// ---------------------------------------------------------------------------- // // Loadbalancing Framework for Photon - Copyright (C) 2011 Exit Games GmbH // // // This class resembles info about available rooms, as sent by the Master // server's lobby. Consider all values as readonly. // // developer@photonengine.com // ---------------------------------------------------------------------------- #if UNITY_4_7_OR_NEWER #define UNITY #endif namespace ExitGames.Client.Photon.LoadBalancing { using System.Collections; #if UNITY || NETFX_CORE using Hashtable = ExitGames.Client.Photon.Hashtable; using SupportClass = ExitGames.Client.Photon.SupportClass; #endif /// /// A simplified room with just the info required to list and join, used for the room listing in the lobby. /// The properties are not settable (IsOpen, MaxPlayers, etc). /// /// /// This class resembles info about available rooms, as sent by the Master server's lobby. /// Consider all values as readonly. None are synced (only updated by events by server). /// public class RoomInfo { /// Used internally in lobby, to mark rooms that are no longer listed (for being full, closed or hidden). protected internal bool removedFromList; /// Backing field for property. private Hashtable customProperties = new Hashtable(); /// Backing field for property. protected byte maxPlayers = 0; /// Backing field for property. protected string[] expectedUsers; /// Backing field for property. protected bool isOpen = true; /// Backing field for property. protected bool isVisible = true; /// Backing field for property. False unless the GameProperty is set to true (else it's not sent). protected bool autoCleanUp = true; /// Backing field for property. protected string name; /// Backing field for master client id (actorNumber). defined by server in room props and ev leave. protected internal int masterClientId; /// Backing field for property. protected string[] propertiesListedInLobby; /// Read-only "cache" of custom properties of a room. Set via Room.SetCustomProperties (not available for RoomInfo class!). /// All keys are string-typed and the values depend on the game/application. /// public Hashtable CustomProperties { get { return this.customProperties; } } /// The name of a room. Unique identifier for a room/match (per AppId + game-Version). public string Name { get { return this.name; } } /// /// Count of players currently in room. This property is overwritten by the Room class (used when you're in a Room). /// public int PlayerCount { get; private set; } /// /// State if the local client is already in the game or still going to join it on gameserver (in lobby: false). /// public bool IsLocalClientInside { get; set; } /// /// The limit of players for this room. This property is shown in lobby, too. /// If the room is full (players count == maxplayers), joining this room will fail. /// /// /// 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. /// public byte MaxPlayers { get { return this.maxPlayers; } } /// /// 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 even while you join them. /// 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. /// public bool IsOpen { get { return this.isOpen; } } /// /// 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. /// /// /// 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. /// public bool IsVisible { get { return this.isVisible; } } /// /// Constructs a RoomInfo to be used in room listings in lobby. /// /// Name of the room and unique ID at the same time. /// Properties for this room. protected internal RoomInfo(string roomName, Hashtable roomProperties) { this.InternalCacheProperties(roomProperties); this.name = roomName; } /// /// Makes RoomInfo comparable (by name). /// public override bool Equals(object other) { RoomInfo otherRoomInfo = other as RoomInfo; return (otherRoomInfo != null && this.Name.Equals(otherRoomInfo.name)); } /// /// Accompanies Equals, using the name's HashCode as return. /// /// public override int GetHashCode() { return this.name.GetHashCode(); } /// Returns most interesting room values as string. /// Summary of this RoomInfo instance. 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); } /// Returns most interesting room values as string, including custom properties. /// Summary of this RoomInfo instance. public 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()); } /// Copies "well known" properties to fields (IsVisible, etc) and caches the custom properties (string-keys only) in a local hashtable. /// New or updated properties to store in this RoomInfo. protected internal virtual void InternalCacheProperties(Hashtable propertiesToCache) { if (propertiesToCache == null || propertiesToCache.Count == 0 || this.customProperties.Equals(propertiesToCache)) { return; } // check of this game was removed from the list. in that case, we don't // need to read any further properties // list updates will remove this game from the game listing if (propertiesToCache.ContainsKey(GamePropertyKey.Removed)) { this.removedFromList = (bool)propertiesToCache[GamePropertyKey.Removed]; if (this.removedFromList) { return; } } // fetch the "well known" properties of the room, if available if (propertiesToCache.ContainsKey(GamePropertyKey.MaxPlayers)) { this.maxPlayers = (byte)propertiesToCache[GamePropertyKey.MaxPlayers]; } if (propertiesToCache.ContainsKey(GamePropertyKey.IsOpen)) { this.isOpen = (bool)propertiesToCache[GamePropertyKey.IsOpen]; } if (propertiesToCache.ContainsKey(GamePropertyKey.IsVisible)) { this.isVisible = (bool)propertiesToCache[GamePropertyKey.IsVisible]; } if (propertiesToCache.ContainsKey(GamePropertyKey.PlayerCount)) { this.PlayerCount = (int)((byte)propertiesToCache[GamePropertyKey.PlayerCount]); } if (propertiesToCache.ContainsKey(GamePropertyKey.CleanupCacheOnLeave)) { this.autoCleanUp = (bool)propertiesToCache[GamePropertyKey.CleanupCacheOnLeave]; } if (propertiesToCache.ContainsKey(GamePropertyKey.MasterClientId)) { this.masterClientId = (int)propertiesToCache[GamePropertyKey.MasterClientId]; } if (propertiesToCache.ContainsKey(GamePropertyKey.PropsListedInLobby)) { this.propertiesListedInLobby = propertiesToCache[GamePropertyKey.PropsListedInLobby] as string[]; } if (propertiesToCache.ContainsKey((byte)GamePropertyKey.ExpectedUsers)) { this.expectedUsers = (string[])propertiesToCache[GamePropertyKey.ExpectedUsers]; } // merge the custom properties (from your application) to the cache (only string-typed keys will be kept) this.customProperties.MergeStringKeys(propertiesToCache); this.customProperties.StripKeysWithNullValues(); } } }