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110 行
4.3 KiB
110 行
4.3 KiB
using System;
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using Room = Unity.Services.Rooms.Models.Room;
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namespace LobbyRelaySample
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{
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/// <summary>
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/// Keep updated on changes to a joined room.
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/// FUTURE: Supposedly there will be an event-driven model soon, instead of having to poll a room?
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/// </summary>
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public class RoomsContentHeartbeat
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{
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private LobbyData m_lobbyData;
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private LobbyUser m_localUser;
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private bool m_isAwaitingQuery = false;
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private bool m_shouldPushData = false;
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public void BeginTracking(LobbyData lobby, LobbyUser localUser)
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{
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m_lobbyData = lobby;
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m_localUser = localUser;
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Locator.Get.UpdateSlow.Subscribe(OnUpdate);
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m_lobbyData.onChanged += OnLobbyDataChanged;
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m_shouldPushData = true; // Ensure the initial presence of a new player is pushed to the room; otherwise, when a non-host joins, the LobbyData never receives their data until they push something new.
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}
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public void EndTracking()
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{
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m_shouldPushData = false;
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Locator.Get.UpdateSlow.Unsubscribe(OnUpdate);
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if (m_lobbyData != null)
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m_lobbyData.onChanged -= OnLobbyDataChanged;
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m_lobbyData = null;
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m_localUser = null;
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}
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private void OnLobbyDataChanged(LobbyData changed)
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{
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if (string.IsNullOrEmpty(changed.RoomID)) // When the player leaves, their LobbyData is cleared out but maintained.
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EndTracking();
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m_shouldPushData = true;
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}
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public void OnUpdate(float dt)
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{
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if (m_isAwaitingQuery || m_lobbyData == null)
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return;
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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.
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if (m_shouldPushData)
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PushDataToRoom();
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else
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OnRetrieve();
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void PushDataToRoom()
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{
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if (m_localUser == null)
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{
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m_isAwaitingQuery = false;
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return; // Don't revert m_shouldPushData yet, so that we can retry.
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}
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m_shouldPushData = false;
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if (m_localUser.IsHost)
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DoRoomDataPush();
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else
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DoPlayerDataPush();
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}
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void DoRoomDataPush()
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{
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RoomsQuery.Instance.UpdateRoomDataAsync(Lobby.ToLobbyData.RetrieveRoomData(m_lobbyData), () => { DoPlayerDataPush(); });
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}
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void DoPlayerDataPush()
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{
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RoomsQuery.Instance.UpdatePlayerDataAsync(Lobby.ToLobbyData.RetrieveUserData(m_localUser), () => { m_isAwaitingQuery = false; });
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}
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void OnRetrieve()
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{
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m_isAwaitingQuery = false;
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Room room = RoomsQuery.Instance.CurrentRoom;
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if (room == null) return;
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bool prevShouldPush = m_shouldPushData;
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var prevState = m_lobbyData.State;
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Lobby.ToLobbyData.Convert(room, m_lobbyData, m_localUser);
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m_shouldPushData = prevShouldPush; // Copying the room data to the local lobby likely caused a change in its observed data, which would prompt updating room data, but that's not necessary here.
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CheckForRoomReady();
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if (prevState != LobbyState.Lobby && m_lobbyData.State == LobbyState.Lobby)
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Locator.Get.Messenger.OnReceiveMessage(MessageType.ToLobby, null);
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}
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void CheckForRoomReady()
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{
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bool areAllPlayersReady = m_lobbyData.AllPlayersReadyTime != null;
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if (areAllPlayersReady)
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{
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long targetTimeTicks = m_lobbyData.AllPlayersReadyTime.Value;
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DateTime targetTime = new DateTime(targetTimeTicks);
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if (targetTime.Subtract(DateTime.Now).Seconds < 0)
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return;
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Locator.Get.Messenger.OnReceiveMessage(MessageType.Client_EndReadyCountdownAt, targetTime); // Note that this could be called multiple times.
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}
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}
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}
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}
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}
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