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139 lines
5.4 KiB
C#

3 weeks ago
using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using Unity.Services.Lobbies;
using Unity.Services.Lobbies.Models;
using UnityEngine;
namespace Unity.BossRoom.UnityServices.Lobbies
{
/// <summary>
/// Wrapper for all the interactions with the Lobby API.
/// </summary>
public class LobbyAPIInterface
{
const int k_MaxLobbiesToShow = 16; // If more are necessary, consider retrieving paginated results or using filters.
readonly List<QueryFilter> m_Filters;
readonly List<QueryOrder> m_Order;
public LobbyAPIInterface()
{
// Filter for open lobbies only
m_Filters = new List<QueryFilter>()
{
new QueryFilter(
field: QueryFilter.FieldOptions.AvailableSlots,
op: QueryFilter.OpOptions.GT,
value: "0")
};
// Order by newest lobbies first
m_Order = new List<QueryOrder>()
{
new QueryOrder(
asc: false,
field: QueryOrder.FieldOptions.Created)
};
}
public async Task<Lobby> CreateLobby(string requesterUasId, string lobbyName, int maxPlayers, bool isPrivate, Dictionary<string, PlayerDataObject> hostUserData, Dictionary<string, DataObject> lobbyData)
{
CreateLobbyOptions createOptions = new CreateLobbyOptions
{
IsPrivate = isPrivate,
IsLocked = true, // locking the lobby at creation to prevent other players from joining before it is ready
Player = new Player(id: requesterUasId, data: hostUserData),
Data = lobbyData
};
return await LobbyService.Instance.CreateLobbyAsync(lobbyName, maxPlayers, createOptions);
}
public async Task DeleteLobby(string lobbyId)
{
await LobbyService.Instance.DeleteLobbyAsync(lobbyId);
}
public async Task<Lobby> JoinLobbyByCode(string requesterUasId, string lobbyCode, Dictionary<string, PlayerDataObject> localUserData)
{
JoinLobbyByCodeOptions joinOptions = new JoinLobbyByCodeOptions { Player = new Player(id: requesterUasId, data: localUserData) };
return await LobbyService.Instance.JoinLobbyByCodeAsync(lobbyCode, joinOptions);
}
public async Task<Lobby> JoinLobbyById(string requesterUasId, string lobbyId, Dictionary<string, PlayerDataObject> localUserData)
{
JoinLobbyByIdOptions joinOptions = new JoinLobbyByIdOptions { Player = new Player(id: requesterUasId, data: localUserData) };
return await LobbyService.Instance.JoinLobbyByIdAsync(lobbyId, joinOptions);
}
public async Task<Lobby> QuickJoinLobby(string requesterUasId, Dictionary<string, PlayerDataObject> localUserData)
{
var joinRequest = new QuickJoinLobbyOptions
{
Filter = m_Filters,
Player = new Player(id: requesterUasId, data: localUserData)
};
return await LobbyService.Instance.QuickJoinLobbyAsync(joinRequest);
}
public async Task<Lobby> ReconnectToLobby(string lobbyId)
{
return await LobbyService.Instance.ReconnectToLobbyAsync(lobbyId);
}
public async Task RemovePlayerFromLobby(string requesterUasId, string lobbyId)
{
try
{
await LobbyService.Instance.RemovePlayerAsync(lobbyId, requesterUasId);
}
catch (LobbyServiceException e)
when (e is { Reason: LobbyExceptionReason.PlayerNotFound })
{
// If Player is not found, they have already left the lobby or have been kicked out. No need to throw here
}
}
public async Task<QueryResponse> QueryAllLobbies()
{
QueryLobbiesOptions queryOptions = new QueryLobbiesOptions
{
Count = k_MaxLobbiesToShow,
Filters = m_Filters,
Order = m_Order
};
return await LobbyService.Instance.QueryLobbiesAsync(queryOptions);
}
public async Task<Lobby> UpdateLobby(string lobbyId, Dictionary<string, DataObject> data, bool shouldLock)
{
UpdateLobbyOptions updateOptions = new UpdateLobbyOptions { Data = data, IsLocked = shouldLock };
return await LobbyService.Instance.UpdateLobbyAsync(lobbyId, updateOptions);
}
public async Task<Lobby> UpdatePlayer(string lobbyId, string playerId, Dictionary<string, PlayerDataObject> data, string allocationId, string connectionInfo)
{
UpdatePlayerOptions updateOptions = new UpdatePlayerOptions
{
Data = data,
AllocationId = allocationId,
ConnectionInfo = connectionInfo
};
return await LobbyService.Instance.UpdatePlayerAsync(lobbyId, playerId, updateOptions);
}
public async void SendHeartbeatPing(string lobbyId)
{
await LobbyService.Instance.SendHeartbeatPingAsync(lobbyId);
}
public async Task<ILobbyEvents> SubscribeToLobby(string lobbyId, LobbyEventCallbacks eventCallbacks)
{
return await LobbyService.Instance.SubscribeToLobbyEventsAsync(lobbyId, eventCallbacks);
}
}
}