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97 lines
4.4 KiB
C#
97 lines
4.4 KiB
C#
using System;
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using Unity.BossRoom.Infrastructure;
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using Unity.BossRoom.UnityServices;
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using Unity.BossRoom.Utils;
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using Unity.Services.Lobbies;
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using UnityEngine;
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using VContainer;
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namespace Unity.BossRoom.Gameplay.UI
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{
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public class UnityServicesUIHandler : MonoBehaviour
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{
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ISubscriber<UnityServiceErrorMessage> m_ServiceErrorSubscription;
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void Awake()
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{
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DontDestroyOnLoad(gameObject);
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}
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[Inject]
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void Initialize(ISubscriber<UnityServiceErrorMessage> serviceError)
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{
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m_ServiceErrorSubscription = serviceError;
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m_ServiceErrorSubscription.Subscribe(ServiceErrorHandler);
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}
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void ServiceErrorHandler(UnityServiceErrorMessage error)
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{
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var errorMessage = error.Message;
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switch (error.AffectedService)
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{
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case UnityServiceErrorMessage.Service.Lobby:
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{
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HandleLobbyError(error);
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break;
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}
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case UnityServiceErrorMessage.Service.Authentication:
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{
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PopupManager.ShowPopupPanel(
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"Authentication Error",
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$"{error.OriginalException.Message} \n tip: You can still use the Direct IP connection option.");
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break;
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}
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default:
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{
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PopupManager.ShowPopupPanel("Service error: " + error.Title, errorMessage);
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break;
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}
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}
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}
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void HandleLobbyError(UnityServiceErrorMessage error)
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{
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var exception = error.OriginalException as LobbyServiceException;
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if (exception != null)
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{
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switch (exception.Reason)
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{
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// If the error is one of the following, the player needs to know about it, so show in a popup message. Otherwise, the log in the console is sufficient.
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case LobbyExceptionReason.ValidationError:
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PopupManager.ShowPopupPanel("Validation Error", "Validation check failed on Lobby. Is the join code correctly formatted?");
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break;
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case LobbyExceptionReason.LobbyNotFound:
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PopupManager.ShowPopupPanel("Lobby Not Found", "Requested lobby not found. The join code is incorrect or the lobby has ended.");
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break;
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case LobbyExceptionReason.LobbyConflict:
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// LobbyConflict can have multiple causes. Let's add other solutions here if there's other situations that arise for this.
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Debug.LogError($"Got service error {error.Message} with LobbyConflict. Possible conflict cause: Trying to play with two builds on the " +
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$"same machine. Please change profile in-game or use command line arg '{ProfileManager.AuthProfileCommandLineArg} someName' to set a different auth profile.\n");
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PopupManager.ShowPopupPanel("Failed to join Lobby", "Failed to join Lobby due to a conflict. If trying to connect two local builds to the same lobby, they need to have different profiles. See logs for more details.");
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break;
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case LobbyExceptionReason.NoOpenLobbies:
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PopupManager.ShowPopupPanel("Failed to join Lobby", "No accessible lobbies are currently available for quick-join.");
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break;
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case LobbyExceptionReason.LobbyFull:
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PopupManager.ShowPopupPanel("Failed to join Lobby", "Lobby is full and can't accept more players.");
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break;
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case LobbyExceptionReason.Unauthorized:
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PopupManager.ShowPopupPanel("Lobby error", "Received HTTP error 401 Unauthorized from Lobby Service.");
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break;
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case LobbyExceptionReason.RequestTimeOut:
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PopupManager.ShowPopupPanel("Lobby error", "Received HTTP error 408 Request timed out from Lobby Service.");
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break;
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}
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}
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}
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void OnDestroy()
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{
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if (m_ServiceErrorSubscription != null)
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{
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m_ServiceErrorSubscription.Unsubscribe(ServiceErrorHandler);
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}
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}
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}
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}
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