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GameNetworkManager.cs
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GameNetworkManager.cs
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using Netcode.Transports.Facepunch;
using Steamworks;
using Steamworks.Data;
using System.Collections.Generic;
using System.Threading.Tasks;
using Unity.Netcode;
using UnityEngine;
public class GameNetworkManager : MonoBehaviour
{
public static GameNetworkManager Instance { get; private set; } = null;
private FacepunchTransport transport;
public Lobby? CurrentLobby { get; private set; } = null;
public List<Lobby> Lobbies { get; private set; } = new List<Lobby>(capacity: 100);
private void Awake()
{
if (Instance == null)
Instance = this;
else
{
Destroy(gameObject);
return;
}
DontDestroyOnLoad(gameObject);
}
private void Start()
{
#if UNITY_EDITOR
Debug.unityLogger.logEnabled = true;
#else
Debug.unityLogger.logEnabled = Debug.isDebugBuild;
#endif
transport = NetworkManager.Singleton.GetComponent<FacepunchTransport>();
SteamMatchmaking.OnLobbyCreated += OnLobbyCreated;
SteamMatchmaking.OnLobbyEntered += OnLobbyEntered;
SteamMatchmaking.OnLobbyMemberJoined += OnLobbyMemberJoined;
SteamMatchmaking.OnLobbyMemberLeave += OnLobbyMemberLeave;
SteamMatchmaking.OnLobbyInvite += OnLobbyInvite;
SteamFriends.OnGameLobbyJoinRequested += OnGameLobbyJoinRequested;
}
private void OnDestroy()
{
SteamMatchmaking.OnLobbyCreated -= OnLobbyCreated;
SteamMatchmaking.OnLobbyEntered -= OnLobbyEntered;
SteamMatchmaking.OnLobbyMemberJoined -= OnLobbyMemberJoined;
SteamMatchmaking.OnLobbyMemberLeave -= OnLobbyMemberLeave;
SteamMatchmaking.OnLobbyInvite -= OnLobbyInvite;
SteamFriends.OnGameLobbyJoinRequested -= OnGameLobbyJoinRequested;
if (NetworkManager.Singleton == null)
return;
NetworkManager.Singleton.OnClientConnectedCallback -= OnClientConnectedCallback;
NetworkManager.Singleton.OnClientDisconnectCallback -= OnClientDisconnectCallback;
NetworkManager.Singleton.OnServerStarted -= OnServerStarted;
}
private void OnApplicationQuit() => Disconnect();
public async void StartHost(uint maxMembers)
{
NetworkManager.Singleton.OnClientConnectedCallback += OnClientConnectedCallback;
NetworkManager.Singleton.OnClientDisconnectCallback += OnClientDisconnectCallback;
NetworkManager.Singleton.OnServerStarted += OnServerStarted;
NetworkManager.Singleton.StartHost();
CurrentLobby = await SteamMatchmaking.CreateLobbyAsync((int)maxMembers);
}
public void StartClient(SteamId id)
{
NetworkManager.Singleton.OnClientConnectedCallback += ClientConnected;
NetworkManager.Singleton.OnClientDisconnectCallback += ClientDisconnected;
transport.targetSteamId = id;
Debug.Log($"Joining room hosted by {transport.targetSteamId}", this);
if (NetworkManager.Singleton.StartClient())
Debug.Log("Client has joined!", this);
}
public void Disconnect()
{
CurrentLobby?.Leave();
if (NetworkManager.Singleton == null)
return;
NetworkManager.Singleton.Shutdown();
}
public async Task<bool> RefreshLobbies(int maxResults = 20)
{
try
{
Lobbies.Clear();
var lobbies = await SteamMatchmaking.LobbyList
.FilterDistanceClose()
.WithMaxResults(maxResults)
.RequestAsync();
if (lobbies != null)
{
for (int i = 0; i < lobbies.Length; i++)
Lobbies.Add(lobbies[i]);
}
return true;
}
catch (System.Exception ex)
{
Debug.Log("Error fetching lobbies", this);
Debug.LogException(ex, this);
return false;
}
}
private Steamworks.ServerList.Internet GetInternetRequest()
{
var request = new Steamworks.ServerList.Internet();
//request.AddFilter("secure", "1");
//request.AddFilter("and", "1");
//request.AddFilter("gametype", "1");
return request;
}
#region Steam Callbacks
private void OnGameLobbyJoinRequested(Lobby lobby, SteamId id)
{
bool isSame = lobby.Owner.Id.Equals(id);
Debug.Log($"Owner: {lobby.Owner}");
Debug.Log($"Id: {id}");
Debug.Log($"IsSame: {isSame}", this);
StartClient(id);
}
private void OnLobbyInvite(Friend friend, Lobby lobby) => Debug.Log($"You got a invite from {friend.Name}", this);
private void OnLobbyMemberLeave(Lobby lobby, Friend friend) { }
private void OnLobbyMemberJoined(Lobby lobby, Friend friend) { }
private void OnLobbyEntered(Lobby lobby)
{
Debug.Log($"You have entered in lobby, clientId={NetworkManager.Singleton.LocalClientId}", this);
if (NetworkManager.Singleton.IsHost)
return;
StartClient(lobby.Owner.Id);
}
private void OnLobbyCreated(Result result, Lobby lobby)
{
if (result != Result.OK)
{
Debug.LogError($"Lobby couldn't be created!, {result}", this);
return;
}
lobby.SetFriendsOnly(); // Set to friends only!
lobby.SetData("name", "Random Cool Lobby");
lobby.SetJoinable(true);
Debug.Log("Lobby has been created!");
}
#endregion
#region Network Callbacks
private void ClientConnected(ulong clientId) => Debug.Log($"I'm connected, clientId={clientId}");
private void ClientDisconnected(ulong clientId)
{
Debug.Log($"I'm disconnected, clientId={clientId}");
NetworkManager.Singleton.OnClientDisconnectCallback -= ClientDisconnected;
NetworkManager.Singleton.OnClientConnectedCallback -= ClientConnected;
}
private void OnServerStarted() { }
private void OnClientConnectedCallback(ulong clientId) => Debug.Log($"Client connected, clientId={clientId}", this);
private void OnClientDisconnectCallback(ulong clientId) => Debug.Log($"Client disconnected, clientId={clientId}", this);
#endregion
}