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- // --------------------------------------------------------------------------------------------------------------------
- // <copyright file="PlayerNumbering.cs" company="Exit Games GmbH">
- // Part of: Photon Unity Utilities,
- // </copyright>
- // <summary>
- // Assign numbers to Players in a room. Uses Room custom Properties
- // </summary>
- // <author>developer@exitgames.com</author>
- // --------------------------------------------------------------------------------------------------------------------
- using System.Collections.Generic;
- using System.Linq;
- using UnityEngine;
- using Photon.Pun;
- using Photon.Realtime;
- using Hashtable = ExitGames.Client.Photon.Hashtable;
- namespace Photon.Pun.UtilityScripts
- {
- /// <summary>
- /// Implements consistent numbering in a room/game with help of room properties. Access them by Player.GetPlayerNumber() extension.
- /// </summary>
- /// <remarks>
- /// indexing ranges from 0 to the maximum number of Players.
- /// indexing remains for the player while in room.
- /// If a Player is numbered 2 and player numbered 1 leaves, numbered 1 become vacant and will assigned to the future player joining (the first available vacant number is assigned when joining)
- /// </remarks>
- public class PlayerNumbering : MonoBehaviourPunCallbacks
- {
- //TODO: Add a "numbers available" bool, to allow easy access to this?!
- #region Public Properties
- /// <summary>
- /// The instance. EntryPoint to query about Room Indexing.
- /// </summary>
- public static PlayerNumbering instance;
- public static Player[] SortedPlayers;
- /// <summary>
- /// OnPlayerNumberingChanged delegate. Use
- /// </summary>
- public delegate void PlayerNumberingChanged();
- /// <summary>
- /// Called everytime the room Indexing was updated. Use this for discrete updates. Always better than brute force calls every frame.
- /// </summary>
- public static event PlayerNumberingChanged OnPlayerNumberingChanged;
- /// <summary>Defines the room custom property name to use for room player indexing tracking.</summary>
- public const string RoomPlayerIndexedProp = "pNr";
- /// <summary>
- /// dont destroy on load flag for this Component's GameObject to survive Level Loading.
- /// </summary>
- public bool dontDestroyOnLoad = false;
- #endregion
- #region MonoBehaviours methods
- public void Awake()
- {
- if (instance != null && instance != this && instance.gameObject != null)
- {
- GameObject.DestroyImmediate(instance.gameObject);
- }
- instance = this;
- if (dontDestroyOnLoad)
- {
- DontDestroyOnLoad(this.gameObject);
- }
- this.RefreshData();
- }
- #endregion
- #region PunBehavior Overrides
- public override void OnJoinedRoom()
- {
- this.RefreshData();
- }
- public override void OnLeftRoom()
- {
- PhotonNetwork.LocalPlayer.CustomProperties.Remove(PlayerNumbering.RoomPlayerIndexedProp);
- }
- public override void OnPlayerEnteredRoom(Player newPlayer)
- {
- this.RefreshData();
- }
- public override void OnPlayerLeftRoom(Player otherPlayer)
- {
- this.RefreshData();
- }
- public override void OnPlayerPropertiesUpdate(Player targetPlayer, Hashtable changedProps)
- {
- if (changedProps != null && changedProps.ContainsKey(PlayerNumbering.RoomPlayerIndexedProp))
- {
- this.RefreshData();
- }
- }
- #endregion
- // each player can select it's own playernumber in a room, if all "older" players already selected theirs
- /// <summary>
- /// Internal call Refresh the cached data and call the OnPlayerNumberingChanged delegate.
- /// </summary>
- public void RefreshData()
- {
- if (PhotonNetwork.CurrentRoom == null)
- {
- return;
- }
- if (PhotonNetwork.LocalPlayer.GetPlayerNumber() >= 0)
- {
- SortedPlayers = PhotonNetwork.CurrentRoom.Players.Values.OrderBy((p) => p.GetPlayerNumber()).ToArray();
- if (OnPlayerNumberingChanged != null)
- {
- OnPlayerNumberingChanged();
- }
- return;
- }
- HashSet<int> usedInts = new HashSet<int>();
- Player[] sorted = PhotonNetwork.PlayerList.OrderBy((p) => p.ActorNumber).ToArray();
- string allPlayers = "all players: ";
- foreach (Player player in sorted)
- {
- allPlayers += player.ActorNumber + "=pNr:"+player.GetPlayerNumber()+", ";
- int number = player.GetPlayerNumber();
- // if it's this user, select a number and break
- // else:
- // check if that user has a number
- // if not, break!
- // else remember used numbers
- if (player.IsLocal)
- {
- Debug.Log ("PhotonNetwork.CurrentRoom.PlayerCount = " + PhotonNetwork.CurrentRoom.PlayerCount);
- // select a number
- for (int i = 0; i < PhotonNetwork.CurrentRoom.PlayerCount; i++)
- {
- if (!usedInts.Contains(i))
- {
- player.SetPlayerNumber(i);
- break;
- }
- }
- // then break
- break;
- }
- else
- {
- if (number < 0)
- {
- break;
- }
- else
- {
- usedInts.Add(number);
- }
- }
- }
- //Debug.Log(allPlayers);
- //Debug.Log(PhotonNetwork.LocalPlayer.ToStringFull() + " has PhotonNetwork.player.GetPlayerNumber(): " + PhotonNetwork.LocalPlayer.GetPlayerNumber());
- SortedPlayers = PhotonNetwork.CurrentRoom.Players.Values.OrderBy((p) => p.GetPlayerNumber()).ToArray();
- if (OnPlayerNumberingChanged != null)
- {
- OnPlayerNumberingChanged();
- }
- }
- }
- /// <summary>Extension used for PlayerRoomIndexing and Player class.</summary>
- public static class PlayerNumberingExtensions
- {
- /// <summary>Extension for Player class to wrap up access to the player's custom property.
- /// Make sure you use the delegate 'OnPlayerNumberingChanged' to knoiw when you can query the PlayerNumber. Numbering can changes over time or not be yet assigned during the initial phase ( when player creates a room for example)
- /// </summary>
- /// <returns>persistent index in room. -1 for no indexing</returns>
- public static int GetPlayerNumber(this Player player)
- {
- if (player == null) {
- return -1;
- }
- if (PhotonNetwork.OfflineMode)
- {
- return 0;
- }
- if (!PhotonNetwork.IsConnectedAndReady)
- {
- return -1;
- }
- object value;
- if (player.CustomProperties.TryGetValue (PlayerNumbering.RoomPlayerIndexedProp, out value)) {
- return (byte)value;
- }
- return -1;
- }
- /// <summary>
- /// Sets the player number.
- /// It's not recommanded to manually interfere with the playerNumbering, but possible.
- /// </summary>
- /// <param name="player">Player.</param>
- /// <param name="playerNumber">Player number.</param>
- public static void SetPlayerNumber(this Player player, int playerNumber)
- {
- if (player == null) {
- return;
- }
- if (PhotonNetwork.OfflineMode)
- {
- return;
- }
- if (playerNumber < 0)
- {
- Debug.LogWarning("Setting invalid playerNumber: " + playerNumber + " for: " + player.ToStringFull());
- }
- if (!PhotonNetwork.IsConnectedAndReady)
- {
- Debug.LogWarning("SetPlayerNumber was called in state: " + PhotonNetwork.NetworkClientState + ". Not IsConnectedAndReady.");
- return;
- }
- int current = player.GetPlayerNumber();
- if (current != playerNumber)
- {
- Debug.Log("PlayerNumbering: Set number "+playerNumber);
- player.SetCustomProperties(new Hashtable() { { PlayerNumbering.RoomPlayerIndexedProp, (byte)playerNumber } });
- }
- }
- }
- }
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