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- // --------------------------------------------------------------------------------------------------------------------
- // <copyright company="Exit Games GmbH"/>
- // <summary>Demo code for Photon Chat in Unity.</summary>
- // <author>developer@exitgames.com</author>
- // --------------------------------------------------------------------------------------------------------------------
- using System;
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.UI;
- using Photon.Chat;
- using Photon.Realtime;
- using AuthenticationValues = Photon.Chat.AuthenticationValues;
- #if PHOTON_UNITY_NETWORKING
- using Photon.Pun;
- #endif
- namespace Photon.Chat.Demo
- {
- /// <summary>
- /// This simple Chat UI demonstrate basics usages of the Chat Api
- /// </summary>
- /// <remarks>
- /// The ChatClient basically lets you create any number of channels.
- ///
- /// some friends are already set in the Chat demo "DemoChat-Scene", 'Joe', 'Jane' and 'Bob', simply log with them so that you can see the status changes in the Interface
- ///
- /// Workflow:
- /// Create ChatClient, Connect to a server with your AppID, Authenticate the user (apply a unique name,)
- /// and subscribe to some channels.
- /// Subscribe a channel before you publish to that channel!
- ///
- ///
- /// Note:
- /// Don't forget to call ChatClient.Service() on Update to keep the Chatclient operational.
- /// </remarks>
- public class ChatGui : MonoBehaviour, IChatClientListener
- {
- public string[] ChannelsToJoinOnConnect; // set in inspector. Demo channels to join automatically.
- public string[] FriendsList;
- public int HistoryLengthToFetch; // set in inspector. Up to a certain degree, previously sent messages can be fetched for context
- public string UserName { get; set; }
- private string selectedChannelName; // mainly used for GUI/input
- public ChatClient chatClient;
- #if !PHOTON_UNITY_NETWORKING
- public ChatAppSettings ChatAppSettings
- {
- get { return this.chatAppSettings; }
- }
- [SerializeField]
- #endif
- protected internal ChatAppSettings chatAppSettings;
- public GameObject missingAppIdErrorPanel;
- public GameObject ConnectingLabel;
- public RectTransform ChatPanel; // set in inspector (to enable/disable panel)
- public GameObject UserIdFormPanel;
- public InputField InputFieldChat; // set in inspector
- public Text CurrentChannelText; // set in inspector
- public Toggle ChannelToggleToInstantiate; // set in inspector
- public GameObject FriendListUiItemtoInstantiate;
- private readonly Dictionary<string, Toggle> channelToggles = new Dictionary<string, Toggle>();
- private readonly Dictionary<string,FriendItem> friendListItemLUT = new Dictionary<string, FriendItem>();
- public bool ShowState = true;
- public GameObject Title;
- public Text StateText; // set in inspector
- public Text UserIdText; // set in inspector
- // private static string WelcomeText = "Welcome to chat. Type \\help to list commands.";
- private static string HelpText = "\n -- HELP --\n" +
- "To subscribe to channel(s) (channelnames are case sensitive) : \n" +
- "\t<color=#E07B00>\\subscribe</color> <color=green><list of channelnames></color>\n" +
- "\tor\n" +
- "\t<color=#E07B00>\\s</color> <color=green><list of channelnames></color>\n" +
- "\n" +
- "To leave channel(s):\n" +
- "\t<color=#E07B00>\\unsubscribe</color> <color=green><list of channelnames></color>\n" +
- "\tor\n" +
- "\t<color=#E07B00>\\u</color> <color=green><list of channelnames></color>\n" +
- "\n" +
- "To switch the active channel\n" +
- "\t<color=#E07B00>\\join</color> <color=green><channelname></color>\n" +
- "\tor\n" +
- "\t<color=#E07B00>\\j</color> <color=green><channelname></color>\n" +
- "\n" +
- "To send a private message: (username are case sensitive)\n" +
- "\t\\<color=#E07B00>msg</color> <color=green><username></color> <color=green><message></color>\n" +
- "\n" +
- "To change status:\n" +
- "\t\\<color=#E07B00>state</color> <color=green><stateIndex></color> <color=green><message></color>\n" +
- "<color=green>0</color> = Offline " +
- "<color=green>1</color> = Invisible " +
- "<color=green>2</color> = Online " +
- "<color=green>3</color> = Away \n" +
- "<color=green>4</color> = Do not disturb " +
- "<color=green>5</color> = Looking For Group " +
- "<color=green>6</color> = Playing" +
- "\n\n" +
- "To clear the current chat tab (private chats get closed):\n" +
- "\t<color=#E07B00>\\clear</color>";
- public void Start()
- {
- DontDestroyOnLoad(this.gameObject);
- this.UserIdText.text = "";
- this.StateText.text = "";
- this.StateText.gameObject.SetActive(true);
- this.UserIdText.gameObject.SetActive(true);
- this.Title.SetActive(true);
- this.ChatPanel.gameObject.SetActive(false);
- this.ConnectingLabel.SetActive(false);
- if (string.IsNullOrEmpty(this.UserName))
- {
- this.UserName = "user" + Environment.TickCount%99; //made-up username
- }
- #if PHOTON_UNITY_NETWORKING
- this.chatAppSettings = PhotonNetwork.PhotonServerSettings.AppSettings.GetChatSettings();
- #endif
- bool appIdPresent = !string.IsNullOrEmpty(this.chatAppSettings.AppIdChat);
- this.missingAppIdErrorPanel.SetActive(!appIdPresent);
- this.UserIdFormPanel.gameObject.SetActive(appIdPresent);
- if (!appIdPresent)
- {
- Debug.LogError("You need to set the chat app ID in the PhotonServerSettings file in order to continue.");
- }
- }
- public void Connect()
- {
- this.UserIdFormPanel.gameObject.SetActive(false);
- this.chatClient = new ChatClient(this);
- #if !UNITY_WEBGL
- this.chatClient.UseBackgroundWorkerForSending = true;
- #endif
- this.chatClient.AuthValues = new AuthenticationValues(this.UserName);
- this.chatClient.ConnectUsingSettings(this.chatAppSettings);
- this.ChannelToggleToInstantiate.gameObject.SetActive(false);
- Debug.Log("Connecting as: " + this.UserName);
- this.ConnectingLabel.SetActive(true);
- }
- /// <summary>To avoid that the Editor becomes unresponsive, disconnect all Photon connections in OnDestroy.</summary>
- public void OnDestroy()
- {
- if (this.chatClient != null)
- {
- this.chatClient.Disconnect();
- }
- }
- /// <summary>To avoid that the Editor becomes unresponsive, disconnect all Photon connections in OnApplicationQuit.</summary>
- public void OnApplicationQuit()
- {
- if (this.chatClient != null)
- {
- this.chatClient.Disconnect();
- }
- }
- public void Update()
- {
- if (this.chatClient != null)
- {
- this.chatClient.Service(); // make sure to call this regularly! it limits effort internally, so calling often is ok!
- }
- // check if we are missing context, which means we got kicked out to get back to the Photon Demo hub.
- if ( this.StateText == null)
- {
- Destroy(this.gameObject);
- return;
- }
- this.StateText.gameObject.SetActive(this.ShowState); // this could be handled more elegantly, but for the demo it's ok.
- }
- public void OnEnterSend()
- {
- if (Input.GetKey(KeyCode.Return) || Input.GetKey(KeyCode.KeypadEnter))
- {
- this.SendChatMessage(this.InputFieldChat.text);
- this.InputFieldChat.text = "";
- }
- }
- public void OnClickSend()
- {
- if (this.InputFieldChat != null)
- {
- this.SendChatMessage(this.InputFieldChat.text);
- this.InputFieldChat.text = "";
- }
- }
- public int TestLength = 2048;
- private byte[] testBytes = new byte[2048];
- private void SendChatMessage(string inputLine)
- {
- if (string.IsNullOrEmpty(inputLine))
- {
- return;
- }
- if ("test".Equals(inputLine))
- {
- if (this.TestLength != this.testBytes.Length)
- {
- this.testBytes = new byte[this.TestLength];
- }
- this.chatClient.SendPrivateMessage(this.chatClient.AuthValues.UserId, this.testBytes, true);
- }
- bool doingPrivateChat = this.chatClient.PrivateChannels.ContainsKey(this.selectedChannelName);
- string privateChatTarget = string.Empty;
- if (doingPrivateChat)
- {
- // the channel name for a private conversation is (on the client!!) always composed of both user's IDs: "this:remote"
- // so the remote ID is simple to figure out
- string[] splitNames = this.selectedChannelName.Split(new char[] { ':' });
- privateChatTarget = splitNames[1];
- }
- //UnityEngine.Debug.Log("selectedChannelName: " + selectedChannelName + " doingPrivateChat: " + doingPrivateChat + " privateChatTarget: " + privateChatTarget);
- if (inputLine[0].Equals('\\'))
- {
- string[] tokens = inputLine.Split(new char[] {' '}, 2);
- if (tokens[0].Equals("\\help"))
- {
- this.PostHelpToCurrentChannel();
- }
- if (tokens[0].Equals("\\state"))
- {
- int newState = 0;
- List<string> messages = new List<string>();
- messages.Add ("i am state " + newState);
- string[] subtokens = tokens[1].Split(new char[] {' ', ','});
- if (subtokens.Length > 0)
- {
- newState = int.Parse(subtokens[0]);
- }
- if (subtokens.Length > 1)
- {
- messages.Add(subtokens[1]);
- }
- this.chatClient.SetOnlineStatus(newState,messages.ToArray()); // this is how you set your own state and (any) message
- }
- else if ((tokens[0].Equals("\\subscribe") || tokens[0].Equals("\\s")) && !string.IsNullOrEmpty(tokens[1]))
- {
- this.chatClient.Subscribe(tokens[1].Split(new char[] {' ', ','}));
- }
- else if ((tokens[0].Equals("\\unsubscribe") || tokens[0].Equals("\\u")) && !string.IsNullOrEmpty(tokens[1]))
- {
- this.chatClient.Unsubscribe(tokens[1].Split(new char[] {' ', ','}));
- }
- else if (tokens[0].Equals("\\clear"))
- {
- if (doingPrivateChat)
- {
- this.chatClient.PrivateChannels.Remove(this.selectedChannelName);
- }
- else
- {
- ChatChannel channel;
- if (this.chatClient.TryGetChannel(this.selectedChannelName, doingPrivateChat, out channel))
- {
- channel.ClearMessages();
- }
- }
- }
- else if (tokens[0].Equals("\\msg") && !string.IsNullOrEmpty(tokens[1]))
- {
- string[] subtokens = tokens[1].Split(new char[] {' ', ','}, 2);
- if (subtokens.Length < 2) return;
- string targetUser = subtokens[0];
- string message = subtokens[1];
- this.chatClient.SendPrivateMessage(targetUser, message);
- }
- else if ((tokens[0].Equals("\\join") || tokens[0].Equals("\\j")) && !string.IsNullOrEmpty(tokens[1]))
- {
- string[] subtokens = tokens[1].Split(new char[] { ' ', ',' }, 2);
- // If we are already subscribed to the channel we directly switch to it, otherwise we subscribe to it first and then switch to it implicitly
- if (this.channelToggles.ContainsKey(subtokens[0]))
- {
- this.ShowChannel(subtokens[0]);
- }
- else
- {
- this.chatClient.Subscribe(new string[] { subtokens[0] });
- }
- }
- #if CHAT_EXTENDED
- else if ((tokens[0].Equals("\\nickname") || tokens[0].Equals("\\nick") ||tokens[0].Equals("\\n")) && !string.IsNullOrEmpty(tokens[1]))
- {
- if (!doingPrivateChat)
- {
- this.chatClient.SetCustomUserProperties(this.selectedChannelName, this.chatClient.UserId, new Dictionary<string, object> {{"Nickname", tokens[1]}});
- }
- }
- #endif
- else
- {
- Debug.Log("The command '" + tokens[0] + "' is invalid.");
- }
- }
- else
- {
- if (doingPrivateChat)
- {
- this.chatClient.SendPrivateMessage(privateChatTarget, inputLine);
- }
- else
- {
- this.chatClient.PublishMessage(this.selectedChannelName, inputLine);
- }
- }
- }
- public void PostHelpToCurrentChannel()
- {
- this.CurrentChannelText.text += HelpText;
- }
- public void DebugReturn(ExitGames.Client.Photon.DebugLevel level, string message)
- {
- if (level == ExitGames.Client.Photon.DebugLevel.ERROR)
- {
- Debug.LogError(message);
- }
- else if (level == ExitGames.Client.Photon.DebugLevel.WARNING)
- {
- Debug.LogWarning(message);
- }
- else
- {
- Debug.Log(message);
- }
- }
- public void OnConnected()
- {
- if (this.ChannelsToJoinOnConnect != null && this.ChannelsToJoinOnConnect.Length > 0)
- {
- this.chatClient.Subscribe(this.ChannelsToJoinOnConnect, this.HistoryLengthToFetch);
- }
- this.ConnectingLabel.SetActive(false);
- this.UserIdText.text = "Connected as "+ this.UserName;
- this.ChatPanel.gameObject.SetActive(true);
- if (this.FriendsList!=null && this.FriendsList.Length>0)
- {
- this.chatClient.AddFriends(this.FriendsList); // Add some users to the server-list to get their status updates
- // add to the UI as well
- foreach(string _friend in this.FriendsList)
- {
- if (this.FriendListUiItemtoInstantiate != null && _friend!= this.UserName)
- {
- this.InstantiateFriendButton(_friend);
- }
- }
- }
- if (this.FriendListUiItemtoInstantiate != null)
- {
- this.FriendListUiItemtoInstantiate.SetActive(false);
- }
- this.chatClient.SetOnlineStatus(ChatUserStatus.Online); // You can set your online state (without a mesage).
- }
- public void OnDisconnected()
- {
- Debug.Log("OnDisconnected()");
- this.ConnectingLabel.SetActive(false);
- }
- public void OnChatStateChange(ChatState state)
- {
- // use OnConnected() and OnDisconnected()
- // this method might become more useful in the future, when more complex states are being used.
- this.StateText.text = state.ToString();
- }
- public void OnSubscribed(string[] channels, bool[] results)
- {
- // in this demo, we simply send a message into each channel. This is NOT a must have!
- foreach (string channel in channels)
- {
- this.chatClient.PublishMessage(channel, "says 'hi'."); // you don't HAVE to send a msg on join but you could.
- if (this.ChannelToggleToInstantiate != null)
- {
- this.InstantiateChannelButton(channel);
- }
- }
- Debug.Log("OnSubscribed: " + string.Join(", ", channels));
- /*
- // select first subscribed channel in alphabetical order
- if (this.chatClient.PublicChannels.Count > 0)
- {
- var l = new List<string>(this.chatClient.PublicChannels.Keys);
- l.Sort();
- string selected = l[0];
- if (this.channelToggles.ContainsKey(selected))
- {
- ShowChannel(selected);
- foreach (var c in this.channelToggles)
- {
- c.Value.isOn = false;
- }
- this.channelToggles[selected].isOn = true;
- AddMessageToSelectedChannel(WelcomeText);
- }
- }
- */
- // Switch to the first newly created channel
- this.ShowChannel(channels[0]);
- }
- /// <inheritdoc />
- public void OnSubscribed(string channel, string[] users, Dictionary<object, object> properties)
- {
- Debug.LogFormat("OnSubscribed: {0}, users.Count: {1} Channel-props: {2}.", channel, users.Length, properties.ToStringFull());
- }
- private void InstantiateChannelButton(string channelName)
- {
- if (this.channelToggles.ContainsKey(channelName))
- {
- Debug.Log("Skipping creation for an existing channel toggle.");
- return;
- }
- Toggle cbtn = (Toggle)Instantiate(this.ChannelToggleToInstantiate);
- cbtn.gameObject.SetActive(true);
- cbtn.GetComponentInChildren<ChannelSelector>().SetChannel(channelName);
- cbtn.transform.SetParent(this.ChannelToggleToInstantiate.transform.parent, false);
- this.channelToggles.Add(channelName, cbtn);
- }
- private void InstantiateFriendButton(string friendId)
- {
- GameObject fbtn = (GameObject)Instantiate(this.FriendListUiItemtoInstantiate);
- fbtn.gameObject.SetActive(true);
- FriendItem _friendItem = fbtn.GetComponent<FriendItem>();
- _friendItem.FriendId = friendId;
- fbtn.transform.SetParent(this.FriendListUiItemtoInstantiate.transform.parent, false);
- this.friendListItemLUT[friendId] = _friendItem;
- }
- public void OnUnsubscribed(string[] channels)
- {
- foreach (string channelName in channels)
- {
- if (this.channelToggles.ContainsKey(channelName))
- {
- Toggle t = this.channelToggles[channelName];
- Destroy(t.gameObject);
- this.channelToggles.Remove(channelName);
- Debug.Log("Unsubscribed from channel '" + channelName + "'.");
- // Showing another channel if the active channel is the one we unsubscribed from before
- if (channelName == this.selectedChannelName && this.channelToggles.Count > 0)
- {
- IEnumerator<KeyValuePair<string, Toggle>> firstEntry = this.channelToggles.GetEnumerator();
- firstEntry.MoveNext();
- this.ShowChannel(firstEntry.Current.Key);
- firstEntry.Current.Value.isOn = true;
- }
- }
- else
- {
- Debug.Log("Can't unsubscribe from channel '" + channelName + "' because you are currently not subscribed to it.");
- }
- }
- }
- public void OnGetMessages(string channelName, string[] senders, object[] messages)
- {
- if (channelName.Equals(this.selectedChannelName))
- {
- // update text
- this.ShowChannel(this.selectedChannelName);
- }
- }
- public void OnPrivateMessage(string sender, object message, string channelName)
- {
- // as the ChatClient is buffering the messages for you, this GUI doesn't need to do anything here
- // you also get messages that you sent yourself. in that case, the channelName is determinded by the target of your msg
- this.InstantiateChannelButton(channelName);
- byte[] msgBytes = message as byte[];
- if (msgBytes != null)
- {
- Debug.Log("Message with byte[].Length: "+ msgBytes.Length);
- }
- if (this.selectedChannelName.Equals(channelName))
- {
- this.ShowChannel(channelName);
- }
- }
- /// <summary>
- /// New status of another user (you get updates for users set in your friends list).
- /// </summary>
- /// <param name="user">Name of the user.</param>
- /// <param name="status">New status of that user.</param>
- /// <param name="gotMessage">True if the status contains a message you should cache locally. False: This status update does not include a
- /// message (keep any you have).</param>
- /// <param name="message">Message that user set.</param>
- public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
- {
- Debug.LogWarning("status: " + string.Format("{0} is {1}. Msg:{2}", user, status, message));
- if (this.friendListItemLUT.ContainsKey(user))
- {
- FriendItem _friendItem = this.friendListItemLUT[user];
- if ( _friendItem!=null) _friendItem.OnFriendStatusUpdate(status,gotMessage,message);
- }
- }
- public void OnUserSubscribed(string channel, string user)
- {
- Debug.LogFormat("OnUserSubscribed: channel=\"{0}\" userId=\"{1}\"", channel, user);
- }
- public void OnUserUnsubscribed(string channel, string user)
- {
- Debug.LogFormat("OnUserUnsubscribed: channel=\"{0}\" userId=\"{1}\"", channel, user);
- }
- /// <inheritdoc />
- public void OnChannelPropertiesChanged(string channel, string userId, Dictionary<object, object> properties)
- {
- Debug.LogFormat("OnChannelPropertiesChanged: {0} by {1}. Props: {2}.", channel, userId, Extensions.ToStringFull(properties));
- }
- public void OnUserPropertiesChanged(string channel, string targetUserId, string senderUserId, Dictionary<object, object> properties)
- {
- Debug.LogFormat("OnUserPropertiesChanged: (channel:{0} user:{1}) by {2}. Props: {3}.", channel, targetUserId, senderUserId, Extensions.ToStringFull(properties));
- }
- /// <inheritdoc />
- public void OnErrorInfo(string channel, string error, object data)
- {
- Debug.LogFormat("OnErrorInfo for channel {0}. Error: {1} Data: {2}", channel, error, data);
- }
- public void AddMessageToSelectedChannel(string msg)
- {
- ChatChannel channel = null;
- bool found = this.chatClient.TryGetChannel(this.selectedChannelName, out channel);
- if (!found)
- {
- Debug.Log("AddMessageToSelectedChannel failed to find channel: " + this.selectedChannelName);
- return;
- }
- if (channel != null)
- {
- channel.Add("Bot", msg,0); //TODO: how to use msgID?
- }
- }
- public void ShowChannel(string channelName)
- {
- if (string.IsNullOrEmpty(channelName))
- {
- return;
- }
- ChatChannel channel = null;
- bool found = this.chatClient.TryGetChannel(channelName, out channel);
- if (!found)
- {
- Debug.Log("ShowChannel failed to find channel: " + channelName);
- return;
- }
- this.selectedChannelName = channelName;
- this.CurrentChannelText.text = channel.ToStringMessages();
- Debug.Log("ShowChannel: " + this.selectedChannelName);
- foreach (KeyValuePair<string, Toggle> pair in this.channelToggles)
- {
- pair.Value.isOn = pair.Key == channelName ? true : false;
- }
- }
- public void OpenDashboard()
- {
- Application.OpenURL("https://dashboard.photonengine.com");
- }
- }
- }
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