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// Copyright (c) Meta Platforms, Inc. and affiliates.
using Meta.XR.Samples;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Fusion;
using Fusion.Sockets;
using Photon.Voice.Fusion;
using SpiritSling.TableTop;
using UnityEngine;
namespace SpiritSling
{
/// <summary>
/// The connection manager is responsible for managing the network matchmaking of a particular game type
/// It manages creating, joining and listing rooms, and handles the associated UI
/// </summary>
[MetaCodeSample("SpiritSling")]
public class ConnectionManager : Fusion.Behaviour, INetworkRunnerCallbacks
{
public static ConnectionManager Instance;
#region Matchmaking variables
/// <summary>
/// The game type is a custom filter for the room and lobby
/// </summary>
public enum GameType
{
TableTop,
Portal
}
public GameType gameType;
[SerializeField]
private GameObject settingsHolderPrefab;
[SerializeField]
private NetworkPlayerSpawner playerSpawner;
public TabletopMenuStateMachine MenuStateMachine { get; set; }
public TabletopGameStateMachine[] GameStateMachines { get; set; }
private NetworkRunner m_runner;
private NetworkEvents m_events;
private FusionVoiceClient m_fusionVoiceClient;
private List<SessionInfo> m_cachedSessionList;
private string m_lastRoomName;
#endregion
#region Properties
public bool CanJoinRoom { get; set; }
public string LastError { get; set; }
public bool RejoinLastRoom { get; set; }
public int BotCount { get; private set; }
public NetworkEvents Events => m_events;
public NetworkRunner Runner => m_runner;
private readonly string IsPrivate = "isprivate";
public bool IsPrivateRoom
{
get
{
return Runner.SessionInfo.Properties[IsPrivate] == true;
}
set
{
Runner.SessionInfo.IsVisible = !value;
var properties =
Runner.SessionInfo.Properties.ToDictionary(p => p.Key, p=> p.Value);
properties[IsPrivate] = value;
Runner.SessionInfo.UpdateCustomProperties(properties);
}
}
public string LastRoomName => m_lastRoomName;
#endregion
#region Methods
private void Awake()
{
Instance = this;
}
public void CreateRunner()
{
Debug.Assert(m_runner == null && m_fusionVoiceClient == null);
// Disable and re-enable the GameObject to avoid the execution of NetworkRunner's and FusionVoiceClient's awake before both components are added.
gameObject.SetActive(false);
var child = new GameObject("Network Runner");
child.transform.parent = transform;
m_runner = child.AddComponent<NetworkRunner>();
m_fusionVoiceClient = child.AddComponent<FusionVoiceClient>();
m_events = child.AddComponent<NetworkEvents>();
gameObject.SetActive(true);
m_events.OnShutdown = new NetworkEvents.ShutdownEvent();
m_events.OnDisconnectedFromServer = new NetworkEvents.DisconnectFromServerEvent();
m_events.OnConnectFailed = new NetworkEvents.ConnectFailedEvent();
m_events.OnSessionListUpdate = new NetworkEvents.SessionListUpdateEvent();
m_events.PlayerJoined = new NetworkEvents.PlayerEvent();
m_events.PlayerLeft = new NetworkEvents.PlayerEvent();
m_events.OnShutdown.AddListener(OnShutdown);
m_events.OnDisconnectedFromServer.AddListener(OnDisconnectedFromServer);
m_events.OnConnectFailed.AddListener(OnConnectFailed);
m_events.OnSessionListUpdate.AddListener(OnSessionListUpdated);
m_events.PlayerJoined.AddListener(playerSpawner.OnPlayerJoined);
m_events.PlayerLeft.AddListener(playerSpawner.OnPlayerLeft);
}
public async Task<bool> PrepareLobby()
{
// Join the lobby for the specified game type, to retrieve the room list associated
var lobbyJoined = await JoinLobby();
if (!lobbyJoined)
return false;
await WaitForRunnerToBeReady();
return true;
}
IEnumerator RestartDelayed(bool error)
{
foreach (var gameStateMachine in GameStateMachines)
{
gameStateMachine.gameObject.SetActive(false);
}
LeaveCurrentRoom();
while (GetComponent<NetworkRunner>())
yield return null;
if (MenuStateMachine.CurrentState == MenuStateMachine.networkErrorState)
yield return null;
else if (error)
MenuStateMachine.ChangeState(MenuStateMachine.networkErrorState);
else
MenuStateMachine.Restart();
}
/// <summary>
/// When a room is a full, we start the game scene associated to the current game type
/// for the connected player on the room
/// </summary>
public void StartGameScene()
{
StartCoroutine(StartGameSceneRoutine());
}
private IEnumerator StartGameSceneRoutine()
{
// Close the room to prevent other players to join
m_runner.SessionInfo.IsOpen = false;
m_runner.SessionInfo.IsVisible = false;
yield return null;
// Display the tips screen while loading
MenuStateMachine.ChangeState(MenuStateMachine.tipsState);
}
/// <summary>
/// Get a random public room to join
/// </summary>
/// <returns></returns>
private SessionInfo GetRoomToJoin(int maxPlayerCount = -1)
{
if (m_cachedSessionList == null)
{
return null;
}
var session = m_cachedSessionList.Find(
s => s.PlayerCount < s.MaxPlayers && s.IsOpen && (maxPlayerCount <= 0 || s.MaxPlayers == maxPlayerCount)
#if UNITY_EDITOR || DEVELOPMENT_BUILD || UNITY_STANDALONE_WIN
&& s.Name.Contains("_DEV_")
#else
&& s.Name.StartsWith(Application.version)
&& !s.Name.Contains("_DEV_")
#endif
);
return session;
}
#endregion
#region Networking
/// <summary>
/// Join the custom lobby room for the current game type
/// </summary>
/// <returns></returns>
public async Task<bool> JoinLobby()
{
var result = await m_runner.JoinSessionLobby(SessionLobby.Custom, gameType.ToString());
if (result.Ok)
{
Log.Info($"Lobby successfully joined: {gameType.ToString()}");
}
else
{
LastError = $"Please check your internet connection and try again.";
Log.Error(LastError);
return false;
}
return true;
}
/// <summary>
/// Join or create a public room with a specific amount of players
/// </summary>
/// <param name="maxPlayerCount"></param>
/// <param name="settings"></param>
/// <returns></returns>
public async Task<bool> JoinOrCreatePublicRoom(int maxPlayerCount, TabletopGameSettings settings)
{
var hasJoined = await JoinPublicRoom(maxPlayerCount);
if (!hasJoined)
hasJoined = await CreateRoom(maxPlayerCount, settings, true);
return hasJoined;
}
/// <summary>
/// Join a random room inside the current lobby
/// </summary>
/// <returns></returns>
public async Task<bool> JoinPublicRoom(int maxPlayerCount = -1)
{
await WaitForRunnerToBeReady();
//playerReadyStates = new Dictionary<PlayerRef, bool>();
var session = GetRoomToJoin(maxPlayerCount);
// Check if there are any Sessions to join
if (session != null)
{
Log.Info($"Joining {session.Name}");
// Join
var sceneManager = gameObject.GetComponent<NetworkSceneManagerDefault>();
var result = await m_runner.StartGame(
new StartGameArgs { GameMode = GameMode.Shared, SessionName = session.Name, SceneManager = sceneManager });
if (result.Ok)
{
// all good
m_lastRoomName = session.Name;
Log.Info($"Room successfully joined: {session.Name}");
return true;
}
LastError = "Failed to join room:" + result.ShutdownReason;
Log.Error(LastError);
return false;
}
return false;
}
/// <summary>
/// Join a random room inside the current lobby
/// </summary>
/// <returns></returns>
public async Task<bool> JoinPrivateRoom(string roomName)
{
await WaitForRunnerToBeReady();
Log.Info($"Joining {roomName}");
// Join
var sceneManager = gameObject.GetComponent<NetworkSceneManagerDefault>();
var result = await m_runner.StartGame(
new StartGameArgs { GameMode = GameMode.Shared, SessionName = roomName, SceneManager = sceneManager });
if (result.Ok)
{
// all good
m_lastRoomName = roomName;
Log.Info($"Room successfully joined: {roomName}");
return true;
}
LastError = "Failed to join room:" + result.ShutdownReason;
Log.Error(LastError);
return false;
}
public async Task<bool> JoinPrivateRoomByCode(string roomCode)
{
await WaitForRunnerToBeReady();
Log.Info($"Joining {roomCode}");
var roomName = Application.version;
#if UNITY_EDITOR || DEVELOPMENT_BUILD || UNITY_STANDALONE_WIN
roomName += "_DEV_";
#endif
roomName += gameType + roomCode;
// Join
var sceneManager = gameObject.GetComponent<NetworkSceneManagerDefault>();
var result = await m_runner.StartGame(
new StartGameArgs { GameMode = GameMode.Shared, SessionName = roomName, SceneManager = sceneManager,
EnableClientSessionCreation = false});
if (result.Ok)
{
// all good
m_lastRoomName = roomName;
Log.Info($"Room successfully joined: {roomName}");
return true;
}
LastError = "Failed to join room:" + result.ShutdownReason;
Log.Error(LastError);
return false;
}
/// <summary>
/// Join another lobby room in order to quit the current room
/// </summary>
/// <returns></returns>
public void LeaveCurrentRoom()
{
Log.Info("Quitting current room");
// Destroying and recreating the network Runner
// as it cannot be reused
Destroy(m_fusionVoiceClient);
m_fusionVoiceClient = null;
Destroy(m_runner);
m_runner = null;
}
/// <summary>
/// Create a new room for the current game type
/// </summary>
/// <returns></returns>
public async Task<bool> CreateRoom(int maxPlayerCount, TabletopGameSettings gameSettings, bool publicRoom, string prevRoomName = null, int botCount = 0)
{
BotCount = botCount;
var random = new System.Random();
var roomCode = new string(Enumerable.Repeat('A', 4)
.Select(c => (char)('A' + random.Next(26)))
.ToArray());
Dictionary<string, SessionProperty> customProps = new();
customProps["type"] = (int)gameType;
customProps[IsPrivate] = !publicRoom;
customProps["code"] = roomCode;
Log.Info($"Creating Room - players={maxPlayerCount} bots={BotCount} type={gameType}");
var sessionName = Application.version;
#if UNITY_EDITOR || DEVELOPMENT_BUILD || UNITY_STANDALONE_WIN
sessionName += "_DEV_";
#endif
sessionName += gameType + roomCode;
// Create a room with a specific name previously created
if (!string.IsNullOrEmpty(prevRoomName))
{
sessionName = prevRoomName;
}
var sceneManager = gameObject.GetComponent<NetworkSceneManagerDefault>();
var result = await m_runner.StartGame(
new StartGameArgs
{
GameMode = GameMode.Shared,
PlayerCount = maxPlayerCount,
SessionName = sessionName,
CustomLobbyName = gameType.ToString(),
SessionProperties = customProps,
SceneManager = sceneManager,
IsVisible = publicRoom
});
if (result.Ok)
{
Log.Info("Room successfully created");
m_lastRoomName = sessionName;
if (gameType == GameType.TableTop)
{
// Create a networked data holder
await m_runner.SpawnAsync(
settingsHolderPrefab, null, null, Runner.LocalPlayer, (_, obj) =>
{
var h = obj.GetComponent<TabletopGameSettingsHolder>();
h.GameSettings = gameSettings;
h.name = "GAME SETTINGS";
});
}
return true;
}
LastError = "Failed to create room:" + result.ShutdownReason;
Log.Error(LastError);
return false;
}
private async Task WaitForRunnerToBeReady()
{
while (!m_runner.IsCloudReady)
await Task.Delay(100);
}
#endregion
#region Player Readiness
/// <summary>
/// Get how many players are ready
/// </summary>
/// <returns></returns>
public int GetPlayerReadyCount()
{
var count = 0;
foreach (var player in m_runner.ActivePlayers)
{
var playerObj = BaseTabletopPlayer.GetByPlayerId(player.PlayerId);
if (playerObj != null && playerObj.IsReady)
count++;
}
return count;
}
public void SetCountdown(int cd)
{
foreach (var player in m_runner.ActivePlayers)
{
var playerObj = BaseTabletopPlayer.GetByPlayerId(player.PlayerId);
if (playerObj != null && playerObj.IsHuman)
{
playerObj.SetCountdown(cd);
}
}
}
public void StartCountdown()
{
foreach (var player in m_runner.ActivePlayers)
{
var playerObj = BaseTabletopPlayer.GetByPlayerId(player.PlayerId);
if (playerObj != null && playerObj.IsHuman)
{
playerObj.StartCountdown();
}
}
}
public void StopCountdown()
{
if (m_runner == null)
return;
foreach (var player in m_runner.ActivePlayers)
{
var playerObj = BaseTabletopPlayer.GetByPlayerId(player.PlayerId);
if (playerObj != null && playerObj.IsHuman)
{
playerObj.StopCountdown();
}
}
}
#endregion
#region Network Callbacks
/// <summary>
/// Receive the List of Sessions from the current Lobby
/// </summary>
/// <param name="runner"></param>
/// <param name="sessionList"></param>
public void OnSessionListUpdated(NetworkRunner runner, List<SessionInfo> sessionList)
{
Log.Info($"Session List Updated with {sessionList.Count} session(s) in lobby:" + gameType);
m_cachedSessionList = sessionList;
for (var i = 0; i < sessionList.Count; i++)
{
Log.Info(
$"Session {sessionList[i].Name} players: {sessionList[i].PlayerCount}/{sessionList[i].MaxPlayers} open:{sessionList[i].IsOpen}");
}
CanJoinRoom = GetRoomToJoin() != null;
}
public void OnObjectExitAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player) { }
public void OnObjectEnterAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player) { }
public void OnPlayerJoined(NetworkRunner runner, PlayerRef player)
{
}
public void OnPlayerLeft(NetworkRunner runner, PlayerRef player)
{
}
public void OnInput(NetworkRunner runner, NetworkInput input) { }
public void OnInputMissing(NetworkRunner runner, PlayerRef player, NetworkInput input) { }
public void OnShutdown(NetworkRunner runner, ShutdownReason shutdownReason)
{
Log.Warning("Shutdown!");
BaseTabletopPlayer.ClearTabletop();
switch (shutdownReason)
{
case ShutdownReason.GameNotFound:
LastError = "Game not found.";
break;
case ShutdownReason.GameIsFull:
LastError = "Game is full.";
break;
case ShutdownReason.GameClosed:
LastError = "Game is closed.";
break;
case ShutdownReason.MaxCcuReached:
LastError = "Max CCU reached.";
break;
default:
LastError = "You have been disconnected.";
break;
}
TabletopGameEvents.OnConnectionManagerShutdown?.Invoke();
StartCoroutine(RestartDelayed(shutdownReason != ShutdownReason.Ok));
}
public void OnConnectedToServer(NetworkRunner runner) { }
public void OnDisconnectedFromServer(NetworkRunner runner, NetDisconnectReason reason)
{
Log.Error("OnDisconnectedFromServer reason:" + reason);
LastError = "You have been disconnected.";
BaseTabletopPlayer.ClearTabletop();
StartCoroutine(RestartDelayed(true));
}
public void OnConnectRequest(NetworkRunner runner, NetworkRunnerCallbackArgs.ConnectRequest request,
byte[] token)
{
}
public void OnConnectFailed(NetworkRunner runner, NetAddress remoteAddress, NetConnectFailedReason reason)
{
Log.Error("OnConnectFailed reason:" + reason);
LastError = "Connection Failed: " + reason;
}
public void OnUserSimulationMessage(NetworkRunner runner, SimulationMessagePtr message) { }
public void OnCustomAuthenticationResponse(NetworkRunner runner, Dictionary<string, object> data) { }
public void OnHostMigration(NetworkRunner runner, HostMigrationToken hostMigrationToken) { }
public void OnReliableDataReceived(NetworkRunner runner, PlayerRef player, ReliableKey key,
ArraySegment<byte> data)
{
}
public void OnReliableDataProgress(NetworkRunner runner, PlayerRef player, ReliableKey key, float progress) { }
public void OnSceneLoadDone(NetworkRunner runner) { }
public void OnSceneLoadStart(NetworkRunner runner) { }
#endregion
}
}