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81 lines
2.5 KiB
C#
81 lines
2.5 KiB
C#
using System;
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using System.Threading.Tasks;
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using UnityEngine;
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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 when a client is attempting to connect to a server. Starts the client when
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/// entering. If successful, transitions to the ClientConnected state. If not, transitions to the Offline state.
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/// </summary>
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class ClientConnectingState : OnlineState
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{
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protected ConnectionMethodBase m_ConnectionMethod;
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public ClientConnectingState Configure(ConnectionMethodBase baseConnectionMethod)
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{
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m_ConnectionMethod = baseConnectionMethod;
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return this;
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}
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public override void Enter()
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{
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#pragma warning disable 4014
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ConnectClientAsync();
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#pragma warning restore 4014
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}
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public override void Exit() { }
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public override void OnClientConnected(ulong _)
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{
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m_ConnectStatusPublisher.Publish(ConnectStatus.Success);
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m_ConnectionManager.ChangeState(m_ConnectionManager.m_ClientConnected);
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}
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public override void OnClientDisconnect(ulong _)
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{
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// client ID is for sure ours here
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StartingClientFailed();
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}
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void StartingClientFailed()
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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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{
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m_ConnectStatusPublisher.Publish(ConnectStatus.StartClientFailed);
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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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}
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m_ConnectionManager.ChangeState(m_ConnectionManager.m_Offline);
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}
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internal async Task ConnectClientAsync()
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{
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try
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{
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// Setup NGO with current connection method
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await m_ConnectionMethod.SetupClientConnectionAsync();
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// NGO's StartClient launches everything
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if (!m_ConnectionManager.NetworkManager.StartClient())
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{
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throw new Exception("NetworkManager StartClient failed");
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}
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}
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catch (Exception e)
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{
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Debug.LogError("Error connecting client, see following exception");
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Debug.LogException(e);
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StartingClientFailed();
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throw;
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}
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}
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}
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}
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