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