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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 OnParticipantAdded. 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) // Called after a connection is established, which begins once a lobby is joined.
{
m_channelSession = channelSession;
m_channelSession.Participants.AfterKeyAdded += OnParticipantAdded;
m_channelSession.Participants.BeforeKeyRemoved += BeforeParticipantRemoved;
m_channelSession.Participants.AfterValueUpdated += OnParticipantValueUpdated;
}
public void OnChannelLeft() // Called when we leave the lobby.
{
if (m_channelSession != null) // It's possible we'll attempt to leave a channel that isn't joined, if we leave the lobby while Vivox is connecting.
{
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); // Also note: This call is asynchronous, so it's possible to exit the lobby before this completes, resulting in a Vivox error.
}
}
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;
}
}
}
}