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