// ---------------------------------------------------------------------------- // // Loadbalancing Framework for Photon - Copyright (C) 2011 Exit Games GmbH // // // Per client in a room, a Player is created. This client's Player is also // known as PhotonClient.LocalPlayer and the only one you might change // properties for. // // developer@photonengine.com // ---------------------------------------------------------------------------- #define UNITY namespace ExitGames.Client.Photon.LoadBalancing { using System; using System.Collections; using System.Collections.Generic; using ExitGames.Client.Photon; #if UNITY using UnityEngine; #endif #if UNITY || NETFX_CORE using Hashtable = ExitGames.Client.Photon.Hashtable; using SupportClass = ExitGames.Client.Photon.SupportClass; #endif /// /// Summarizes a "player" within a room, identified (in that room) by ID (or "actorID"). /// /// /// Each player has a actorID, valid for that room. It's -1 until assigned by server (and client logic). /// public class Player { /// /// Used internally to identify the masterclient of a room. /// protected internal Room RoomReference { get; set; } /// Backing field for property. private int actorID = -1; /// Identifier of this player in current room. Also known as: actorNumber or actorID. It's -1 outside of rooms. /// The ID is assigned per room and only valid in that context. It will change even on leave and re-join. IDs are never re-used per room. public int ID { get { return this.actorID; } } /// Only one player is controlled by each client. Others are not local. public readonly bool IsLocal; /// Background field for nickName. private string nickName; /// Non-unique nickname of this player. Synced automatically in a room. /// /// A player might change his own playername in a room (it's only a property). /// Setting this value updates the server and other players (using an operation). /// public string NickName { get { return this.nickName; } set { if (!string.IsNullOrEmpty(this.nickName) && this.nickName.Equals(value)) { return; } this.nickName = value; // update a room, if we changed our nickName (locally, while being in a room) if (this.IsLocal && this.RoomReference != null && this.RoomReference.IsLocalClientInside) { this.SetPlayerNameProperty(); } } } /// UserId of the player, available when the room got created with RoomOptions.PublishUserId = true. /// Useful for PhotonNetwork.FindFriends and blocking slots in a room for expected players (e.g. in PhotonNetwork.CreateRoom). public string UserId { get; internal set; } /// /// True if this player is the Master Client of the current room. /// /// /// See also: PhotonNetwork.masterClient. /// public bool IsMasterClient { get { if (this.RoomReference == null) { return false; } return this.ID == this.RoomReference.MasterClientId; } } /// If this player is active in the room (and getting events which are currently being sent). /// /// Inactive players keep their spot in a room but otherwise behave as if offline (no matter what their actual connection status is). /// The room needs a PlayerTTL > 0. If a player is inactive for longer than PlayerTTL, the server will remove this player from the room. /// For a client "rejoining" a room, is the same as joining it: It gets properties, cached events and then the live events. /// public bool IsInactive { get; set; } /// Read-only cache for custom properties of player. Set via Player.SetCustomProperties. /// /// Don't modify the content of this Hashtable. Use SetCustomProperties and the /// properties of this class to modify values. When you use those, the client will /// sync values with the server. /// /// public Hashtable CustomProperties { get; private set; } /// Creates a Hashtable with all properties (custom and "well known" ones). /// Creates new Hashtables each time used, so if used more often, cache this. public Hashtable AllProperties { get { Hashtable allProps = new Hashtable(); allProps.Merge(this.CustomProperties); allProps[ActorProperties.PlayerName] = this.nickName; return allProps; } } /// Can be used to store a reference that's useful to know "by player". /// Example: Set a player's character as Tag by assigning the GameObject on Instantiate. public object TagObject; /// /// Creates a player instance. /// To extend and replace this Player, override LoadBalancingPeer.CreatePlayer(). /// /// NickName of the player (a "well known property"). /// ID or ActorNumber of this player in the current room (a shortcut to identify each player in room) /// If this is the local peer's player (or a remote one). protected internal Player(string nickName, int actorID, bool isLocal) : this(nickName, actorID, isLocal, null) { } /// /// Creates a player instance. /// To extend and replace this Player, override LoadBalancingPeer.CreatePlayer(). /// /// NickName of the player (a "well known property"). /// ID or ActorNumber of this player in the current room (a shortcut to identify each player in room) /// If this is the local peer's player (or a remote one). /// A Hashtable of custom properties to be synced. Must use String-typed keys and serializable datatypes as values. protected internal Player(string nickName, int actorID, bool isLocal, Hashtable playerProperties) { this.IsLocal = isLocal; this.actorID = actorID; this.NickName = nickName; this.CustomProperties = new Hashtable(); this.InternalCacheProperties(playerProperties); } /// /// Get a Player by ActorNumber (Player.ID). /// /// ActorNumber of the a player in this room. /// Player or null. public Player Get(int id) { if (this.RoomReference == null) { return null; } return this.RoomReference.GetPlayer(id); } /// Gets this Player's next Player, as sorted by ActorNumber (Player.ID). Wraps around. /// Player or null. public Player GetNext() { return GetNextFor(this.ID); } /// Gets a Player's next Player, as sorted by ActorNumber (Player.ID). Wraps around. /// Useful when you pass something to the next player. For example: passing the turn to the next player. /// The Player for which the next is being needed. /// Player or null. public Player GetNextFor(Player currentPlayer) { if (currentPlayer == null) { return null; } return GetNextFor(currentPlayer.ID); } /// Gets a Player's next Player, as sorted by ActorNumber (Player.ID). Wraps around. /// Useful when you pass something to the next player. For example: passing the turn to the next player. /// The ActorNumber (Player.ID) for which the next is being needed. /// Player or null. public Player GetNextFor(int currentPlayerId) { if (this.RoomReference == null || this.RoomReference.Players == null || this.RoomReference.Players.Count < 2) { return null; } Dictionary players = this.RoomReference.Players; int nextHigherId = int.MaxValue; // we look for the next higher ID int lowestId = currentPlayerId; // if we are the player with the highest ID, there is no higher and we return to the lowest player's id foreach (int playerid in players.Keys) { if (playerid < lowestId) { lowestId = playerid; // less than any other ID (which must be at least less than this player's id). } else if (playerid > currentPlayerId && playerid < nextHigherId) { nextHigherId = playerid; // more than our ID and less than those found so far. } } //UnityEngine.Debug.LogWarning("Debug. " + currentPlayerId + " lower: " + lowestId + " higher: " + nextHigherId + " "); //UnityEngine.Debug.LogWarning(this.RoomReference.GetPlayer(currentPlayerId)); //UnityEngine.Debug.LogWarning(this.RoomReference.GetPlayer(lowestId)); //if (nextHigherId != int.MaxValue) UnityEngine.Debug.LogWarning(this.RoomReference.GetPlayer(nextHigherId)); return (nextHigherId != int.MaxValue) ? players[nextHigherId] : players[lowestId]; } /// Caches properties for new Players or when updates of remote players are received. Use SetCustomProperties() for a synced update. /// /// This only updates the CustomProperties and doesn't send them to the server. /// Mostly used when creating new remote players, where the server sends their properties. /// public virtual void InternalCacheProperties(Hashtable properties) { if (properties == null || properties.Count == 0 || this.CustomProperties.Equals(properties)) { return; } if (properties.ContainsKey(ActorProperties.PlayerName)) { string nameInServersProperties = (string)properties[ActorProperties.PlayerName]; if (nameInServersProperties != null) { if (this.IsLocal) { // the local playername is different than in the properties coming from the server // so the local nickName was changed and the server is outdated -> update server // update property instead of using the outdated nickName coming from server if (!nameInServersProperties.Equals(this.nickName)) { this.SetPlayerNameProperty(); } } else { this.NickName = nameInServersProperties; } } } if (properties.ContainsKey(ActorProperties.UserId)) { this.UserId = (string)properties[ActorProperties.UserId]; } if (properties.ContainsKey(ActorProperties.IsInactive)) { this.IsInactive = (bool)properties[ActorProperties.IsInactive]; //TURNBASED new well-known propery for players } this.CustomProperties.MergeStringKeys(properties); this.CustomProperties.StripKeysWithNullValues(); } /// /// Brief summary string of the Player. Includes name or player.ID and if it's the Master Client. /// public override string ToString() { return this.NickName + " " + SupportClass.DictionaryToString(this.CustomProperties); } /// /// String summary of the Player: player.ID, name and all custom properties of this user. /// /// /// Use with care and not every frame! /// Converts the customProperties to a String on every single call. /// public string ToStringFull() { return string.Format("#{0:00} '{1}'{2} {3}", this.ID, this.NickName, this.IsInactive ? " (inactive)" : "", this.CustomProperties.ToStringFull()); } /// /// If players are equal (by GetHasCode, which returns this.ID). /// public override bool Equals(object p) { Player pp = p as Player; return (pp != null && this.GetHashCode() == pp.GetHashCode()); } /// /// Accompanies Equals, using the ID (actorNumber) as HashCode to return. /// public override int GetHashCode() { return this.ID; } /// /// Used internally, to update this client's playerID when assigned (doesn't change after assignment). /// protected internal void ChangeLocalID(int newID) { if (!this.IsLocal) { //Debug.LogError("ERROR You should never change Player IDs!"); return; } this.actorID = newID; } /// /// Updates and synchronizes this Player's Custom Properties. Optionally, expectedProperties can be provided as condition. /// /// /// 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). /// /// Hashtable of Custom Properties to be set. /// If non-null, these are the property-values the server will check as condition for this update. /// Defines if this SetCustomProperties-operation gets forwarded to your WebHooks. Client must be in room. public void SetCustomProperties(Hashtable propertiesToSet, Hashtable expectedValues = null, WebFlags webFlags = null) { 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(); } // send (sync) these new values if in room if (this.RoomReference != null && this.RoomReference.IsLocalClientInside) { this.RoomReference.LoadBalancingClient.loadBalancingPeer.OpSetPropertiesOfActor(this.actorID, customProps, customPropsToCheck, webFlags); } } /// Uses OpSetPropertiesOfActor to sync this player's NickName (server is being updated with this.NickName). private void SetPlayerNameProperty() { if (this.RoomReference != null && this.RoomReference.IsLocalClientInside) { Hashtable properties = new Hashtable(); properties[ActorProperties.PlayerName] = this.nickName; this.RoomReference.LoadBalancingClient.loadBalancingPeer.OpSetPropertiesOfActor(this.ID, properties); } } } }