingLobby = (state == GameState.Menu || state == GameState.JoinMenu) && m_localGameState.State == GameState.Lobby;
m_localGameState.State = state;
if (isLeavingLobby)
OnLeftLobby();
}
void OnRefreshed(IEnumerable<LocalLobby> lobbies)
{
var newLobbyDict = new Dictionary<string, LocalLobby>();
foreach (var lobby in lobbies)
{
newLobbyDict.Add(lobby.LobbyID, lobby);
}
m_lobbyServiceData.State = LobbyServiceState.Fetched;
m_lobbyServiceData.CurrentLobbies = newLobbyDict;
}
void OnRefreshFailed(long errorCode)
{
m_lobbyServiceData.lastErrorCode = errorCode;
m_lobbyServiceData.State = LobbyServiceState.Error;
}
void OnCreatedLobby()
{
m_localUser.IsHost = true;
OnJoinedLobby();
}
void OnJoinedLobby()
{
LobbyAsyncRequests.Instance.BeginTracking(m_localLobby.LobbyID);
m_lobbyContentHeartbeat.BeginTracking(m_localLobby, m_localUser);
SetUserLobbyState();
StartRelayConnection();
}
void StartRelayConnection()
{
if (m_localUser.IsHost)
m_relaySetup = gameObject.AddComponent<RelayUtpSetupHost>();
else
m_relaySetup = gameObject.AddComponent<RelayUtpSetupClient>();
OnReceiveMessage(MessageType.LobbyUserStatus, UserStatus.Connecting);
m_relaySetup.BeginRelayJoin(m_localLobby, m_localUser, OnRelayConnected);
}
void OnRelayConnected(bool didSucceed, RelayUtpClient client)
{
Component.Destroy(m_relaySetup);
m_relaySetup = null;
if (!didSucceed)
{
Debug.LogError("Relay connection failed! Retrying in 5s...");
StartCoroutine(RetryRelayConnection());
return;
}
m_relayClient = client;
OnReceiveMessage(MessageType.LobbyUserStatus, UserStatus.Lobby);
}
IEnumerator RetryRelayConnection()
{
yield return new WaitForSeconds(5);
StartRelayConnection();
}
void OnLeftLobby()
{
m_localUser.ResetState();
LobbyAsyncRequests.Instance.LeaveLobbyAsync(m_localLobby.LobbyID, ResetLocalLobby);
m_lobbyContentHeartbeat.EndTracking();
LobbyAsyncRequests.Instance.EndTracking();
if (m_relaySetup != null)
{ Component.Destroy(m_relaySetup);
m_relaySetup = null;
}
if (m_relayClient != null)
{ Component.Destroy(m_relayClient);
m_relayClient = null;
}
}
/// <summary>
/// Back to Join menu if we fail to join for whatever reason.
/// </summary>
void OnFailedJoin()
{
SetGameState(GameState.JoinMenu);
}
void BeginCountDown()
{
if (m_localLobby.State == LobbyState.CountDown)
return;
m_localLobby.CountDownTime = 4;
m_localLobby.State = LobbyState.CountDown;
StartCoroutine(CountDown());
}
/// <summary>
/// The CountdownUI will pick up on changes to the lobby's countdown timer. This can be interrupted if the lobby leaves the countdown state (via a CancelCountdown message).
/// </summary>
IEnumerator CountDown()
{
while (m_localLobby.CountDownTime > 0)
{
yield return null;
if (m_localLobby.State != LobbyState.CountDown)
yield break;
m_localLobby.CountDownTime -= Time.deltaTime;
}
if (m_relayClient is RelayUtpHost)
(m_relayClient as RelayUtpHost).SendInGameState();
}
void SetUserLobbyState()
{
SetGameState(GameState.Lobby);
OnReceiveMessage(MessageType.LobbyUserStatus, UserStatus.Lobby);
}
void ResetLocalLobby()
{
m_localLobby.CopyObserved(new LocalLobby.LobbyData(), new Dictionary<string, LobbyUser>());
m_localLobby.AddPlayer(m_localUser); // As before, the local player will need to be plugged into UI before the lobby join actually happens.
m_localLobby.CountDownTime = 0;
m_localLobby.RelayServer = null;
}
void OnDestroy()
{
ForceLeaveAttempt();
}
bool OnWantToQuit()
{
bool canQuit = string.IsNullOrEmpty(m_localLobby?.LobbyID);
StartCoroutine(LeaveBeforeQuit());
return canQuit;
}
void ForceLeaveAttempt()
{
Locator.Get.Messenger.Unsubscribe(this);
if (!string.IsNullOrEmpty(m_localLobby?.LobbyID))
{
LobbyAsyncRequests.Instance.LeaveLobbyAsync(m_localLobby?.LobbyID, null);
m_localLobby = null;
}
}
/// <summary>
/// In builds, if we are in a lobby and try to send a Leave request on application quit, it won't go through if we're quitting on the same frame.
/// So, we need to delay just briefly to let the request happen (though we don't need to wait for the result).
/// </summary>
IEnumerator LeaveBeforeQuit()
{
ForceLeaveAttempt();
// TEMP: Since we're temporarily (as of 6/31/21) deleting empty lobbies when we leave them manually, we'll delay longer to ensure that happens.
//yield return null;
yield return new WaitForSeconds(0.5f);
Application.Quit();
}
}
}