-
Notifications
You must be signed in to change notification settings - Fork 1
/
LobbyUIMediator.cs
275 lines (229 loc) · 8.6 KB
/
LobbyUIMediator.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
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);
}
}
}
}