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MatchLobbyScene.cs
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MatchLobbyScene.cs
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using System;
using System.Collections;
using Assets.Scripts.Helpers;
using Assets.Scripts.Models.Responses;
using PlayFab.Party;
using TicTacToe.Handlers;
using TicTacToe.Helpers;
using TicTacToe.Models;
using TicTacToe.Models.Helpers;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
namespace TicTacToe
{
public class MatchLobbyScene : MonoBehaviour
{
#region Game Object
public Button StartMatchBtn;
public Button LeaveMatchBtn;
public Button CancelMatchBtn;
public Text MatchLobbyTitleTxt;
public Text GameStatusTxt;
public InputField InvitationCodeField;
public GameObject LockedStateTgl;
#endregion
#region Fields
private MatchLobby MatchLobby;
private PlayerInfo CurrentPlayer;
private PartyNetworkHandler PartyNetworkHandler;
private MatchLobbyHandler MatchLobbyHandler;
private Toggle ToggleController;
private bool playerLeft = false;
private bool playerJoined = false;
private bool runLeaveMatchProcess = false;
public MatchLobbyPlayerListPopulate matchLobbyPlayerListPopulate;
#endregion
#region Unity Events
private void Awake()
{
matchLobbyPlayerListPopulate = FindObjectOfType(typeof(MatchLobbyPlayerListPopulate)) as MatchLobbyPlayerListPopulate;
}
// Start is called before the first frame update
void Start()
{
SetGameObjectListeners();
if (ApplicationModel.CurrentMatchLobby != null)
{
MatchLobby = ApplicationModel.CurrentMatchLobby;
MatchLobbyTitleTxt.text = $"Match Lobby: { ApplicationModel.CurrentMatchLobby.matchLobbyId }";
}
if (ApplicationModel.CurrentPlayer != null)
{
CurrentPlayer = ApplicationModel.CurrentPlayer;
}
if (PartyNetworkHandler == null)
{
PartyNetworkHandler = new PartyNetworkHandler();
SetPartyNetworkHandlerListeners();
}
MatchLobbyHandler = new MatchLobbyHandler(ApplicationModel.CurrentPlayer);
InitializeScene();
InvitationCodeField.text = string.Empty;
}
// Update is called once per frame
void Update()
{
// this should be handled here and not in an event listener (another thread) as this method make changes in the UI
if (playerLeft)
{
playerLeft = false;
ProcessPlayerLeft();
}
// this should be handled here and not in an event listener (another thread) as this method make changes in the UI
if (playerJoined)
{
playerJoined = false;
ProcessPlayerJoined();
}
// this should be handled here and not in an event listener (another thread) as this method make changes in the UI
if (runLeaveMatchProcess)
{
runLeaveMatchProcess = true;
LeaveMatchProcess();
}
if (ApplicationModel.CurrentMatchLobby.locked && string.IsNullOrEmpty(InvitationCodeField.text))
{
InvitationCodeField.text = $"Invitation Code: {PartyNetworkHandler?.InvitationId}";
}
}
#endregion
#region Scene management methods
private void InitializeScene()
{
var isNetworkCreator = IsPartyNetworkCreator();
// the start and cancel match buttons will be only available for the Player One (Network Creator)
StartMatchBtn.gameObject.SetActive(isNetworkCreator);
CancelMatchBtn.gameObject.SetActive(isNetworkCreator);
// the leave match button will be only available for the Player Two
LeaveMatchBtn.gameObject.SetActive(!isNetworkCreator);
EnableDisableStartMatch();
// at the beggining of the scene, we won't show any status.
GUIHelper.UpdateGUIMessage(GameStatusTxt, string.Empty);
}
private void EnableDisableStartMatch()
{
StartMatchBtn.enabled = StartMatchConditionsMet();
}
private void StartMatch()
{
if (StartMatchConditionsMet())
{
if (ApplicationModel.CurrentMatchLobby != null && ApplicationModel.IsHost)
{
var matchLobbyHandler = new MatchLobbyHandler(ApplicationModel.CurrentPlayer);
StartCoroutine(matchLobbyHandler.DeleteMatchLobby(ApplicationModel.CurrentMatchLobby.matchLobbyId));
}
CreateCurrentMatch();
SceneManager.LoadScene("Game");
}
}
#endregion
#region Game Scene Logic's methods
public bool StartMatchConditionsMet()
{
// if we don't have any player connected to the Network, we won't be able to start the match
// NOTE: the "+1" is for considering the current players, as the remotePlayers doesn't consider it.
if ((PartyNetworkHandler?.RemotePlayers?.Count ?? 0) + 1 != Constants.NUMBER_OF_PLAYERS)
{
return false;
}
return true;
}
#endregion
#region Game Object Listeners
private void SetGameObjectListeners()
{
StartMatchBtn.onClick.AddListener(StartMatchBtnOnClick);
CancelMatchBtn.onClick.AddListener(CancelMatchBtnOnClick);
LeaveMatchBtn.onClick.AddListener(LeaveMatchBtnOnClick);
ToggleController = LockedStateTgl.GetComponent<Toggle>();
ToggleController.OnValueChanged += LockedStateToggleOnChange;
}
/// <summary>
/// This method could only be executed by the Match Lobby creator.
/// </summary>
private void StartMatchBtnOnClick()
{
// Match Lobby creator notifies the rest of the players that they can start the game.
SendPlayersReadyMessage();
StartMatch();
}
/// <summary>
/// This method could only be executed by the Match Lobby creator.
/// </summary>
private void CancelMatchBtnOnClick()
{
// we notify to the lobby players that the match is cancelled.
SendMatchLobbyCancelledMessage();
// then, we delete the current Match Lobby
StartCoroutine(DeleteMatchLobby());
StartCoroutine(PartyNetworkHandler.LeaveNetwork());
// Return to Lobby search scene
SceneManager.LoadScene("Lobby");
}
/// <summary>
/// This method could only be executed by the Match Lobby "joiners".
/// </summary>
private void LeaveMatchBtnOnClick()
{
LeaveMatchProcess();
}
private void LeaveMatchProcess()
{
// we make the Player two leave the Lobby.
StartCoroutine(LeaveMatchLobby());
// NOTE: it's not necessary to send a notification over the Network about the player leaving the lobby,
// as this will be handled by the "RemotePlayerLeftListener" method.
StartCoroutine(LeaveNetwork());
// Return to Lobby search scene
SceneManager.LoadScene("Lobby");
}
private void LockedStateToggleOnChange(bool lockState)
{
StartCoroutine(SetMatchLobbyLockState(MatchLobby.matchLobbyId, lockState));
}
private IEnumerator SetMatchLobbyLockState(string matchLobbyId, bool lockState)
{
ToggleController.SetEnabled(false);
yield return MatchLobbyHandler.SetMatchLobbyLockState(matchLobbyId, lockState);
if (MatchLobbyHandler.SetMatchLobbyLockStateResponse == null || MatchLobbyHandler.SetMatchLobbyLockStateResponse.statusCode != StatusCode.OK)
{
GUIHelper.UpdateGUIMessageWithStatusCode(GameStatusTxt, MatchLobbyHandler.SetMatchLobbyLockStateResponse.statusCode);
}
else
{
ApplicationModel.CurrentMatchLobby = MatchLobbyHandler.SetMatchLobbyLockStateResponse.response.matchLobby;
GUIHelper.UpdateGUIMessage(
GameStatusTxt,
ApplicationModel.CurrentMatchLobby.locked ?
Constants.SET_MATCH_LOBBY_LOCK_STATE_OK_ON
: Constants.SET_MATCH_LOBBY_LOCK_STATE_OK_OFF
);
if (!ApplicationModel.CurrentMatchLobby.locked)
{
InvitationCodeField.text = string.Empty;
}
}
ToggleController.SetEnabled(true);
}
#endregion
#region Party Network methods
private void SendPlayersReadyMessage()
{
SendMessage(PartyNetworkMessageEnum.PlayersReady, "Players ready to play.");
}
private void SendMatchLobbyCancelledMessage()
{
SendMessage(PartyNetworkMessageEnum.MatchLobbyCancelled, "Match Lobby cancelled.");
}
private void SendPlayerKickedMessage(string playerEntityId)
{
SendMessage(PartyNetworkMessageEnum.PlayerKicked, playerEntityId);
}
private void SendMessage(PartyNetworkMessageEnum type, string messageData)
{
PartyNetworkHandler.SendDataMessage(
new PartyNetworkMessageWrapper<string>
{
MessageType = type,
MessageData = messageData
}
);
}
private bool IsPartyNetworkCreator()
{
return !string.IsNullOrWhiteSpace(MatchLobby.creatorId) && MatchLobby.creatorId == CurrentPlayer.Entity.Id;
}
private IEnumerator LeaveNetwork()
{
yield return PartyNetworkHandler.LeaveNetwork();
}
/// <summary>
/// This method should be executed by the players joined to the lobby. It will be triggered after
/// receiving a "Players ready" message in the Party Network (see "OnDataMessageNoCopyReceivedListener").
/// This happens after the Match Lobby creator press the Start Match button.
/// </summary>
private void ProcessPlayersReadyMessage()
{
if (!IsPartyNetworkCreator())
{
StartMatch();
}
}
/// <summary>
/// This method should be executed by the players joined to the lobby. It will be triggered after
/// receiving a "Match Lobby cancelled" message in the Party Network
/// (see "OnDataMessageNoCopyReceivedListener"). This happens after the Match Lobby creator press the
/// Cancel match button.
/// </summary>
private void ProcessMatchLobbyCancelledMessage()
{
if (!IsPartyNetworkCreator())
{
PartyNetworkHandler.LeaveNetwork();
SceneManager.LoadScene("Lobby");
}
}
private void ProcessPlayerKickedMessage(string playerEntityId)
{
if (!IsPartyNetworkCreator() && ApplicationModel.CurrentPlayer.Entity.Id == playerEntityId)
{
runLeaveMatchProcess = true;
}
}
#endregion
#region Party Network Listener
private void SetPartyNetworkHandlerListeners()
{
PartyNetworkHandler.AddOnRemotePlayerJoinedListener(OnRemotePlayerJoinedListener);
PartyNetworkHandler.AddOnRemotePlayerLeftListener(OnRemotePlayerLeftListener);
PartyNetworkHandler.AddOnDataMessageNoCopyReceivedListener(OnDataMessageNoCopyReceivedListener);
}
public void OnRemotePlayerJoinedListener(object sender, PlayFabPlayer player)
{
if (ApplicationModel.RemotePlayersHandler != null)
{
ApplicationModel.RemotePlayersHandler.AddPlayer(player);
}
ApplicationModel.JoinedPlayerId = player.EntityKey.Id;
playerJoined = true;
EnsureGetMatchLobbyPlayerListPopulate()?.RenderList(ApplicationModel.RemotePlayersHandler.players);
}
public void OnRemotePlayerLeftListener(object sender, PlayFabPlayer player)
{
if (ApplicationModel.RemotePlayersHandler != null)
{
ApplicationModel.RemotePlayersHandler.RemovePlayer(player);
}
ApplicationModel.JoinedPlayerId = string.Empty;
playerLeft = true;
EnsureGetMatchLobbyPlayerListPopulate()?.RenderList(ApplicationModel.RemotePlayersHandler.players);
}
private void OnDataMessageNoCopyReceivedListener(object sender, PlayFabPlayer from, IntPtr buffer, uint bufferSize)
{
var parsedData = PartyNetworkMessageHelper.GetParsedDataFromBuffer<PartyNetworkMessageWrapper<string>>(buffer, bufferSize);
switch (parsedData.MessageType)
{
case PartyNetworkMessageEnum.PlayersReady:
ProcessPlayersReadyMessage();
break;
case PartyNetworkMessageEnum.MatchLobbyCancelled:
ProcessMatchLobbyCancelledMessage();
break;
case PartyNetworkMessageEnum.PlayerKicked:
ProcessPlayerKickedMessage(parsedData.MessageData);
break;
default:
break;
}
}
#endregion
#region Match Lobby Management methods
private IEnumerator DeleteMatchLobby()
{
var matchLobbyHandler = new MatchLobbyHandler(CurrentPlayer);
yield return matchLobbyHandler.DeleteMatchLobby(MatchLobby.matchLobbyId);
}
private IEnumerator LeaveMatchLobby()
{
var matchLobbyHandler = new MatchLobbyHandler(CurrentPlayer);
yield return matchLobbyHandler.LeaveMatchLobby(MatchLobby.matchLobbyId);
}
#endregion
#region Player Join/Left methods
public void ProcessPlayerJoined()
{
EnableDisableStartMatch();
}
public void ProcessPlayerLeft()
{
EnableDisableStartMatch();
}
#endregion
#region Inter-script methods
private MatchLobbyPlayerListPopulate EnsureGetMatchLobbyPlayerListPopulate()
{
if (matchLobbyPlayerListPopulate == null)
{
matchLobbyPlayerListPopulate = FindObjectOfType(typeof(MatchLobbyPlayerListPopulate)) as MatchLobbyPlayerListPopulate;
}
return matchLobbyPlayerListPopulate;
}
#endregion
#region Common
/// <summary>
/// This is called from the MatchLobbyPlayerListPopulate Script, after we click on the kick button
/// </summary>
/// <param name="playerEntityId"></param>
public void OnKickButtonClick(string playerEntityId)
{
SendPlayerKickedMessage(playerEntityId);
}
private void CreateCurrentMatch()
{
ApplicationModel.CurrentMatch = new Match
{
playerOneId = ApplicationModel.NetworkCreatorId,
playerTwoId = ApplicationModel.NetworkCreatorId == ApplicationModel.CurrentPlayer.Entity.Id ?
ApplicationModel.JoinedPlayerId :
ApplicationModel.CurrentPlayer.Entity.Id
};
}
#endregion
}
}