mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
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281 lines
No EOL
7.1 KiB
C#
281 lines
No EOL
7.1 KiB
C#
// --------------------------------------------------------------------------------------------------------------------
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// <copyright file="PlayerRoomIndexing.cs" company="Exit Games GmbH">
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// Part of: Photon Unity Utilities,
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// </copyright>
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// <summary>
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// Assign numbers to Players in a room. Uses Room custom Properties
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// </summary>
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// <author>developer@exitgames.com</author>
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// --------------------------------------------------------------------------------------------------------------------
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Photon;
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using ExitGames.Client.Photon;
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using Hashtable = ExitGames.Client.Photon.Hashtable;
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namespace ExitGames.UtilityScripts
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{
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/// <summary>
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/// Implements consistent indexing in a room/game with help of room properties. Access them by PhotonPlayer.GetRoomIndex() extension.
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/// </summary>
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/// <remarks>
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/// indexing ranges from 0 to the maximum number of Players.
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/// indexing remains for the player while in room.
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/// If a Player is indexed 2 and player indexes 1 leaves, index 1 become vacant and will assigned to the future player joining (the first available vacant index is assigned when joining)
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/// </remarks>
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public class PlayerRoomIndexing : PunBehaviour
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{
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#region Public Properties
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/// <summary>
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/// The instance. EntryPoint to query about Room Indexing.
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/// </summary>
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public static PlayerRoomIndexing instance;
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/// <summary>
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/// OnRoomIndexingChanged delegate. Use
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/// </summary>
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public delegate void RoomIndexingChanged();
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/// <summary>
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/// Called everytime the room Indexing was updated. Use this for discrete updates. Always better than brute force calls every frame.
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/// </summary>
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public RoomIndexingChanged OnRoomIndexingChanged;
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/// <summary>Defines the room custom property name to use for room player indexing tracking.</summary>
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public const string RoomPlayerIndexedProp = "PlayerIndexes";
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/// <summary>
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/// Cached list of Player indexes. You can use <PhotonPlayer>.GetRoomIndex()
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/// </summary>
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/// <value>The player identifiers.</value>
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public int[] PlayerIds
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{
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get {
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return _playerIds;
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}
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}
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#endregion
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#region Private Properties
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int[] _playerIds;
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object _indexes;
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Dictionary<int,int> _indexesLUT;
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List<bool> _indexesPool;
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PhotonPlayer _p;
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#endregion
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#region MonoBehaviours methods
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public void Awake()
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{
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if (instance!=null)
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{
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Debug.LogError("Existing instance of PlayerRoomIndexing found. Only One instance is required at the most. Please correct and have only one at any time.");
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}
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instance = this;
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}
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#endregion
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#region PunBehavior Overrides
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public override void OnJoinedRoom()
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{
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if (PhotonNetwork.isMasterClient)
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{
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AssignIndex(PhotonNetwork.player);
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}else{
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RefreshData();
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}
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}
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public override void OnLeftRoom()
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{
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RefreshData();
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}
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public override void OnPhotonPlayerConnected (PhotonPlayer newPlayer)
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{
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if (PhotonNetwork.isMasterClient)
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{
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AssignIndex(newPlayer);
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}
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}
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public override void OnPhotonPlayerDisconnected(PhotonPlayer otherPlayer)
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{
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if (PhotonNetwork.isMasterClient)
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{
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UnAssignIndex(otherPlayer);
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}
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}
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public override void OnPhotonCustomRoomPropertiesChanged(Hashtable propertiesThatChanged)
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{
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if (propertiesThatChanged.ContainsKey(PlayerRoomIndexing.RoomPlayerIndexedProp))
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{
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RefreshData();
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}
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}
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public override void OnMasterClientSwitched(PhotonPlayer newMasterClient)
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{
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if (PhotonNetwork.isMasterClient)
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{
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SanitizeIndexing();
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}
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}
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#endregion
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/// <summary>Get the room index of a particular PhotonPlayer. You can also use <PhotonPlayer>.GetRoomIndex() </summary>
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/// <returns>persistent index in room. -1 for none</returns>
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public int GetRoomIndex( PhotonPlayer player)
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{
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if (_indexesLUT!=null && _indexesLUT.ContainsKey(player.ID))
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{
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return _indexesLUT[player.ID];
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}
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return -1;
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}
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/// <summary>
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/// Sanitizes the indexing incase a player join while masterclient was changed and missed it.
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/// </summary>
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void SanitizeIndexing()
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{
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if (!PhotonNetwork.isMasterClient)
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{
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return;
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}
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if (PhotonNetwork.room==null)
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{
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return;
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}
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// attempt to access index props.
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Dictionary<int,int> _indexesLUT_local = new Dictionary<int, int>();
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if(PhotonNetwork.room.CustomProperties.TryGetValue(PlayerRoomIndexing.RoomPlayerIndexedProp, out _indexes))
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{
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_indexesLUT_local = _indexes as Dictionary<int,int>;
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}
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// check if we need to assign
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if (_indexesLUT_local.Count != PhotonNetwork.room.PlayerCount)
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{
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foreach(PhotonPlayer _p in PhotonNetwork.playerList)
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{
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if (!_indexesLUT_local.ContainsKey(_p.ID))
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{
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// Debug.Log("Sanitizing Index for "+_p);
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AssignIndex(_p);
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}
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}
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}
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}
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/// <summary>
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/// Internal call Refresh the cached data and call the OnRoomIndexingChanged delegate.
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/// </summary>
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void RefreshData()
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{
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if (PhotonNetwork.room!=null)
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{
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_playerIds = new int[PhotonNetwork.room.MaxPlayers];
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if (PhotonNetwork.room.CustomProperties.TryGetValue(PlayerRoomIndexing.RoomPlayerIndexedProp, out _indexes))
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{
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_indexesLUT = _indexes as Dictionary<int,int>;
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foreach(KeyValuePair<int,int> _entry in _indexesLUT)
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{
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//Debug.Log("Entry; "+_entry.Key+":"+_entry.Value);
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_p = PhotonPlayer.Find(_entry.Key);
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_playerIds[_entry.Value] = _p.ID;
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}
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}
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}else{
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_playerIds = new int[0];
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}
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if (OnRoomIndexingChanged!=null) OnRoomIndexingChanged();
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}
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void AssignIndex(PhotonPlayer player)
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{
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if (PhotonNetwork.room.CustomProperties.TryGetValue(PlayerRoomIndexing.RoomPlayerIndexedProp, out _indexes))
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{
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_indexesLUT = _indexes as Dictionary<int,int>;
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}else{
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_indexesLUT = new Dictionary<int, int>();
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}
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List<bool> _indexesPool = new List<bool>( new bool[PhotonNetwork.room.MaxPlayers] );
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foreach(KeyValuePair<int,int> _entry in _indexesLUT)
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{
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_indexesPool[_entry.Value] = true;
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}
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_indexesLUT[player.ID] = Mathf.Max (0,_indexesPool.IndexOf(false));
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PhotonNetwork.room.SetCustomProperties(new Hashtable() {{PlayerRoomIndexing.RoomPlayerIndexedProp, _indexesLUT}});
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RefreshData();
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}
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void UnAssignIndex(PhotonPlayer player)
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{
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if (PhotonNetwork.room.CustomProperties.TryGetValue(PlayerRoomIndexing.RoomPlayerIndexedProp, out _indexes))
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{
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_indexesLUT = _indexes as Dictionary<int,int>;
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_indexesLUT.Remove(player.ID);
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PhotonNetwork.room.SetCustomProperties(new Hashtable() {{PlayerRoomIndexing.RoomPlayerIndexedProp, _indexesLUT}});
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}else{
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}
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RefreshData();
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}
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}
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/// <summary>Extension used for PlayerRoomIndexing and PhotonPlayer class.</summary>
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public static class PlayerRoomIndexingExtensions
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{
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/// <summary>Extension for PhotonPlayer class to wrap up access to the player's custom property.</summary>
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/// <returns>persistent index in room. -1 for no indexing</returns>
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public static int GetRoomIndex(this PhotonPlayer player)
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{
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if (PlayerRoomIndexing.instance == null)
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{
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Debug.LogError("Missing PlayerRoomIndexing Component in Scene");
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return -1;
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}
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return PlayerRoomIndexing.instance.GetRoomIndex(player);
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}
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}
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} |