WinterJamSnowman/Assets/Runtime/Photon/PhotonLoadbalancingApi/Room.cs

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// ----------------------------------------------------------------------------
// <copyright file="Room.cs" company="Exit Games GmbH">
// Loadbalancing Framework for Photon - Copyright (C) 2011 Exit Games GmbH
// </copyright>
// <summary>
// The Room class resembles the properties known about the room in which
// a game/match happens.
// </summary>
// <author>developer@photonengine.com</author>
// ----------------------------------------------------------------------------
#define UNITY
namespace ExitGames.Client.Photon.LoadBalancing
{
using System;
using System.Collections;
using System.Collections.Generic;
using ExitGames.Client.Photon;
#if UNITY || NETFX_CORE
using Hashtable = ExitGames.Client.Photon.Hashtable;
using SupportClass = ExitGames.Client.Photon.SupportClass;
#endif
/// <summary>
/// This class represents a room a client joins/joined.
/// </summary>
/// <remarks>
/// Contains a list of current players, their properties and those of this room, too.
/// A room instance has a number of "well known" properties like IsOpen, MaxPlayers which can be changed.
/// Your own, custom properties can be set via SetCustomProperties() while being in the room.
///
/// Typically, this class should be extended by a game-specific implementation with logic and extra features.
/// </remarks>
public class Room : RoomInfo
{
protected internal int PlayerTTL;
protected internal int RoomTTL;
/// <summary>
/// A reference to the LoadbalancingClient which is currently keeping the connection and state.
/// </summary>
protected internal LoadBalancingClient LoadBalancingClient { get; set; }
/// <summary>The name of a room. Unique identifier (per Loadbalancing group) for a room/match.</summary>
/// <remarks>The name can't be changed once it's set by the server.</remarks>
public new string Name
{
get
{
return this.name;
}
internal set
{
this.name = value;
}
}
/// <summary>
/// Defines if the room can be joined.
/// </summary>
/// <remarks>
/// 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 while users are trying to join.
/// Simply re-connect to master and find another.
/// Use property "IsVisible" to not list the room.
///
/// As part of RoomInfo this can't be set.
/// As part of a Room (which the player joined), the setter will update the server and all clients.
/// </remarks>
public new bool IsOpen
{
get
{
return this.isOpen;
}
set
{
if (!this.IsLocalClientInside)
{
LoadBalancingClient.DebugReturn(DebugLevel.WARNING, "Can't set room properties when not in that room.");
}
if (value != this.isOpen)
{
LoadBalancingClient.OpSetPropertiesOfRoom(new Hashtable() { { GamePropertyKey.IsOpen, value } });
}
this.isOpen = value;
}
}
/// <summary>
/// Defines if the room is listed in its lobby.
/// </summary>
/// <remarks>
/// Rooms can be created invisible, or changed to invisible.
/// To change if a room can be joined, use property: open.
///
/// As part of RoomInfo this can't be set.
/// As part of a Room (which the player joined), the setter will update the server and all clients.
/// </remarks>
public new bool IsVisible
{
get
{
return this.isVisible;
}
set
{
if (!this.IsLocalClientInside)
{
LoadBalancingClient.DebugReturn(DebugLevel.WARNING, "Can't set room properties when not in that room.");
}
if (value != this.isVisible)
{
LoadBalancingClient.OpSetPropertiesOfRoom(new Hashtable() { { GamePropertyKey.IsVisible, value } });
}
this.isVisible = value;
}
}
/// <summary>
/// Sets a limit of players to this room. This property is synced and shown in lobby, too.
/// If the room is full (players count == maxplayers), joining this room will fail.
/// </summary>
/// <remarks>
/// As part of RoomInfo this can't be set.
/// As part of a Room (which the player joined), the setter will update the server and all clients.
/// </remarks>
public new byte MaxPlayers
{
get
{
return this.maxPlayers;
}
set
{
if (!this.IsLocalClientInside)
{
LoadBalancingClient.DebugReturn(DebugLevel.WARNING, "Can't set room properties when not in that room.");
}
if (value != this.maxPlayers)
{
LoadBalancingClient.OpSetPropertiesOfRoom(new Hashtable() { { GamePropertyKey.MaxPlayers, value } });
}
this.maxPlayers = value;
}
}
/// <summary>The count of players in this Room (using this.Players.Count).</summary>
public new byte PlayerCount
{
get
{
if (this.Players == null)
{
return 0;
}
return (byte)this.Players.Count;
}
}
/// <summary>While inside a Room, this is the list of players who are also in that room.</summary>
private Dictionary<int, Player> players = new Dictionary<int, Player>();
/// <summary>While inside a Room, this is the list of players who are also in that room.</summary>
public Dictionary<int, Player> Players
{
get
{
return players;
}
private set
{
players = value;
}
}
/// <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.expectedUsers; }
}
/// <summary>
/// The ID (actorID, actorNumber) of the player who's the master of this Room.
/// Note: This changes when the current master leaves the room.
/// </summary>
public int MasterClientId { get { return this.masterClientId; } }
/// <summary>
/// Gets a list of custom properties that are in the RoomInfo of the Lobby.
/// This list is defined when creating the room and can't be changed afterwards. Compare: LoadBalancingClient.OpCreateRoom()
/// </summary>
/// <remarks>You could name properties that are not set from the beginning. Those will be synced with the lobby when added later on.</remarks>
public string[] PropertiesListedInLobby
{
get
{
return this.propertiesListedInLobby;
}
private set
{
this.propertiesListedInLobby = value;
}
}
/// <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.autoCleanUp;
}
}
/// <summary>Creates a Room (representation) with given name and properties and the "listing options" as provided by parameters.</summary>
/// <param name="roomName">Name of the room (can be null until it's actually created on server).</param>
/// <param name="options">Room options.</param>
protected internal Room(string roomName, RoomOptions options) : base(roomName, options != null ? options.CustomRoomProperties : null)
{
// base() sets name and (custom)properties. here we set "well known" properties
if (options != null)
{
this.isVisible = options.IsVisible;
this.isOpen = options.IsOpen;
this.maxPlayers = options.MaxPlayers;
this.propertiesListedInLobby = options.CustomRoomPropertiesForLobby;
this.PlayerTTL = options.PlayerTtl;
this.RoomTTL = options.EmptyRoomTtl;
}
}
/// <summary>
/// Updates and synchronizes this Room's Custom Properties. Optionally, expectedProperties can be provided as condition.
/// </summary>
/// <remarks>
/// Custom Properties are a set of string keys and arbitrary values which is synchronized
/// for the players in a Room. They are available when the client enters the room, as
/// they are in the response of OpJoin and OpCreate.
///
/// Custom Properties either relate to the (current) Room or a Player (in that Room).
///
/// Both classes locally cache the current key/values and make them available as
/// property: CustomProperties. This is provided only to read them.
/// You must use the method SetCustomProperties to set/modify them.
///
/// Any client can set any Custom Properties anytime (when in a room).
/// It's up to the game logic to organize how they are best used.
///
/// You should call SetCustomProperties only with key/values that are new or changed. This reduces
/// traffic and performance.
///
/// Unless you define some expectedProperties, setting key/values is always permitted.
/// In this case, the property-setting client will not receive the new values from the server but
/// instead update its local cache in SetCustomProperties.
///
/// If you define expectedProperties, the server will skip updates if the server property-cache
/// does not contain all expectedProperties with the same values.
/// In this case, the property-setting client will get an update from the server and update it's
/// cached key/values at about the same time as everyone else.
///
/// The benefit of using expectedProperties can be only one client successfully sets a key from
/// one known value to another.
/// As example: Store who owns an item in a Custom Property "ownedBy". It's 0 initally.
/// When multiple players reach the item, they all attempt to change "ownedBy" from 0 to their
/// actorNumber. If you use expectedProperties {"ownedBy", 0} as condition, the first player to
/// take the item will have it (and the others fail to set the ownership).
///
/// Properties get saved with the game state for Turnbased games (which use IsPersistent = true).
/// </remarks>
/// <param name="propertiesToSet">Hashtable of Custom Properties that changes.</param>
/// <param name="expectedProperties">Provide some keys/values to use as condition for setting the new values. Client must be in room.</param>
/// <param name="webFlags">Defines if this SetCustomProperties-operation gets forwarded to your WebHooks. Client must be in room.</param>
public virtual void SetCustomProperties(Hashtable propertiesToSet, Hashtable expectedProperties = null, WebFlags webFlags = null)
{
Hashtable customProps = propertiesToSet.StripToStringKeys() as Hashtable;
// merge (and delete null-values), unless we use CAS (expected props)
if (expectedProperties == null || expectedProperties.Count == 0)
{
this.CustomProperties.Merge(customProps);
this.CustomProperties.StripKeysWithNullValues();
}
// send (sync) these new values if in room
if (this.IsLocalClientInside)
{
this.LoadBalancingClient.loadBalancingPeer.OpSetPropertiesOfRoom(customProps, expectedProperties, webFlags);
}
}
/// <summary>
/// Enables you to define the properties available in the lobby if not all properties are needed to pick a room.
/// </summary>
/// <remarks>
/// Limit the amount of properties sent to users in the lobby to improve speed and stability.
/// </remarks>
/// <param name="propertiesListedInLobby">An array of custom room property names to forward to the lobby.</param>
public void SetPropertiesListedInLobby(string[] propertiesListedInLobby)
{
Hashtable customProps = new Hashtable();
customProps[GamePropertyKey.PropsListedInLobby] = propertiesListedInLobby;
bool sent = this.LoadBalancingClient.OpSetPropertiesOfRoom(customProps);
if (sent)
{
this.propertiesListedInLobby = propertiesListedInLobby;
}
}
/// <summary>
/// Removes a player from this room's Players Dictionary.
/// This is internally used by the LoadBalancing API. There is usually no need to remove players yourself.
/// This is not a way to "kick" players.
/// </summary>
protected internal virtual void RemovePlayer(Player player)
{
this.Players.Remove(player.ID);
player.RoomReference = null;
}
/// <summary>
/// Removes a player from this room's Players Dictionary.
/// </summary>
protected internal virtual void RemovePlayer(int id)
{
this.RemovePlayer(this.GetPlayer(id));
}
/// <summary>
/// Asks the server to assign another player as Master Client of your current room.
/// </summary>
/// <remarks>
/// RaiseEvent has the option to send messages only to the Master Client of a room.
/// SetMasterClient affects which client gets those messages.
///
/// This method calls an operation on the server to set a new Master Client, which takes a roundtrip.
/// In case of success, this client and the others get the new Master Client from the server.
///
/// SetMasterClient tells the server which current Master Client should be replaced with the new one.
/// It will fail, if anything switches the Master Client moments earlier. There is no callback for this
/// error. All clients should get the new Master Client assigned by the server anyways.
///
/// See also: MasterClientId
/// </remarks>
/// <param name="masterClientPlayer">The player to become the next Master Client.</param>
/// <returns>False when this operation couldn't be done currently. Requires a v4 Photon Server.</returns>
public bool SetMasterClient(Player masterClientPlayer)
{
if (!this.IsLocalClientInside)
{
this.LoadBalancingClient.DebugReturn(DebugLevel.WARNING, "SetMasterClient can only be called for the current room (being in one).");
return false;
}
Hashtable newProps = new Hashtable() { { GamePropertyKey.MasterClientId, masterClientPlayer.ID } };
Hashtable prevProps = new Hashtable() { { GamePropertyKey.MasterClientId, this.MasterClientId} };
return this.LoadBalancingClient.OpSetPropertiesOfRoom(newProps, prevProps);
}
/// <summary>
/// Checks if the player is in the room's list already and calls StorePlayer() if not.
/// </summary>
/// <param name="player">The new player - identified by ID.</param>
/// <returns>False if the player could not be added (cause it was in the list already).</returns>
public virtual bool AddPlayer(Player player)
{
if (!this.Players.ContainsKey(player.ID))
{
this.StorePlayer(player);
return true;
}
return false;
}
/// <summary>
/// Updates a player reference in the Players dictionary (no matter if it existed before or not).
/// </summary>
/// <param name="player">The Player instance to insert into the room.</param>
public virtual Player StorePlayer(Player player)
{
this.Players[player.ID] = player;
player.RoomReference = this;
// while initializing the room, the players are not guaranteed to be added in-order
if (this.MasterClientId == 0 || player.ID < this.MasterClientId)
{
this.masterClientId = player.ID;
}
return player;
}
/// <summary>
/// Tries to find the player with given actorNumber (a.k.a. ID).
/// Only useful when in a Room, as IDs are only valid per Room.
/// </summary>
/// <param name="id">ID to look for.</param>
/// <returns>The player with the ID or null.</returns>
public virtual Player GetPlayer(int id)
{
Player result = null;
this.Players.TryGetValue(id, out result);
return result;
}
/// <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;
this.LoadBalancingClient.OpSetPropertiesOfRoom(props, expected);
}
/// <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.name, this.isVisible ? "visible" : "hidden", this.isOpen ? "open" : "closed", this.maxPlayers, 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.name, this.isVisible ? "visible" : "hidden", this.isOpen ? "open" : "closed", this.maxPlayers, this.PlayerCount, this.CustomProperties.ToStringFull());
}
}
}