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- // ----------------------------------------------------------------------------
- // <copyright file="Player.cs" company="Exit Games GmbH">
- // Loadbalancing Framework for Photon - Copyright (C) 2018 Exit Games GmbH
- // </copyright>
- // <summary>
- // 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.
- // </summary>
- // <author>developer@photonengine.com</author>
- // ----------------------------------------------------------------------------
- #if UNITY_4_7 || UNITY_5 || UNITY_5_3_OR_NEWER
- #define SUPPORTED_UNITY
- #endif
- namespace Photon.Realtime
- {
- using System;
- using System.Collections;
- using System.Collections.Generic;
- using ExitGames.Client.Photon;
- #if SUPPORTED_UNITY
- using UnityEngine;
- #endif
- #if SUPPORTED_UNITY || NETFX_CORE
- using Hashtable = ExitGames.Client.Photon.Hashtable;
- using SupportClass = ExitGames.Client.Photon.SupportClass;
- #endif
- /// <summary>
- /// Summarizes a "player" within a room, identified (in that room) by ID (or "actorNumber").
- /// </summary>
- /// <remarks>
- /// Each player has a actorNumber, valid for that room. It's -1 until assigned by server (and client logic).
- /// </remarks>
- public class Player
- {
- /// <summary>
- /// Used internally to identify the masterclient of a room.
- /// </summary>
- protected internal Room RoomReference { get; set; }
- /// <summary>Backing field for property.</summary>
- private int actorNumber = -1;
- /// <summary>Identifier of this player in current room. Also known as: actorNumber or actorNumber. It's -1 outside of rooms.</summary>
- /// <remarks>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.</remarks>
- public int ActorNumber
- {
- get { return this.actorNumber; }
- }
- /// <summary>Only one player is controlled by each client. Others are not local.</summary>
- public readonly bool IsLocal;
- public bool HasRejoined
- {
- get; internal set;
- }
- /// <summary>Background field for nickName.</summary>
- private string nickName = string.Empty;
- /// <summary>Non-unique nickname of this player. Synced automatically in a room.</summary>
- /// <remarks>
- /// 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).
- /// </remarks>
- 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
- if (this.IsLocal)
- {
- this.SetPlayerNameProperty();
- }
- }
- }
- /// <summary>UserId of the player, available when the room got created with RoomOptions.PublishUserId = true.</summary>
- /// <remarks>Useful for <see cref="LoadBalancingClient.OpFindFriends"/> and blocking slots in a room for expected players (e.g. in <see cref="LoadBalancingClient.OpCreateRoom"/>).</remarks>
- public string UserId { get; internal set; }
- /// <summary>
- /// True if this player is the Master Client of the current room.
- /// </summary>
- public bool IsMasterClient
- {
- get
- {
- if (this.RoomReference == null)
- {
- return false;
- }
- return this.ActorNumber == this.RoomReference.MasterClientId;
- }
- }
- /// <summary>If this player is active in the room (and getting events which are currently being sent).</summary>
- /// <remarks>
- /// 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.
- /// </remarks>
- public bool IsInactive { get; protected internal set; }
- /// <summary>Read-only cache for custom properties of player. Set via Player.SetCustomProperties.</summary>
- /// <remarks>
- /// 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.
- /// </remarks>
- /// <see cref="SetCustomProperties"/>
- public Hashtable CustomProperties { get; set; }
- /// <summary>Can be used to store a reference that's useful to know "by player".</summary>
- /// <remarks>Example: Set a player's character as Tag by assigning the GameObject on Instantiate.</remarks>
- public object TagObject;
- /// <summary>
- /// Creates a player instance.
- /// To extend and replace this Player, override LoadBalancingPeer.CreatePlayer().
- /// </summary>
- /// <param name="nickName">NickName of the player (a "well known property").</param>
- /// <param name="actorNumber">ID or ActorNumber of this player in the current room (a shortcut to identify each player in room)</param>
- /// <param name="isLocal">If this is the local peer's player (or a remote one).</param>
- protected internal Player(string nickName, int actorNumber, bool isLocal) : this(nickName, actorNumber, isLocal, null)
- {
- }
- /// <summary>
- /// Creates a player instance.
- /// To extend and replace this Player, override LoadBalancingPeer.CreatePlayer().
- /// </summary>
- /// <param name="nickName">NickName of the player (a "well known property").</param>
- /// <param name="actorNumber">ID or ActorNumber of this player in the current room (a shortcut to identify each player in room)</param>
- /// <param name="isLocal">If this is the local peer's player (or a remote one).</param>
- /// <param name="playerProperties">A Hashtable of custom properties to be synced. Must use String-typed keys and serializable datatypes as values.</param>
- protected internal Player(string nickName, int actorNumber, bool isLocal, Hashtable playerProperties)
- {
- this.IsLocal = isLocal;
- this.actorNumber = actorNumber;
- this.NickName = nickName;
- this.CustomProperties = new Hashtable();
- this.InternalCacheProperties(playerProperties);
- }
- /// <summary>
- /// Get a Player by ActorNumber (Player.ID).
- /// </summary>
- /// <param name="id">ActorNumber of the a player in this room.</param>
- /// <returns>Player or null.</returns>
- public Player Get(int id)
- {
- if (this.RoomReference == null)
- {
- return null;
- }
- return this.RoomReference.GetPlayer(id);
- }
- /// <summary>Gets this Player's next Player, as sorted by ActorNumber (Player.ID). Wraps around.</summary>
- /// <returns>Player or null.</returns>
- public Player GetNext()
- {
- return GetNextFor(this.ActorNumber);
- }
- /// <summary>Gets a Player's next Player, as sorted by ActorNumber (Player.ID). Wraps around.</summary>
- /// <remarks>Useful when you pass something to the next player. For example: passing the turn to the next player.</remarks>
- /// <param name="currentPlayer">The Player for which the next is being needed.</param>
- /// <returns>Player or null.</returns>
- public Player GetNextFor(Player currentPlayer)
- {
- if (currentPlayer == null)
- {
- return null;
- }
- return GetNextFor(currentPlayer.ActorNumber);
- }
- /// <summary>Gets a Player's next Player, as sorted by ActorNumber (Player.ID). Wraps around.</summary>
- /// <remarks>Useful when you pass something to the next player. For example: passing the turn to the next player.</remarks>
- /// <param name="currentPlayerId">The ActorNumber (Player.ID) for which the next is being needed.</param>
- /// <returns>Player or null.</returns>
- public Player GetNextFor(int currentPlayerId)
- {
- if (this.RoomReference == null || this.RoomReference.Players == null || this.RoomReference.Players.Count < 2)
- {
- return null;
- }
- Dictionary<int, Player> 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];
- }
- /// <summary>Caches properties for new Players or when updates of remote players are received. Use SetCustomProperties() for a synced update.</summary>
- /// <remarks>
- /// 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.
- /// </remarks>
- protected internal 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();
- }
- /// <summary>
- /// Brief summary string of the Player: ActorNumber and NickName
- /// </summary>
- public override string ToString()
- {
- return string.Format("#{0:00} '{1}'",this.ActorNumber, this.NickName);
- }
- /// <summary>
- /// String summary of the Player: player.ID, name and all custom properties of this user.
- /// </summary>
- /// <remarks>
- /// Use with care and not every frame!
- /// Converts the customProperties to a String on every single call.
- /// </remarks>
- public string ToStringFull()
- {
- return string.Format("#{0:00} '{1}'{2} {3}", this.ActorNumber, this.NickName, this.IsInactive ? " (inactive)" : "", this.CustomProperties.ToStringFull());
- }
- /// <summary>
- /// If players are equal (by GetHasCode, which returns this.ID).
- /// </summary>
- public override bool Equals(object p)
- {
- Player pp = p as Player;
- return (pp != null && this.GetHashCode() == pp.GetHashCode());
- }
- /// <summary>
- /// Accompanies Equals, using the ID (actorNumber) as HashCode to return.
- /// </summary>
- public override int GetHashCode()
- {
- return this.ActorNumber;
- }
- /// <summary>
- /// Used internally, to update this client's playerID when assigned (doesn't change after assignment).
- /// </summary>
- protected internal void ChangeLocalID(int newID)
- {
- if (!this.IsLocal)
- {
- //Debug.LogError("ERROR You should never change Player IDs!");
- return;
- }
- this.actorNumber = newID;
- }
- /// <summary>
- /// Updates and synchronizes this Player's Custom Properties. Optionally, expectedProperties can be provided as condition.
- /// </summary>
- /// <remarks>
- /// 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).
- /// </remarks>
- /// <param name="propertiesToSet">Hashtable of Custom Properties to be set. </param>
- /// <param name="expectedValues">If non-null, these are the property-values the server will check as condition for this update.</param>
- /// <param name="webFlags">Defines if this SetCustomProperties-operation gets forwarded to your WebHooks. Client must be in room.</param>
- /// <returns>
- /// False if propertiesToSet is null or empty or have zero string keys.
- /// True in offline mode even if expectedProperties or webFlags are used.
- /// If not in a room, returns true if local player and expectedValues and webFlags are null.
- /// (Use this to cache properties to be sent when joining a room).
- /// Otherwise, returns if this operation could be sent to the server.
- /// </returns>
- public bool SetCustomProperties(Hashtable propertiesToSet, Hashtable expectedValues = null, WebFlags webFlags = null)
- {
- if (propertiesToSet == null || propertiesToSet.Count == 0)
- {
- return false;
- }
- Hashtable customProps = propertiesToSet.StripToStringKeys() as Hashtable;
- if (this.RoomReference != null)
- {
- if (this.RoomReference.IsOffline)
- {
- if (customProps.Count == 0)
- {
- return false;
- }
- this.CustomProperties.Merge(customProps);
- this.CustomProperties.StripKeysWithNullValues();
- // invoking callbacks
- this.RoomReference.LoadBalancingClient.InRoomCallbackTargets.OnPlayerPropertiesUpdate(this, customProps);
- return true;
- }
- else
- {
- Hashtable customPropsToCheck = expectedValues.StripToStringKeys() as Hashtable;
- // send (sync) these new values if in online room
- return this.RoomReference.LoadBalancingClient.OpSetPropertiesOfActor(this.actorNumber, customProps, customPropsToCheck, webFlags);
- }
- }
- if (this.IsLocal)
- {
- if (customProps.Count == 0)
- {
- return false;
- }
- if (expectedValues == null && webFlags == null)
- {
- this.CustomProperties.Merge(customProps);
- this.CustomProperties.StripKeysWithNullValues();
- return true;
- }
- }
- return false;
- }
- /// <summary>Uses OpSetPropertiesOfActor to sync this player's NickName (server is being updated with this.NickName).</summary>
- private bool SetPlayerNameProperty()
- {
- if (this.RoomReference != null && !this.RoomReference.IsOffline)
- {
- Hashtable properties = new Hashtable();
- properties[ActorProperties.PlayerName] = this.nickName;
- return this.RoomReference.LoadBalancingClient.OpSetPropertiesOfActor(this.ActorNumber, properties);
- }
- return false;
- }
- }
- }
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