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157 lines
6.3 KiB
C#
157 lines
6.3 KiB
C#
4 days ago
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using System;
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using System.Collections;
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using Unity.BossRoom.ApplicationLifecycle.Messages;
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using Unity.BossRoom.ConnectionManagement;
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using Unity.BossRoom.Gameplay.GameState;
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using Unity.BossRoom.Gameplay.Messages;
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using Unity.BossRoom.Infrastructure;
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using Unity.BossRoom.UnityServices;
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using Unity.BossRoom.UnityServices.Auth;
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using Unity.BossRoom.UnityServices.Lobbies;
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using Unity.BossRoom.Utils;
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using Unity.Netcode;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using VContainer;
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using VContainer.Unity;
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namespace Unity.BossRoom.ApplicationLifecycle
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{
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/// <summary>
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/// An entry point to the application, where we bind all the common dependencies to the root DI scope.
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/// </summary>
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public class ApplicationController : LifetimeScope
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{
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[SerializeField]
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UpdateRunner m_UpdateRunner;
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[SerializeField]
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ConnectionManager m_ConnectionManager;
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[SerializeField]
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NetworkManager m_NetworkManager;
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LocalLobby m_LocalLobby;
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LobbyServiceFacade m_LobbyServiceFacade;
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IDisposable m_Subscriptions;
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protected override void Configure(IContainerBuilder builder)
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{
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base.Configure(builder);
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builder.RegisterComponent(m_UpdateRunner);
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builder.RegisterComponent(m_ConnectionManager);
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builder.RegisterComponent(m_NetworkManager);
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//the following singletons represent the local representations of the lobby that we're in and the user that we are
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//they can persist longer than the lifetime of the UI in MainMenu where we set up the lobby that we create or join
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builder.Register<LocalLobbyUser>(Lifetime.Singleton);
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builder.Register<LocalLobby>(Lifetime.Singleton);
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builder.Register<ProfileManager>(Lifetime.Singleton);
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builder.Register<PersistentGameState>(Lifetime.Singleton);
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//these message channels are essential and persist for the lifetime of the lobby and relay services
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// Registering as instance to prevent code stripping on iOS
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builder.RegisterInstance(new MessageChannel<QuitApplicationMessage>()).AsImplementedInterfaces();
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builder.RegisterInstance(new MessageChannel<UnityServiceErrorMessage>()).AsImplementedInterfaces();
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builder.RegisterInstance(new MessageChannel<ConnectStatus>()).AsImplementedInterfaces();
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builder.RegisterInstance(new MessageChannel<DoorStateChangedEventMessage>()).AsImplementedInterfaces();
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//these message channels are essential and persist for the lifetime of the lobby and relay services
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//they are networked so that the clients can subscribe to those messages that are published by the server
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builder.RegisterComponent(new NetworkedMessageChannel<LifeStateChangedEventMessage>()).AsImplementedInterfaces();
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builder.RegisterComponent(new NetworkedMessageChannel<ConnectionEventMessage>()).AsImplementedInterfaces();
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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builder.RegisterComponent(new NetworkedMessageChannel<CheatUsedMessage>()).AsImplementedInterfaces();
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#endif
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//this message channel is essential and persists for the lifetime of the lobby and relay services
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builder.RegisterInstance(new MessageChannel<ReconnectMessage>()).AsImplementedInterfaces();
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//buffered message channels hold the latest received message in buffer and pass to any new subscribers
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builder.RegisterInstance(new BufferedMessageChannel<LobbyListFetchedMessage>()).AsImplementedInterfaces();
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//all the lobby service stuff, bound here so that it persists through scene loads
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builder.Register<AuthenticationServiceFacade>(Lifetime.Singleton); //a manager entity that allows us to do anonymous authentication with unity services
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//LobbyServiceFacade is registered as entrypoint because it wants a callback after container is built to do it's initialization
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builder.RegisterEntryPoint<LobbyServiceFacade>(Lifetime.Singleton).AsSelf();
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}
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private void Start()
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{
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m_LocalLobby = Container.Resolve<LocalLobby>();
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m_LobbyServiceFacade = Container.Resolve<LobbyServiceFacade>();
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var quitApplicationSub = Container.Resolve<ISubscriber<QuitApplicationMessage>>();
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var subHandles = new DisposableGroup();
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subHandles.Add(quitApplicationSub.Subscribe(QuitGame));
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m_Subscriptions = subHandles;
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Application.wantsToQuit += OnWantToQuit;
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DontDestroyOnLoad(gameObject);
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DontDestroyOnLoad(m_UpdateRunner.gameObject);
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Application.targetFrameRate = 120;
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SceneManager.LoadScene("MainMenu");
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}
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protected override void OnDestroy()
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{
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if (m_Subscriptions != null)
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{
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m_Subscriptions.Dispose();
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}
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if (m_LobbyServiceFacade != null)
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{
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m_LobbyServiceFacade.EndTracking();
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}
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base.OnDestroy();
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}
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/// <summary>
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/// 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.
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/// So, we need to delay just briefly to let the request happen (though we don't need to wait for the result).
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/// </summary>
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private IEnumerator LeaveBeforeQuit()
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{
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// We want to quit anyways, so if anything happens while trying to leave the Lobby, log the exception then carry on
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try
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{
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m_LobbyServiceFacade.EndTracking();
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}
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catch (Exception e)
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{
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Debug.LogError(e.Message);
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}
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yield return null;
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Application.Quit();
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}
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private bool OnWantToQuit()
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{
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Application.wantsToQuit -= OnWantToQuit;
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var canQuit = m_LocalLobby != null && string.IsNullOrEmpty(m_LocalLobby.LobbyID);
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if (!canQuit)
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{
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StartCoroutine(LeaveBeforeQuit());
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}
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return canQuit;
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}
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private void QuitGame(QuitApplicationMessage msg)
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{
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#if UNITY_EDITOR
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UnityEditor.EditorApplication.isPlaying = false;
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#else
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Application.Quit();
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#endif
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}
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}
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}
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