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LobbyUIMediator.cs
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LobbyUIMediator.cs
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using System;
using Unity.BossRoom.Gameplay.Configuration;
using TMPro;
using Unity.BossRoom.ConnectionManagement;
using Unity.BossRoom.Infrastructure;
using Unity.BossRoom.UnityServices.Auth;
using Unity.BossRoom.UnityServices.Lobbies;
using Unity.Services.Core;
using UnityEngine;
using VContainer;
namespace Unity.BossRoom.Gameplay.UI
{
public class LobbyUIMediator : MonoBehaviour
{
[SerializeField] CanvasGroup m_CanvasGroup;
[SerializeField] LobbyJoiningUI m_LobbyJoiningUI;
[SerializeField] LobbyCreationUI m_LobbyCreationUI;
[SerializeField] UITinter m_JoinToggleHighlight;
[SerializeField] UITinter m_JoinToggleTabBlocker;
[SerializeField] UITinter m_CreateToggleHighlight;
[SerializeField] UITinter m_CreateToggleTabBlocker;
[SerializeField] TextMeshProUGUI m_PlayerNameLabel;
[SerializeField] GameObject m_LoadingSpinner;
AuthenticationServiceFacade m_AuthenticationServiceFacade;
LobbyServiceFacade m_LobbyServiceFacade;
LocalLobbyUser m_LocalUser;
LocalLobby m_LocalLobby;
NameGenerationData m_NameGenerationData;
ConnectionManager m_ConnectionManager;
ISubscriber<ConnectStatus> m_ConnectStatusSubscriber;
const string k_DefaultLobbyName = "no-name";
[Inject]
void InjectDependenciesAndInitialize(
AuthenticationServiceFacade authenticationServiceFacade,
LobbyServiceFacade lobbyServiceFacade,
LocalLobbyUser localUser,
LocalLobby localLobby,
NameGenerationData nameGenerationData,
ISubscriber<ConnectStatus> connectStatusSub,
ConnectionManager connectionManager
)
{
m_AuthenticationServiceFacade = authenticationServiceFacade;
m_NameGenerationData = nameGenerationData;
m_LocalUser = localUser;
m_LobbyServiceFacade = lobbyServiceFacade;
m_LocalLobby = localLobby;
m_ConnectionManager = connectionManager;
m_ConnectStatusSubscriber = connectStatusSub;
RegenerateName();
m_ConnectStatusSubscriber.Subscribe(OnConnectStatus);
}
void OnConnectStatus(ConnectStatus status)
{
if (status is ConnectStatus.GenericDisconnect or ConnectStatus.StartClientFailed)
{
UnblockUIAfterLoadingIsComplete();
}
}
void OnDestroy()
{
m_ConnectStatusSubscriber?.Unsubscribe(OnConnectStatus);
}
//Lobby and Relay calls done from UI
public async void CreateLobbyRequest(string lobbyName, bool isPrivate)
{
// before sending request to lobby service, populate an empty lobby name, if necessary
if (string.IsNullOrEmpty(lobbyName))
{
lobbyName = k_DefaultLobbyName;
}
BlockUIWhileLoadingIsInProgress();
bool playerIsAuthorized = await m_AuthenticationServiceFacade.EnsurePlayerIsAuthorized();
if (!playerIsAuthorized)
{
UnblockUIAfterLoadingIsComplete();
return;
}
var lobbyCreationAttempt = await m_LobbyServiceFacade.TryCreateLobbyAsync(lobbyName, m_ConnectionManager.MaxConnectedPlayers, isPrivate);
if (lobbyCreationAttempt.Success)
{
m_LocalUser.IsHost = true;
m_LobbyServiceFacade.SetRemoteLobby(lobbyCreationAttempt.Lobby);
Debug.Log($"Created lobby with ID: {m_LocalLobby.LobbyID} and code {m_LocalLobby.LobbyCode}");
m_ConnectionManager.StartHostLobby(m_LocalUser.DisplayName);
}
else
{
UnblockUIAfterLoadingIsComplete();
}
}
public async void QueryLobbiesRequest(bool blockUI)
{
if (Unity.Services.Core.UnityServices.State != ServicesInitializationState.Initialized)
{
return;
}
if (blockUI)
{
BlockUIWhileLoadingIsInProgress();
}
bool playerIsAuthorized = await m_AuthenticationServiceFacade.EnsurePlayerIsAuthorized();
if (blockUI && !playerIsAuthorized)
{
UnblockUIAfterLoadingIsComplete();
return;
}
await m_LobbyServiceFacade.RetrieveAndPublishLobbyListAsync();
if (blockUI)
{
UnblockUIAfterLoadingIsComplete();
}
}
public async void JoinLobbyWithCodeRequest(string lobbyCode)
{
BlockUIWhileLoadingIsInProgress();
bool playerIsAuthorized = await m_AuthenticationServiceFacade.EnsurePlayerIsAuthorized();
if (!playerIsAuthorized)
{
UnblockUIAfterLoadingIsComplete();
return;
}
var result = await m_LobbyServiceFacade.TryJoinLobbyAsync(null, lobbyCode);
if (result.Success)
{
OnJoinedLobby(result.Lobby);
}
else
{
UnblockUIAfterLoadingIsComplete();
}
}
public async void JoinLobbyRequest(LocalLobby lobby)
{
BlockUIWhileLoadingIsInProgress();
bool playerIsAuthorized = await m_AuthenticationServiceFacade.EnsurePlayerIsAuthorized();
if (!playerIsAuthorized)
{
UnblockUIAfterLoadingIsComplete();
return;
}
var result = await m_LobbyServiceFacade.TryJoinLobbyAsync(lobby.LobbyID, lobby.LobbyCode);
if (result.Success)
{
OnJoinedLobby(result.Lobby);
}
else
{
UnblockUIAfterLoadingIsComplete();
}
}
public async void QuickJoinRequest()
{
BlockUIWhileLoadingIsInProgress();
bool playerIsAuthorized = await m_AuthenticationServiceFacade.EnsurePlayerIsAuthorized();
if (!playerIsAuthorized)
{
UnblockUIAfterLoadingIsComplete();
return;
}
var result = await m_LobbyServiceFacade.TryQuickJoinLobbyAsync();
if (result.Success)
{
OnJoinedLobby(result.Lobby);
}
else
{
UnblockUIAfterLoadingIsComplete();
}
}
void OnJoinedLobby(Unity.Services.Lobbies.Models.Lobby remoteLobby)
{
m_LobbyServiceFacade.SetRemoteLobby(remoteLobby);
Debug.Log($"Joined lobby with code: {m_LocalLobby.LobbyCode}, Internal Relay Join Code{m_LocalLobby.RelayJoinCode}");
m_ConnectionManager.StartClientLobby(m_LocalUser.DisplayName);
}
//show/hide UI
public void Show()
{
m_CanvasGroup.alpha = 1f;
m_CanvasGroup.blocksRaycasts = true;
}
public void Hide()
{
m_CanvasGroup.alpha = 0f;
m_CanvasGroup.blocksRaycasts = false;
m_LobbyCreationUI.Hide();
m_LobbyJoiningUI.Hide();
}
public void ToggleJoinLobbyUI()
{
m_LobbyJoiningUI.Show();
m_LobbyCreationUI.Hide();
m_JoinToggleHighlight.SetToColor(1);
m_JoinToggleTabBlocker.SetToColor(1);
m_CreateToggleHighlight.SetToColor(0);
m_CreateToggleTabBlocker.SetToColor(0);
}
public void ToggleCreateLobbyUI()
{
m_LobbyJoiningUI.Hide();
m_LobbyCreationUI.Show();
m_JoinToggleHighlight.SetToColor(0);
m_JoinToggleTabBlocker.SetToColor(0);
m_CreateToggleHighlight.SetToColor(1);
m_CreateToggleTabBlocker.SetToColor(1);
}
public void RegenerateName()
{
m_LocalUser.DisplayName = m_NameGenerationData.GenerateName();
m_PlayerNameLabel.text = m_LocalUser.DisplayName;
}
void BlockUIWhileLoadingIsInProgress()
{
m_CanvasGroup.interactable = false;
m_LoadingSpinner.SetActive(true);
}
void UnblockUIAfterLoadingIsComplete()
{
//this callback can happen after we've already switched to a different scene
//in that case the canvas group would be null
if (m_CanvasGroup != null)
{
m_CanvasGroup.interactable = true;
m_LoadingSpinner.SetActive(false);
}
}
}
}