668 lines
25 KiB
C#
668 lines
25 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.Netcode;
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using Unity.Services.Lobbies.Models;
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using Unity.XR.CoreUtils.Bindings.Variables;
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using UnityEngine;
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using Unity.Services.Lobbies;
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using UnityEditor;
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namespace XRMultiplayer
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{
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#if USE_FORCED_BYTE_SERIALIZATION
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/// <summary>
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/// Workaround for a bug introduced in NGO 1.9.1.
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/// </summary>
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/// <remarks> Delete this class once the bug is fixed in NGO.</remarks>
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class ForceByteSerialization : NetworkBehaviour
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{
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NetworkVariable<byte> m_ForceByteSerialization;
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}
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#endif
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/// <summary>
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/// Manages the high level connection for a networked game session.
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/// </summary>
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[RequireComponent(typeof(LobbyManager)), RequireComponent(typeof(AuthenticationManager))]
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public class XRINetworkGameManager : NetworkBehaviour
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{
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/// <summary>
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/// Determines the current state of the networked game connection.
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/// </summary>
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///<remarks>
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/// None: No connection state.
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/// Authenticating: Currently authenticating.
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/// Authenticated: Authenticated.
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/// Connecting: Currently connecting to a lobby.
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/// Connected: Connected to a lobby.
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/// </remarks>
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public enum ConnectionState
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{
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None,
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Authenticating,
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Authenticated,
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Connecting,
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Connected
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}
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/// <summary>
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/// Max amount of players allowed when creating a new room.
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/// </summary>
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public const int maxPlayers = 20;
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/// <summary>
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/// Singleton Reference for access to this manager.
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/// </summary>
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public static XRINetworkGameManager Instance => s_Instance;
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static XRINetworkGameManager s_Instance;
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/// <summary>
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/// OwnerClientId that gets set for the local player when connecting to a game.
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/// </summary>
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public static ulong LocalId;
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/// <summary>
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/// Authentication Id that gets passed once Authenticated.
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/// </summary>
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public static string AuthenicationId;
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/// <summary>
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/// Internal Room Code set by Lobby.
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/// </summary>
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public static string ConnectedRoomCode;
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/// <summary>
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/// Current connected region set by Lobby and Relay.
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/// </summary>
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public static string ConnectedRoomRegion;
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/// <summary>
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/// Bindable Variable that gets updated when changing the the currently connected room.
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/// </summary>
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public static BindableVariable<string> ConnectedRoomName = new("");
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/// <summary>
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/// Bindable Variable that gets updated when the local player changes name.
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/// </summary>
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public static BindableVariable<string> LocalPlayerName = new("Player");
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/// <summary>
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/// Bindable Variable that gets updated when the local player changes color.
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/// </summary>
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public static BindableVariable<Color> LocalPlayerColor = new(Color.white);
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/// <summary>
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/// Bindable Variable that gets updated when a player connects or disconnects from a networked game.
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/// </summary>
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public static IReadOnlyBindableVariable<bool> Connected
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{
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get => m_Connected;
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}
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static BindableVariable<bool> m_Connected = new BindableVariable<bool>(false);
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/// <summary>
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/// Bindable Variable that gets updated throughout the authentication and connection process.
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/// See <see cref="ConnectionState"/>
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/// </summary>
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public static IReadOnlyBindableVariable<ConnectionState> CurrentConnectionState
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{
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get => m_ConnectionState;
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}
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static BindableEnum<ConnectionState> m_ConnectionState = new BindableEnum<ConnectionState>(ConnectionState.None);
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/// <summary>
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/// Auto connects to the player to a networked game session once they connect to a lobby.
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/// Uncheck if you want to handle joining a networked session separately.
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/// </summary>
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public bool autoConnectOnLobbyJoin { get => m_AutoConnectOnLobbyJoin; }
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[SerializeField] bool m_AutoConnectOnLobbyJoin = true;
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/// <summary>
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/// Flag for updating positional voice chat.
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/// </summary>
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/// <remarks>
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/// This will be removed in the future with the Vivox v16 update.
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/// </remarks>
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public bool positionalVoiceChat = false;
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/// <summary>
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/// Action for when a player connects or disconnects.
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/// </summary>
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public Action<ulong, bool> playerStateChanged;
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/// <summary>
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/// Action for when connection status is updated.
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/// </summary>
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public Action<string> connectionUpdated;
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/// <summary>
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/// Action for when connection fails.
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/// </summary>
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public Action<string> connectionFailedAction;
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/// <summary>
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/// Lobby Manager handles the Lobby and Relay work between players.
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/// </summary>
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public LobbyManager lobbyManager => m_LobbyManager;
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LobbyManager m_LobbyManager;
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/// <summary>
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/// Lobby Manager handles the Lobby and Relay work between players.
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/// </summary>
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public AuthenticationManager authenticationManager => m_AuthenticationManager;
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AuthenticationManager m_AuthenticationManager;
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/// <summary>
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/// List that handles all current players by ID.
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/// Useful for getting specific players.
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/// See <see cref="GetPlayerByID"/>
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/// </summary>
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readonly List<ulong> m_CurrentPlayerIDs = new();
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/// <summary>
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/// Flagged whenever the application is in the process of shutting down.
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/// </summary>
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bool m_IsShuttingDown = false;
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const string k_DebugPrepend = "<color=#FAC00C>[Network Game Manager]</color> ";
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/// <summary>
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/// See <see cref="MonoBehaviour"/>.
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/// </summary>
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protected virtual async void Awake()
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{
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// Check for existing singleton reference. If once already exists early out.
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if (s_Instance != null)
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{
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Utils.Log($"{k_DebugPrepend}Duplicate XRINetworkGameManager found, destroying.", 2);
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Destroy(gameObject);
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return;
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}
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s_Instance = this;
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// Check for Lobby Manager, if none exist, early out.
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if (TryGetComponent(out m_LobbyManager) && TryGetComponent(out m_AuthenticationManager))
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{
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m_LobbyManager.OnLobbyFailed += ConnectionFailed;
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}
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else
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{
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Utils.Log($"{k_DebugPrepend}Missing Managers, Disabling Component", 2);
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enabled = false;
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return;
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}
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#if UNITY_EDITOR
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if(!CloudProjectSettings.projectBound)
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{
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Utils.Log($"{k_DebugPrepend}Project has not been linked to Unity Cloud." +
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"\nThe VR Multiplayer Template utilizes Unity Gaming Services and must be linked to Unity Cloud." +
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"\nGo to <b>Settings -> Project Settings -> Services</b> and link your project.", 2);
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return;
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}
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#endif
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// Initialize bindable variables.
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m_Connected.Value = false;
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// Update connection state.
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m_ConnectionState.Value = ConnectionState.Authenticating;
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// Wait for Authentication to complete.
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bool signedIn = await Authenticate();
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if (!signedIn)
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{
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Utils.Log($"{k_DebugPrepend}Failed to Authenticate.", 1);
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ConnectionFailed("Failed to Authenticate.");
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PlayerHudNotification.Instance.ShowText($"Failed to Authenticate.");
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}
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else
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{
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// Update connection state.
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m_ConnectionState.Value = ConnectionState.Authenticated;
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}
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}
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/// <summary>
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/// See <see cref="MonoBehaviour"/>.
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/// </summary>
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protected virtual void Start()
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{
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NetworkManager.Singleton.OnClientStopped += OnLocalClientStopped;
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}
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/// <summary>
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/// See <see cref="MonoBehaviour"/>.
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/// </summary>
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public override void OnDestroy()
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{
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base.OnDestroy();
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ShutDown();
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}
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/// <summary>
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/// See <see cref="MonoBehaviour"/>.
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/// </summary>
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private void OnApplicationQuit()
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{
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ShutDown();
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}
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async void ShutDown()
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{
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if (m_IsShuttingDown) return;
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m_IsShuttingDown = true;
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// Remove callbacks
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if (NetworkManager.Singleton != null)
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{
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NetworkManager.Singleton.OnClientStopped -= OnLocalClientStopped;
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}
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// Shutdown lobby if owner, remove from lobby if not owner.
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await m_LobbyManager.RemovePlayerFromLobby(AuthenicationId);
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}
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public async Task<bool> Authenticate()
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{
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return await m_AuthenticationManager.Authenticate();
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}
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public bool IsAuthenticated()
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{
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return AuthenticationManager.IsAuthenticated();
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}
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/// <summary>
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/// Called from XRINetworkPlayer once they have spawned.
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/// </summary>
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/// <param name="localPlayerId">Sets based on <see cref="NetworkObject.OwnerClientId"/> from the local player</param>
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public virtual void LocalPlayerConnected(ulong localPlayerId)
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{
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m_Connected.Value = true;
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LocalId = localPlayerId;
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PlayerHudNotification.Instance.ShowText($"<b>Status:</b> Connected");
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}
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/// <summary>
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/// Called when disconnected from any networked game.
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/// </summary>
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/// <param name="id">
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/// Local player id.
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/// </param>
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protected virtual void OnLocalClientStopped(bool id)
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{
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m_Connected.Value = false;
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m_CurrentPlayerIDs.Clear();
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PlayerHudNotification.Instance.ShowText($"<b>Status:</b> Disconnected");
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// Check if authenticated on disconnect.
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if (IsAuthenticated())
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{
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m_ConnectionState.Value = ConnectionState.Authenticated;
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}
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else
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{
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m_ConnectionState.Value = ConnectionState.None;
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}
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}
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/// <summary>
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/// Finds all <see cref="XRINetworkPlayer"/>'s existing in the scene and gets the <see cref="XRINetworkPlayer"/>
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/// based on <see cref="NetworkObject.OwnerClientId"/> for that player.
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/// </summary>
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/// <param name="id">
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/// <see cref="NetworkObject.OwnerClientId"/> of the player.
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/// </param>
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/// <param name="player">
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/// Out <see cref="XRINetworkPlayer"/>.
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/// </param>
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/// <returns>
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/// Returns true based on whether or not a player with that Id exists.
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/// </returns>
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public virtual bool GetPlayerByID(ulong id, out XRINetworkPlayer player)
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{
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// Find all existing players in scene. This is a workaround until NGO exposes client side player list (2.x I believe - JG).
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XRINetworkPlayer[] allPlayers = FindObjectsByType<XRINetworkPlayer>(FindObjectsSortMode.None);
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//Loops through existing players and returns true if player with id is found.
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foreach (XRINetworkPlayer p in allPlayers)
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{
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if (p.NetworkObject.OwnerClientId == id)
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{
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player = p;
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return true;
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}
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}
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player = null;
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return false;
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}
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[ContextMenu("Show All NetworkClients")]
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void ShowAllNetworkClients()
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{
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foreach (var client in NetworkManager.Singleton.ConnectedClients)
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{
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Debug.Log($"Client: {client.Key}, {client.Value.PlayerObject.name}");
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}
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}
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/// <summary>
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/// This function will set the player ID in the list <see cref="m_CurrentPlayerIDs"/> and
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/// invokes the callback <see cref="playerStateChanged"/>.
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/// </summary>
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/// <param name="playerID"><see cref="NetworkObject.OwnerClientId"/> of the joined player.</param>
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/// <remarks>Called from <see cref="XRINetworkPlayer.CompleteSetup"/>.</remarks>
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public virtual void PlayerJoined(ulong playerID)
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{
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// If playerID is not already registered, then add.
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if (!m_CurrentPlayerIDs.Contains(playerID))
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{
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m_CurrentPlayerIDs.Add(playerID);
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playerStateChanged?.Invoke(playerID, true);
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}
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else
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{
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Utils.Log($"{k_DebugPrepend}Trying to Add a player ID [{playerID}] that already exists", 1);
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}
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}
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/// <summary>
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/// Called from <see cref="XRINetworkPlayer.OnDestroy"/>.
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/// </summary>
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/// <param name="playerID"><see cref="NetworkObject.OwnerClientId"/> of the player who left.</param>
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public virtual void PlayerLeft(ulong playerID)
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{
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// Check to make sure player has been registerd.
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if (m_CurrentPlayerIDs.Contains(playerID))
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{
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m_CurrentPlayerIDs.Remove(playerID);
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playerStateChanged?.Invoke(playerID, false);
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}
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else
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{
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Utils.Log($"{k_DebugPrepend}Trying to remove a player ID [{playerID}] that doesn't exist", 1);
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}
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}
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/// <summary>
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/// Called whenever there is a problem with connecting to game or lobby.
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/// </summary>
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/// <param name="reason">Failure message.</param>
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public virtual void ConnectionFailed(string reason)
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{
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connectionFailedAction?.Invoke(reason);
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m_ConnectionState.Value = AuthenticationManager.IsAuthenticated() ? ConnectionState.Authenticated : ConnectionState.None;
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}
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/// <summary>
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/// Called whenever there is an update to connection status.
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/// </summary>
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/// <param name="update">Status update message.</param>
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public virtual void ConnectionUpdated(string update)
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{
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connectionUpdated?.Invoke(update);
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}
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/// <summary>
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/// Joins a random lobby. If no lobbies exist, it will create a new one.
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/// </summary>
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public virtual async void QuickJoinLobby()
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{
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Utils.Log($"{k_DebugPrepend}Joining Lobby by Quick Join.");
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if (await AbleToConnect())
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{
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ConnectToLobby(await m_LobbyManager.QuickJoinLobby());
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}
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}
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/// <summary>
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/// Called when trying to join a Lobby by Room Code.
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/// </summary>
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/// <param name="lobby">Lobby to join.</param>
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public virtual async void JoinLobbyByCode(string code)
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{
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Utils.Log($"{k_DebugPrepend}Joining Lobby by room code: {code}.");
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if (await AbleToConnect())
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{
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ConnectToLobby(await m_LobbyManager.JoinLobby(roomCode: code));
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}
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}
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/// <summary>
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/// Called when trying to join a specific Lobby.
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/// </summary>
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/// <param name="lobby">Lobby to join.</param>
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public virtual async void JoinLobbySpecific(Lobby lobby)
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{
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Utils.Log($"{k_DebugPrepend}Joining specific Lobby: {lobby.Name}.");
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if (await AbleToConnect())
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{
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ConnectToLobby(await m_LobbyManager.JoinLobby(lobby: lobby));
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}
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}
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/// <summary>
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/// Creates a new Lobby.
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/// </summary>
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/// <param name="roomName">Name of the lobby.</param>
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/// <param name="isPrivate">Whether or not the lobby is private.</param>
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/// <param name="playerCount">Maximum allowed players.</param>
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public virtual async void CreateNewLobby(string roomName = null, bool isPrivate = false, int playerCount = maxPlayers)
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{
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Utils.Log($"{k_DebugPrepend}Creating New Lobby: {roomName}.");
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if (await AbleToConnect())
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{
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ConnectToLobby(await m_LobbyManager.CreateLobby(roomName, isPrivate, playerCount));
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}
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}
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/// <summary>
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/// Checks if a we are currently able to connect to a lobby.
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/// If already connected it will disconnect in attempt to "Hot Join" a new lobby.
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/// </summary>
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/// <returns>Whether or not we are able to connect.</returns>
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protected virtual async Task<bool> AbleToConnect()
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{
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// If in the process of trying to connect, send failure message and return false.
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if (m_ConnectionState.Value == ConnectionState.Connecting)
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{
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string failureMessage = "Connection attempt still in progress.";
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Utils.Log($"{k_DebugPrepend}{failureMessage}", 1);
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ConnectionFailed(failureMessage);
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return false;
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}
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// If already connected to a lobby, disconnect in attempt to "Hot Join".
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if (Connected.Value || m_ConnectionState.Value == ConnectionState.Connected)
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{
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Utils.Log($"{k_DebugPrepend}Already Connected to a Lobby. Disconnecting.", 0);
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await DisconnectAsync();
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// Small wait while everything finishes disconnecting.
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// This isn't technically needed, but makes the flow feel better.
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await Task.Delay(100);
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}
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m_ConnectionState.Value = ConnectionState.Connecting;
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return true;
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}
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/// <summary>
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/// Connect to a lobby.
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/// </summary>
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/// <param name="lobby">Lobby to connect to.</param>
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protected virtual void ConnectToLobby(Lobby lobby)
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{
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// Send failure message if we can't connect.
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if (lobby == null || !ConnectedToLobby())
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{
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FailedToConnect();
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}
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}
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/// <summary>
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/// Checks if we successfully connected to a Lobby.
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/// If <see cref="autoConnectOnLobbyJoin"/> is enabled, join networked game here.
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/// </summary>
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/// <returns>Whether or not we connected to a lobby and / or networked game.</returns>
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protected virtual bool ConnectedToLobby()
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{
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bool connected;
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if (autoConnectOnLobbyJoin)
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{
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ConnectedRoomRegion = m_LobbyManager.connectedLobby.Data[LobbyManager.k_RegionKeyIdentifier].Value;
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ConnectedRoomCode = m_LobbyManager.connectedLobby.LobbyCode;
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ConnectedRoomName.Value = m_LobbyManager.connectedLobby.Name;
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if (m_LobbyManager.connectedLobby.HostId == AuthenicationId)
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{
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connected = NetworkManager.Singleton.StartHost();
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}
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else
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{
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connected = NetworkManager.Singleton.StartClient();
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}
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}
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else
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{
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connected = true;
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//Players are connected to the lobby, but have not started a Networked Game session.
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}
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if (connected)
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{
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Utils.Log($"{k_DebugPrepend}Connected to game session. Lobby: {m_LobbyManager.connectedLobby.Name}.");
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m_ConnectionState.Value = ConnectionState.Connected;
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SubscribeToLobbyEvents();
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}
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else
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{
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Utils.Log($"{k_DebugPrepend}Failed to connect to lobby {m_LobbyManager.connectedLobby.Name}.");
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m_LobbyManager.OnLobbyFailed?.Invoke($"Failed to connect to lobby {m_LobbyManager.connectedLobby.Name}.");
|
|
}
|
|
|
|
return connected;
|
|
|
|
}
|
|
|
|
/// <summary>
|
|
/// Subscribe to lobby update events. This needed to be informed of Lobby changes (name, privacy, etc...).
|
|
/// </summary>
|
|
/// <remarks>See <see cref="OnLobbyChanged(ILobbyChanges)"/>.</remarks>
|
|
protected virtual async void SubscribeToLobbyEvents()
|
|
{
|
|
var callbacks = new LobbyEventCallbacks();
|
|
callbacks.LobbyChanged += OnLobbyChanged;
|
|
callbacks.LobbyEventConnectionStateChanged += OnLobbyEventConnectionStateChanged;
|
|
try
|
|
{
|
|
await LobbyService.Instance.SubscribeToLobbyEventsAsync(m_LobbyManager.connectedLobby.Id, callbacks);
|
|
}
|
|
catch (LobbyServiceException ex)
|
|
{
|
|
switch (ex.Reason)
|
|
{
|
|
case LobbyExceptionReason.AlreadySubscribedToLobby: Utils.Log($"{k_DebugPrepend}Already subscribed to lobby[{m_LobbyManager.connectedLobby.Id}]. We did not need to try and subscribe again. Exception Message: {ex.Message}", 1); break;
|
|
case LobbyExceptionReason.SubscriptionToLobbyLostWhileBusy: Utils.Log($"{k_DebugPrepend}Subscription to lobby events was lost while it was busy trying to subscribe. Exception Message: {ex.Message}", 2); throw;
|
|
case LobbyExceptionReason.LobbyEventServiceConnectionError: Utils.Log($"{k_DebugPrepend}Failed to connect to lobby events. Exception Message: {ex.Message}", 2); throw;
|
|
default: throw;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Callabacks for anytime the lobby event connection state has changed.
|
|
/// </summary>
|
|
/// <param name="state"></param>
|
|
private void OnLobbyEventConnectionStateChanged(LobbyEventConnectionState state)
|
|
{
|
|
switch (state)
|
|
{
|
|
case LobbyEventConnectionState.Unsubscribed: Utils.Log($"{k_DebugPrepend}Lobby event now Unsubscribed"); break;
|
|
case LobbyEventConnectionState.Subscribing: Utils.Log($"{k_DebugPrepend}Attempting to subscribe to lobby events"); break;
|
|
case LobbyEventConnectionState.Subscribed: Utils.Log($"{k_DebugPrepend}Subscribing to lobby events now"); break;
|
|
case LobbyEventConnectionState.Unsynced:
|
|
m_LobbyManager.ReconnectToLobby();
|
|
Utils.Log($"{k_DebugPrepend}Lobby Events now unsynced.\n\n{state}", 1);
|
|
break;
|
|
case LobbyEventConnectionState.Error: Utils.Log($"{k_DebugPrepend}Lobby event error.\n\n{state}", 2); break;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Callback for anytime a lobby is updated via <see cref="LobbyService.Instance.SubscribeToLobbyEventsAsync"/>.
|
|
/// </summary>
|
|
/// <param name="changes"></param>
|
|
protected virtual void OnLobbyChanged(ILobbyChanges changes)
|
|
{
|
|
// Check for lobby deletion.
|
|
if (!changes.LobbyDeleted)
|
|
{
|
|
changes.ApplyToLobby(m_LobbyManager.connectedLobby);
|
|
|
|
// Update values based on lobby changes.
|
|
if (changes.Name.Changed)
|
|
{
|
|
ConnectedRoomName.Value = m_LobbyManager.connectedLobby.Name;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Generic failure message.
|
|
/// </summary>
|
|
protected virtual void FailedToConnect(string reason = null)
|
|
{
|
|
string failureMessage = "Failed to connect to lobby.";
|
|
if (reason != null)
|
|
{
|
|
failureMessage = $"{reason}";
|
|
}
|
|
Utils.Log($"{k_DebugPrepend}{failureMessage}", 1);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Cancel current matchmaking.
|
|
/// Called from the Lobby UI.
|
|
/// </summary>
|
|
public virtual async void CancelMatchmaking()
|
|
{
|
|
if (IsAuthenticated())
|
|
{
|
|
m_ConnectionState.Value = ConnectionState.Authenticated;
|
|
}
|
|
await m_LobbyManager.RemovePlayerFromLobby(AuthenicationId);
|
|
}
|
|
|
|
/// <summary>
|
|
/// High Level Disconnect call.
|
|
/// </summary>
|
|
public virtual async void Disconnect()
|
|
{
|
|
await DisconnectAsync();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Awaitable Disconnect call, used for Hot Joining.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public virtual async Task<bool> DisconnectAsync()
|
|
{
|
|
bool fullyDisconnected = await m_LobbyManager.RemovePlayerFromLobby(AuthenicationId);
|
|
m_Connected.Value = false;
|
|
NetworkManager.Shutdown();
|
|
if (IsAuthenticated())
|
|
{
|
|
m_ConnectionState.Value = ConnectionState.Authenticated;
|
|
}
|
|
else
|
|
{
|
|
m_ConnectionState.Value = ConnectionState.None;
|
|
}
|
|
Utils.Log($"{k_DebugPrepend}Disconnected from Game.");
|
|
return fullyDisconnected;
|
|
}
|
|
}
|
|
}
|