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275 lines
8.2 KiB
C#
275 lines
8.2 KiB
C#
1 week ago
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using System;
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using System.Collections.Generic;
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using Unity.Services.Lobbies.Models;
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using UnityEngine;
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namespace Unity.BossRoom.UnityServices.Lobbies
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{
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/// <summary>
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/// A local wrapper around a lobby's remote data, with additional functionality for providing that data to UI elements and tracking local player objects.
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/// </summary>
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[Serializable]
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public sealed class LocalLobby
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{
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public event Action<LocalLobby> changed;
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/// <summary>
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/// Create a list of new LocalLobbies from the result of a lobby list query.
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/// </summary>
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public static List<LocalLobby> CreateLocalLobbies(QueryResponse response)
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{
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var retLst = new List<LocalLobby>();
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foreach (var lobby in response.Results)
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{
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retLst.Add(Create(lobby));
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}
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return retLst;
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}
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public static LocalLobby Create(Lobby lobby)
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{
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var data = new LocalLobby();
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data.ApplyRemoteData(lobby);
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return data;
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}
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Dictionary<string, LocalLobbyUser> m_LobbyUsers = new Dictionary<string, LocalLobbyUser>();
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public Dictionary<string, LocalLobbyUser> LobbyUsers => m_LobbyUsers;
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public struct LobbyData
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{
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public string LobbyID { get; set; }
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public string LobbyCode { get; set; }
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public string RelayJoinCode { get; set; }
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public string LobbyName { get; set; }
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public bool Private { get; set; }
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public int MaxPlayerCount { get; set; }
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public LobbyData(LobbyData existing)
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{
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LobbyID = existing.LobbyID;
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LobbyCode = existing.LobbyCode;
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RelayJoinCode = existing.RelayJoinCode;
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LobbyName = existing.LobbyName;
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Private = existing.Private;
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MaxPlayerCount = existing.MaxPlayerCount;
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}
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public LobbyData(string lobbyCode)
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{
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LobbyID = null;
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LobbyCode = lobbyCode;
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RelayJoinCode = null;
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LobbyName = null;
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Private = false;
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MaxPlayerCount = -1;
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}
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}
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LobbyData m_Data;
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public LobbyData Data => new LobbyData(m_Data);
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public void AddUser(LocalLobbyUser user)
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{
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if (!m_LobbyUsers.ContainsKey(user.ID))
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{
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DoAddUser(user);
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OnChanged();
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}
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}
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void DoAddUser(LocalLobbyUser user)
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{
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m_LobbyUsers.Add(user.ID, user);
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user.changed += OnChangedUser;
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}
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public void RemoveUser(LocalLobbyUser user)
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{
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DoRemoveUser(user);
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OnChanged();
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}
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void DoRemoveUser(LocalLobbyUser user)
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{
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if (!m_LobbyUsers.ContainsKey(user.ID))
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{
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Debug.LogWarning($"Player {user.DisplayName}({user.ID}) does not exist in lobby: {LobbyID}");
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return;
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}
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m_LobbyUsers.Remove(user.ID);
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user.changed -= OnChangedUser;
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}
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void OnChangedUser(LocalLobbyUser user)
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{
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OnChanged();
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}
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void OnChanged()
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{
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changed?.Invoke(this);
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}
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public string LobbyID
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{
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get => m_Data.LobbyID;
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set
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{
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m_Data.LobbyID = value;
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OnChanged();
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}
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}
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public string LobbyCode
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{
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get => m_Data.LobbyCode;
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set
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{
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m_Data.LobbyCode = value;
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OnChanged();
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}
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}
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public string RelayJoinCode
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{
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get => m_Data.RelayJoinCode;
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set
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{
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m_Data.RelayJoinCode = value;
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OnChanged();
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}
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}
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public string LobbyName
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{
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get => m_Data.LobbyName;
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set
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{
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m_Data.LobbyName = value;
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OnChanged();
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}
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}
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public bool Private
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{
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get => m_Data.Private;
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set
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{
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m_Data.Private = value;
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OnChanged();
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}
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}
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public int PlayerCount => m_LobbyUsers.Count;
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public int MaxPlayerCount
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{
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get => m_Data.MaxPlayerCount;
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set
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{
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m_Data.MaxPlayerCount = value;
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OnChanged();
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}
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}
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public void CopyDataFrom(LobbyData data, Dictionary<string, LocalLobbyUser> currUsers)
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{
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m_Data = data;
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if (currUsers == null)
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{
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m_LobbyUsers = new Dictionary<string, LocalLobbyUser>();
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}
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else
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{
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List<LocalLobbyUser> toRemove = new List<LocalLobbyUser>();
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foreach (var oldUser in m_LobbyUsers)
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{
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if (currUsers.ContainsKey(oldUser.Key))
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{
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oldUser.Value.CopyDataFrom(currUsers[oldUser.Key]);
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}
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else
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{
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toRemove.Add(oldUser.Value);
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}
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}
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foreach (var remove in toRemove)
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{
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DoRemoveUser(remove);
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}
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foreach (var currUser in currUsers)
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{
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if (!m_LobbyUsers.ContainsKey(currUser.Key))
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{
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DoAddUser(currUser.Value);
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}
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}
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}
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OnChanged();
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}
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public Dictionary<string, DataObject> GetDataForUnityServices() =>
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new Dictionary<string, DataObject>()
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{
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{"RelayJoinCode", new DataObject(DataObject.VisibilityOptions.Public, RelayJoinCode)}
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};
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public void ApplyRemoteData(Lobby lobby)
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{
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var info = new LobbyData(); // Technically, this is largely redundant after the first assignment, but it won't do any harm to assign it again.
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info.LobbyID = lobby.Id;
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info.LobbyCode = lobby.LobbyCode;
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info.Private = lobby.IsPrivate;
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info.LobbyName = lobby.Name;
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info.MaxPlayerCount = lobby.MaxPlayers;
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if (lobby.Data != null)
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{
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info.RelayJoinCode = lobby.Data.ContainsKey("RelayJoinCode") ? lobby.Data["RelayJoinCode"].Value : null; // By providing RelayCode through the lobby data with Member visibility, we ensure a client is connected to the lobby before they could attempt a relay connection, preventing timing issues between them.
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}
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else
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{
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info.RelayJoinCode = null;
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}
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var lobbyUsers = new Dictionary<string, LocalLobbyUser>();
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foreach (var player in lobby.Players)
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{
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if (player.Data != null)
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{
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if (LobbyUsers.ContainsKey(player.Id))
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{
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lobbyUsers.Add(player.Id, LobbyUsers[player.Id]);
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continue;
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}
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}
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// If the player isn't connected to Relay, get the most recent data that the lobby knows.
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// (If we haven't seen this player yet, a new local representation of the player will have already been added by the LocalLobby.)
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var incomingData = new LocalLobbyUser
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{
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IsHost = lobby.HostId.Equals(player.Id),
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DisplayName = player.Data != null && player.Data.ContainsKey("DisplayName") ? player.Data["DisplayName"].Value : default,
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ID = player.Id
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};
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lobbyUsers.Add(incomingData.ID, incomingData);
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}
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CopyDataFrom(info, lobbyUsers);
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}
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public void Reset(LocalLobbyUser localUser)
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{
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CopyDataFrom(new LobbyData(), new Dictionary<string, LocalLobbyUser>());
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AddUser(localUser);
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}
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}
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}
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