using System;
using Unity.BossRoom.Infrastructure;
using Unity.BossRoom.UnityServices.Lobbies;
using Unity.Multiplayer.Samples.BossRoom;
using Unity.Netcode;
using UnityEngine;
using VContainer;
namespace Unity.BossRoom.ConnectionManagement
{
///
/// Connection state corresponding to a host starting up. Starts the host when entering the state. If successful,
/// transitions to the Hosting state, if not, transitions back to the Offline state.
///
class StartingHostState : OnlineState
{
[Inject]
LobbyServiceFacade m_LobbyServiceFacade;
[Inject]
LocalLobby m_LocalLobby;
ConnectionMethodBase m_ConnectionMethod;
public StartingHostState Configure(ConnectionMethodBase baseConnectionMethod)
{
m_ConnectionMethod = baseConnectionMethod;
return this;
}
public override void Enter()
{
StartHost();
}
public override void Exit() { }
public override void OnServerStarted()
{
m_ConnectStatusPublisher.Publish(ConnectStatus.Success);
m_ConnectionManager.ChangeState(m_ConnectionManager.m_Hosting);
}
public override void ApprovalCheck(NetworkManager.ConnectionApprovalRequest request, NetworkManager.ConnectionApprovalResponse response)
{
var connectionData = request.Payload;
var clientId = request.ClientNetworkId;
// This happens when starting as a host, before the end of the StartHost call. In that case, we simply approve ourselves.
if (clientId == m_ConnectionManager.NetworkManager.LocalClientId)
{
var payload = System.Text.Encoding.UTF8.GetString(connectionData);
var connectionPayload = JsonUtility.FromJson(payload); // https://docs.unity3d.com/2020.2/Documentation/Manual/JSONSerialization.html
SessionManager.Instance.SetupConnectingPlayerSessionData(clientId, connectionPayload.playerId,
new SessionPlayerData(clientId, connectionPayload.playerName, new NetworkGuid(), 0, true));
// connection approval will create a player object for you
response.Approved = true;
response.CreatePlayerObject = true;
}
}
public override void OnServerStopped()
{
StartHostFailed();
}
async void StartHost()
{
try
{
await m_ConnectionMethod.SetupHostConnectionAsync();
// NGO's StartHost launches everything
if (!m_ConnectionManager.NetworkManager.StartHost())
{
StartHostFailed();
}
}
catch (Exception)
{
StartHostFailed();
throw;
}
}
void StartHostFailed()
{
m_ConnectStatusPublisher.Publish(ConnectStatus.StartHostFailed);
m_ConnectionManager.ChangeState(m_ConnectionManager.m_Offline);
}
}
}