84 lines
2.4 KiB
C#
84 lines
2.4 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using ExitGames.Client.Photon.LoadBalancing;
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public class ButtonConnectOnline : ButtonOnClick {
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public static string region;
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public override void OnClick() {
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if (GameTransition.Instance.state == GameState.Menu) {
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GameTransition.Instance.state = GameState.ConnectionInProgress;
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GameTransition.Instance.inMultiplayer = true;
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StartCoroutine(ConnectToMultiplayerCoroutine());
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}
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}
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public IEnumerator ConnectToMultiplayerCoroutine(){
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if (NetworkManager.net.ConnectToNameServer()){
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Debug.Log("Connecting to name server");
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} else {
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Debug.Log("Name Server connection failed");
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yield break;
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}
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while (!NetworkManager.onNameServer || !NetworkManager.isReady) yield return null;
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Debug.Log("Connected to name server");
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if (NetworkManager.net.OpGetRegions()){
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Debug.Log("Started region request");
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} else {
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Debug.Log("Failed region request");
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yield break;
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}
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while (NetworkManager.net.AvailableRegions == null) yield return null;
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Debug.Log("Received region list");
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// testing, quick load
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if (NetworkManager.instance.quickLoadTestingLobby){
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region = "usw";
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}
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// select best region
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else {
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region = null;
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while(region == null) yield return null;
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GameTransition.Instance.state = GameState.ConnectionInProgress;
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}
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if(NetworkManager.net.ConnectToRegionMaster(region)){
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Debug.LogFormat("Connecting to region master '{0}'", region);
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} else {
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Debug.LogFormat("Failed to connect to region master '{0}'", region);
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yield break;
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}
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while (!NetworkManager.onMasterLobby) yield return null;
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Debug.Log("Connected to region master");
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Debug.Log("You can quick join now");
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// testing, quick load
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if (NetworkManager.instance.quickLoadTestingLobby){
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var activeScene = "QUICKJOIN";
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var ro = new RoomOptions();
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ro.IsVisible = false;
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ro.IsOpen = true;
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ro.MaxPlayers = NetworkManager.instance.expectedMaxPlayers;
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NetworkManager.net.OpJoinOrCreateRoomWithProperties(activeScene, ro, null);
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// connect to room
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while(!NetworkManager.inRoom) yield return null;
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// wait for max players to auto start
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while(NetworkManager.net.CurrentRoom.PlayerCount != NetworkManager.instance.expectedMaxPlayers) yield return null;
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GameBoardInstance.instance.SetupGame();
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}
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}
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}
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