FiE-Game/Assets/Photon Unity Networking/Plugins/PhotonNetwork/Room.cs

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2023-07-19 19:11:02 +02:00
// ----------------------------------------------------------------------------
// <copyright file="Room.cs" company="Exit Games GmbH">
// PhotonNetwork Framework for Unity - Copyright (C) 2011 Exit Games GmbH
// </copyright>
// <summary>
// Represents a room/game on the server and caches the properties of that.
// </summary>
// <author>developer@exitgames.com</author>
// ----------------------------------------------------------------------------
using System;
using ExitGames.Client.Photon;
using UnityEngine;
/// <summary>
/// This class resembles a room that PUN joins (or joined).
/// The properties are settable as opposed to those of a RoomInfo and you can close or hide "your" room.
/// </summary>
/// \ingroup publicApi
public class Room : RoomInfo
{
/// <summary>The name of a room. Unique identifier (per Loadbalancing group) for a room/match.</summary>
public new string Name
{
get
{
return this.nameField;
}
internal set
{
this.nameField = value;
}
}
/// <summary>
/// Defines if the room can be joined.
/// This does not affect listing in a lobby but joining the room will fail if not open.
/// If not open, the room is excluded from random matchmaking.
/// Due to racing conditions, found matches might become closed before they are joined.
/// Simply re-connect to master and find another.
/// Use property "visible" to not list the room.
/// </summary>
public new bool IsOpen
{
get
{
return this.openField;
}
set
{
if (!this.Equals(PhotonNetwork.room))
{
UnityEngine.Debug.LogWarning("Can't set open when not in that room.");
}
if (value != this.openField && !PhotonNetwork.offlineMode)
{
PhotonNetwork.networkingPeer.OpSetPropertiesOfRoom(new Hashtable() { { GamePropertyKey.IsOpen, value } }, expectedProperties: null, webForward: false);
}
this.openField = value;
}
}
/// <summary>
/// Defines if the room is listed in its lobby.
/// Rooms can be created invisible, or changed to invisible.
/// To change if a room can be joined, use property: open.
/// </summary>
public new bool IsVisible
{
get
{
return this.visibleField;
}
set
{
if (!this.Equals(PhotonNetwork.room))
{
UnityEngine.Debug.LogWarning("Can't set visible when not in that room.");
}
if (value != this.visibleField && !PhotonNetwork.offlineMode)
{
PhotonNetwork.networkingPeer.OpSetPropertiesOfRoom(new Hashtable() { { GamePropertyKey.IsVisible, value } }, expectedProperties: null, webForward: false);
}
this.visibleField = value;
}
}
/// <summary>
/// A list of custom properties that should be forwarded to the lobby and listed there.
/// </summary>
public string[] PropertiesListedInLobby { get; private set; }
/// <summary>
/// Gets if this room uses autoCleanUp to remove all (buffered) RPCs and instantiated GameObjects when a player leaves.
/// </summary>
public bool AutoCleanUp
{
get
{
return this.autoCleanUpField;
}
}
/// <summary>
/// Sets a limit of players to this room. This property is shown in lobby, too.
/// If the room is full (players count == maxplayers), joining this room will fail.
/// </summary>
public new int MaxPlayers
{
get
{
return (int)this.maxPlayersField;
}
set
{
if (!this.Equals(PhotonNetwork.room))
{
UnityEngine.Debug.LogWarning("Can't set MaxPlayers when not in that room.");
}
if (value > 255)
{
UnityEngine.Debug.LogWarning("Can't set Room.MaxPlayers to: " + value + ". Using max value: 255.");
value = 255;
}
if (value != this.maxPlayersField && !PhotonNetwork.offlineMode)
{
PhotonNetwork.networkingPeer.OpSetPropertiesOfRoom(new Hashtable() { { GamePropertyKey.MaxPlayers, (byte)value } }, expectedProperties: null, webForward: false);
}
this.maxPlayersField = (byte)value;
}
}
/// <summary>Count of players in this room.</summary>
public new int PlayerCount
{
get
{
if (PhotonNetwork.playerList != null)
{
return PhotonNetwork.playerList.Length;
}
else
{
return 0;
}
}
}
/// <summary>
/// List of users who are expected to join this room. In matchmaking, Photon blocks a slot for each of these UserIDs out of the MaxPlayers.
/// </summary>
/// <remarks>
/// The corresponding feature in Photon is called "Slot Reservation" and can be found in the doc pages.
/// Define expected players in the PhotonNetwork methods: CreateRoom, JoinRoom and JoinOrCreateRoom.
/// </remarks>
public string[] ExpectedUsers
{
get { return this.expectedUsersField; }
}
/// <summary>The ID (actorNumber) of the current Master Client of this room.</summary>
/// <remarks>See also: PhotonNetwork.masterClient.</remarks>
protected internal int MasterClientId
{
get
{
return this.masterClientIdField;
}
set
{
this.masterClientIdField = value;
}
}
internal Room(string roomName, RoomOptions options) : base(roomName, null)
{
if (options == null)
{
options = new RoomOptions();
}
this.visibleField = options.IsVisible;
this.openField = options.IsOpen;
this.maxPlayersField = (byte)options.MaxPlayers;
this.autoCleanUpField = false; // defaults to false, unless set to true when room gets created.
this.InternalCacheProperties(options.CustomRoomProperties);
this.PropertiesListedInLobby = options.CustomRoomPropertiesForLobby;
}
/// <summary>
/// Updates the current room's Custom Properties with new/updated key-values.
/// </summary>
/// <remarks>
/// Custom Properties are a key-value set (Hashtable) which is available to all players in a room.
/// They can relate to the room or individual players and are useful when only the current value
/// of something is of interest. For example: The map of a room.
/// All keys must be strings.
///
/// The Room and the PhotonPlayer class both have SetCustomProperties methods.
/// Also, both classes offer access to current key-values by: customProperties.
///
/// Always use SetCustomProperties to change values.
/// To reduce network traffic, set only values that actually changed.
/// New properties are added, existing values are updated.
/// Other values will not be changed, so only provide values that changed or are new.
///
/// To delete a named (custom) property of this room, use null as value.
///
/// Locally, SetCustomProperties will update it's cache without delay.
/// Other clients are updated through Photon (the server) with a fitting operation.
///
/// <b>Check and Swap</b>
///
/// SetCustomProperties have the option to do a server-side Check-And-Swap (CAS):
/// Values only get updated if the expected values are correct.
/// The expectedValues can be different key/values than the propertiesToSet. So you can
/// check some key and set another key's value (if the check succeeds).
///
/// If the client's knowledge of properties is wrong or outdated, it can't set values with CAS.
/// This can be useful to keep players from concurrently setting values. For example: If all players
/// try to pickup some card or item, only one should get it. With CAS, only the first SetProperties
/// gets executed server-side and any other (sent at the same time) fails.
///
/// The server will broadcast successfully changed values and the local "cache" of customProperties
/// only gets updated after a roundtrip (if anything changed).
///
/// You can do a "webForward": Photon will send the changed properties to a WebHook defined
/// for your application.
///
/// <b>OfflineMode</b>
///
/// While PhotonNetwork.offlineMode is true, the expectedValues and webForward parameters are ignored.
/// In OfflineMode, the local customProperties values are immediately updated (without the roundtrip).
/// </remarks>
/// <param name="propertiesToSet">The new properties to be set. </param>
/// <param name="expectedValues">At least one property key/value set to check server-side. Key and value must be correct. Ignored in OfflineMode.</param>
/// <param name="webForward">Set to true, to forward the set properties to a WebHook, defined for this app (in Dashboard). Ignored in OfflineMode.</param>
public void SetCustomProperties(Hashtable propertiesToSet, Hashtable expectedValues = null, bool webForward = false)
{
if (propertiesToSet == null)
{
return;
}
Hashtable customProps = propertiesToSet.StripToStringKeys() as Hashtable;
Hashtable customPropsToCheck = expectedValues.StripToStringKeys() as Hashtable;
// no expected values -> set and callback
bool noCas = customPropsToCheck == null || customPropsToCheck.Count == 0;
if (noCas)
{
this.CustomProperties.Merge(customProps);
this.CustomProperties.StripKeysWithNullValues();
}
if (!PhotonNetwork.offlineMode)
{
PhotonNetwork.networkingPeer.OpSetPropertiesOfRoom(customProps, customPropsToCheck, webForward);
}
if (PhotonNetwork.offlineMode || noCas)
{
this.InternalCacheProperties(customProps);
NetworkingPeer.SendMonoMessage(PhotonNetworkingMessage.OnPhotonCustomRoomPropertiesChanged, customProps);
}
}
/// <summary>
/// Enables you to define the properties available in the lobby if not all properties are needed to pick a room.
/// </summary>
/// <remarks>
/// It makes sense to limit the amount of properties sent to users in the lobby as this improves speed and stability.
/// </remarks>
/// <param name="propsListedInLobby">An array of custom room property names to forward to the lobby.</param>
public void SetPropertiesListedInLobby(string[] propsListedInLobby)
{
Hashtable customProps = new Hashtable();
customProps[GamePropertyKey.PropsListedInLobby] = propsListedInLobby;
PhotonNetwork.networkingPeer.OpSetPropertiesOfRoom(customProps, expectedProperties: null, webForward: false);
this.PropertiesListedInLobby = propsListedInLobby;
}
/// <summary>
/// Attempts to remove all current expected users from the server's Slot Reservation list.
/// </summary>
/// <remarks>
/// Note that this operation can conflict with new/other users joining. They might be
/// adding users to the list of expected users before or after this client called ClearExpectedUsers.
///
/// This room's expectedUsers value will update, when the server sends a successful update.
///
/// Internals: This methods wraps up setting the ExpectedUsers property of a room.
/// </remarks>
public void ClearExpectedUsers()
{
Hashtable props = new Hashtable();
props[GamePropertyKey.ExpectedUsers] = new string[0];
Hashtable expected = new Hashtable();
expected[GamePropertyKey.ExpectedUsers] = this.ExpectedUsers;
PhotonNetwork.networkingPeer.OpSetPropertiesOfRoom(props, expected, webForward: false);
}
/// <summary>Returns a summary of this Room instance as string.</summary>
/// <returns>Summary of this Room instance.</returns>
public override string ToString()
{
return string.Format("Room: '{0}' {1},{2} {4}/{3} players.", this.nameField, this.visibleField ? "visible" : "hidden", this.openField ? "open" : "closed", this.maxPlayersField, this.PlayerCount);
}
/// <summary>Returns a summary of this Room instance as longer string, including Custom Properties.</summary>
/// <returns>Summary of this Room instance.</returns>
public new string ToStringFull()
{
return string.Format("Room: '{0}' {1},{2} {4}/{3} players.\ncustomProps: {5}", this.nameField, this.visibleField ? "visible" : "hidden", this.openField ? "open" : "closed", this.maxPlayersField, this.PlayerCount, this.CustomProperties.ToStringFull());
}
#region Obsoleted variable names
[Obsolete("Please use Name (updated case for naming).")]
public new string name { get { return this.Name; } internal set { this.Name = value; } }
[Obsolete("Please use IsOpen (updated case for naming).")]
public new bool open { get { return this.IsOpen; } set { this.IsOpen = value; } }
[Obsolete("Please use IsVisible (updated case for naming).")]
public new bool visible { get { return this.IsVisible; } set { this.IsVisible = value; } }
[Obsolete("Please use PropertiesListedInLobby (updated case for naming).")]
public string[] propertiesListedInLobby { get { return this.PropertiesListedInLobby; } private set { this.PropertiesListedInLobby = value; } }
[Obsolete("Please use AutoCleanUp (updated case for naming).")]
public bool autoCleanUp { get { return this.AutoCleanUp; } }
[Obsolete("Please use MaxPlayers (updated case for naming).")]
public new int maxPlayers { get { return this.MaxPlayers; } set { this.MaxPlayers = value; } }
[Obsolete("Please use PlayerCount (updated case for naming).")]
public new int playerCount { get { return this.PlayerCount; } }
[Obsolete("Please use ExpectedUsers (updated case for naming).")]
public string[] expectedUsers { get { return this.ExpectedUsers; } }
[Obsolete("Please use MasterClientId (updated case for naming).")]
protected internal int masterClientId { get { return this.MasterClientId; } set { this.MasterClientId = value; } }
#endregion
}