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44 lines
1.5 KiB
C#
44 lines
1.5 KiB
C#
3 weeks ago
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using Unity.BossRoom.UnityServices.Lobbies;
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using UnityEngine;
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using VContainer;
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namespace Unity.BossRoom.ConnectionManagement
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{
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/// <summary>
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/// Connection state corresponding to a connected client. When being disconnected, transitions to the
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/// ClientReconnecting state if no reason is given, or to the Offline state.
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/// </summary>
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class ClientConnectedState : OnlineState
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{
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[Inject]
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protected LobbyServiceFacade m_LobbyServiceFacade;
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public override void Enter()
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{
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if (m_LobbyServiceFacade.CurrentUnityLobby != null)
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{
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m_LobbyServiceFacade.BeginTracking();
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}
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}
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public override void Exit() { }
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public override void OnClientDisconnect(ulong _)
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{
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var disconnectReason = m_ConnectionManager.NetworkManager.DisconnectReason;
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if (string.IsNullOrEmpty(disconnectReason) ||
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disconnectReason == "Disconnected due to host shutting down.")
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{
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m_ConnectStatusPublisher.Publish(ConnectStatus.Reconnecting);
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m_ConnectionManager.ChangeState(m_ConnectionManager.m_ClientReconnecting);
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}
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else
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{
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var connectStatus = JsonUtility.FromJson<ConnectStatus>(disconnectReason);
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m_ConnectStatusPublisher.Publish(connectStatus);
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m_ConnectionManager.ChangeState(m_ConnectionManager.m_Offline);
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}
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}
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}
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}
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