// ----------------------------------------------------------------------------
//
// Loadbalancing Framework for Photon - Copyright (C) 2018 Exit Games GmbH
//
//
// The Room class resembles the properties known about the room in which
// a game/match happens.
//
// developer@photonengine.com
// ----------------------------------------------------------------------------
#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 || NETFX_CORE
using Hashtable = ExitGames.Client.Photon.Hashtable;
using SupportClass = ExitGames.Client.Photon.SupportClass;
#endif
///
/// This class represents a room a client joins/joined.
///
///
/// Contains a list of current players, their properties and those of this room, too.
/// A room instance has a number of "well known" properties like IsOpen, MaxPlayers which can be changed.
/// Your own, custom properties can be set via SetCustomProperties() while being in the room.
///
/// Typically, this class should be extended by a game-specific implementation with logic and extra features.
///
public class Room : RoomInfo
{
///
/// A reference to the LoadBalancingClient which is currently keeping the connection and state.
///
public LoadBalancingClient LoadBalancingClient { get; set; }
/// The name of a room. Unique identifier (per region and virtual appid) for a room/match.
/// The name can't be changed once it's set by the server.
public new string Name
{
get
{
return this.name;
}
internal set
{
this.name = value;
}
}
private bool isOffline;
public bool IsOffline
{
get
{
return isOffline;
}
private set
{
isOffline = value;
}
}
///
/// 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 while users are trying to join.
/// 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 new bool IsOpen
{
get
{
return this.isOpen;
}
set
{
if (value != this.isOpen)
{
if (!this.isOffline)
{
this.LoadBalancingClient.OpSetPropertiesOfRoom(new Hashtable() { { GamePropertyKey.IsOpen, value } });
}
}
this.isOpen = value;
}
}
///
/// 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 new bool IsVisible
{
get
{
return this.isVisible;
}
set
{
if (value != this.isVisible)
{
if (!this.isOffline)
{
this.LoadBalancingClient.OpSetPropertiesOfRoom(new Hashtable() { { GamePropertyKey.IsVisible, value } });
}
}
this.isVisible = value;
}
}
///
/// Sets a limit of players to this room. This property is synced and 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 new int MaxPlayers
{
get
{
return this.maxPlayers;
}
set
{
if (value >= 0 && value != this.maxPlayers)
{
// the following code is for compatibility with old and new servers. old use MaxPlayers, which has to be byte typed. MaxPlayersInt is available on new servers to allow int typed MaxPlayer values.
// added to server 5.0.19.xyz / 6.0.19.xyz respectively
this.maxPlayers = value;
byte maxPlayersAsByte = value <= byte.MaxValue ? (byte)value : (byte)0;
if (!this.isOffline)
{
this.LoadBalancingClient.OpSetPropertiesOfRoom(new Hashtable() { { GamePropertyKey.MaxPlayers, maxPlayersAsByte }, { GamePropertyKey.MaxPlayersInt, this.maxPlayers } });
}
}
}
}
/// The count of players in this Room (using this.Players.Count).
public new int PlayerCount
{
get
{
if (this.Players == null)
{
return 0;
}
return (byte)this.Players.Count;
}
}
/// While inside a Room, this is the list of players who are also in that room.
private Dictionary players = new Dictionary();
/// While inside a Room, this is the list of players who are also in that room.
public Dictionary Players
{
get
{
return this.players;
}
private set
{
this.players = value;
}
}
///
/// List of users who are expected to join this room. In matchmaking, Photon blocks a slot for each of these UserIDs out of the MaxPlayers.
///
///
/// The corresponding feature in Photon is called "Slot Reservation" and can be found in the doc pages.
/// Define expected players in the methods: , and .
///
public string[] ExpectedUsers
{
get { return this.expectedUsers; }
}
/// Player Time To Live. How long any player can be inactive (due to disconnect or leave) before the user gets removed from the playerlist (freeing a slot).
public int PlayerTtl
{
get { return this.playerTtl; }
set
{
if (value != this.playerTtl)
{
if (!this.isOffline)
{
this.LoadBalancingClient.OpSetPropertyOfRoom(GamePropertyKey.PlayerTtl, value); // TODO: implement Offline Mode
}
}
this.playerTtl = value;
}
}
/// Room Time To Live. How long a room stays available (and in server-memory), after the last player becomes inactive. After this time, the room gets persisted or destroyed.
public int EmptyRoomTtl
{
get { return this.emptyRoomTtl; }
set
{
if (value != this.emptyRoomTtl)
{
if (!this.isOffline)
{
this.LoadBalancingClient.OpSetPropertyOfRoom(GamePropertyKey.EmptyRoomTtl, value); // TODO: implement Offline Mode
}
}
this.emptyRoomTtl = value;
}
}
///
/// The ID (actorNumber, actorNumber) of the player who's the master of this Room.
/// Note: This changes when the current master leaves the room.
///
public int MasterClientId { get { return this.masterClientId; } }
///
/// Gets a list of custom properties that are in the RoomInfo of the Lobby.
/// This list is defined when creating the room and can't be changed afterwards. Compare: LoadBalancingClient.OpCreateRoom()
///
/// You could name properties that are not set from the beginning. Those will be synced with the lobby when added later on.
public string[] PropertiesListedInLobby
{
get
{
return this.propertiesListedInLobby;
}
private set
{
this.propertiesListedInLobby = value;
}
}
///
/// Gets if this room cleans up the event cache when a player (actor) leaves.
///
///
/// This affects which events joining players get.
///
/// Set in room creation via RoomOptions.CleanupCacheOnLeave.
///
/// Within PUN, auto cleanup of events means that cached RPCs and instantiated networked objects are deleted from the room.
///
public bool AutoCleanUp
{
get
{
return this.autoCleanUp;
}
}
/// Define if the client who calls SetProperties should receive the properties update event or not.
public bool BroadcastPropertiesChangeToAll { get; private set; }
/// Define if Join and Leave events should not be sent to clients in the room.
public bool SuppressRoomEvents { get; private set; }
/// Extends SuppressRoomEvents: Define if Join and Leave events but also the actors' list and their respective properties should not be sent to clients.
public bool SuppressPlayerInfo { get; private set; }
/// Define if UserIds of the players are broadcast in the room. Useful for FindFriends and reserving slots for expected users.
public bool PublishUserId { get; private set; }
/// Define if actor or room properties with null values are removed on the server or kept.
public bool DeleteNullProperties { get; private set; }
#if SERVERSDK
/// Define if rooms should have unique UserId per actor and that UserIds are used instead of actor number in rejoin.
public bool CheckUserOnJoin { get; private set; }
#endif
/// Creates a Room (representation) with given name and properties and the "listing options" as provided by parameters.
/// Name of the room (can be null until it's actually created on server).
/// Room options.
/// Signal if this room is only used locally.
public Room(string roomName, RoomOptions options, bool isOffline = false) : base(roomName, options != null ? options.CustomRoomProperties : null)
{
// base() sets name and (custom)properties. here we set "well known" properties
if (options != null)
{
this.isVisible = options.IsVisible;
this.isOpen = options.IsOpen;
this.maxPlayers = options.MaxPlayers;
this.propertiesListedInLobby = options.CustomRoomPropertiesForLobby;
//this.playerTtl = options.PlayerTtl; // set via well known properties
//this.emptyRoomTtl = options.EmptyRoomTtl; // set via well known properties
}
this.isOffline = isOffline;
}
/// Read (received) room option flags into related bool parameters.
/// This is for internal use. The operation response for join and create room operations is read this way.
///
internal void InternalCacheRoomFlags(int roomFlags)
{
this.BroadcastPropertiesChangeToAll = (roomFlags & (int)RoomOptionBit.BroadcastPropsChangeToAll) != 0;
this.SuppressRoomEvents = (roomFlags & (int)RoomOptionBit.SuppressRoomEvents) != 0;
this.SuppressPlayerInfo = (roomFlags & (int)RoomOptionBit.SuppressPlayerInfo) != 0;
this.PublishUserId = (roomFlags & (int)RoomOptionBit.PublishUserId) != 0;
this.DeleteNullProperties = (roomFlags & (int)RoomOptionBit.DeleteNullProps) != 0;
#if SERVERSDK
this.CheckUserOnJoin = (roomFlags & (int)RoomOptionBit.CheckUserOnJoin) != 0;
#endif
this.autoCleanUp = (roomFlags & (int)RoomOptionBit.DeleteCacheOnLeave) != 0;
}
protected internal override void InternalCacheProperties(Hashtable propertiesToCache)
{
int oldMasterId = this.masterClientId;
base.InternalCacheProperties(propertiesToCache); // important: updating the properties fields has no way to do callbacks on change
if (oldMasterId != 0 && this.masterClientId != oldMasterId)
{
this.LoadBalancingClient.InRoomCallbackTargets.OnMasterClientSwitched(this.GetPlayer(this.masterClientId));
}
}
///
/// Updates and synchronizes this Room's Custom Properties. Optionally, expectedProperties can be provided as condition.
///
///
/// 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).
///
/// Hashtable of Custom Properties that changes.
/// Provide some keys/values to use as condition for setting the new values. Client must be in room.
/// Defines if this SetCustomProperties-operation gets forwarded to your WebHooks. Client must be in room.
///
/// False if propertiesToSet is null or empty or have zero string keys.
/// True in offline mode even if expectedProperties or webFlags are used.
/// Otherwise, returns if this operation could be sent to the server.
///
public virtual bool SetCustomProperties(Hashtable propertiesToSet, Hashtable expectedProperties = null, WebFlags webFlags = null)
{
if (propertiesToSet == null || propertiesToSet.Count == 0)
{
return false;
}
Hashtable customProps = propertiesToSet.StripToStringKeys() as Hashtable;
if (this.isOffline)
{
if (customProps.Count == 0)
{
return false;
}
// Merge and delete values.
this.CustomProperties.Merge(customProps);
this.CustomProperties.StripKeysWithNullValues();
// invoking callbacks
this.LoadBalancingClient.InRoomCallbackTargets.OnRoomPropertiesUpdate(propertiesToSet);
}
else
{
// send (sync) these new values if in online room
return this.LoadBalancingClient.OpSetPropertiesOfRoom(customProps, expectedProperties, webFlags);
}
return true;
}
///
/// Enables you to define the properties available in the lobby if not all properties are needed to pick a room.
///
///
/// Limit the amount of properties sent to users in the lobby to improve speed and stability.
///
/// An array of custom room property names to forward to the lobby.
/// If the operation could be sent to the server.
public bool SetPropertiesListedInLobby(string[] lobbyProps)
{
if (this.isOffline)
{
return false;
}
Hashtable customProps = new Hashtable();
customProps[GamePropertyKey.PropsListedInLobby] = lobbyProps;
return this.LoadBalancingClient.OpSetPropertiesOfRoom(customProps);
}
///
/// Removes a player from this room's Players Dictionary.
/// This is internally used by the LoadBalancing API. There is usually no need to remove players yourself.
/// This is not a way to "kick" players.
///
protected internal virtual void RemovePlayer(Player player)
{
this.Players.Remove(player.ActorNumber);
player.RoomReference = null;
}
///
/// Removes a player from this room's Players Dictionary.
///
protected internal virtual void RemovePlayer(int id)
{
this.RemovePlayer(this.GetPlayer(id));
}
///
/// Asks the server to assign another player as Master Client of your current room.
///
///
/// RaiseEvent has the option to send messages only to the Master Client of a room.
/// SetMasterClient affects which client gets those messages.
///
/// This method calls an operation on the server to set a new Master Client, which takes a roundtrip.
/// In case of success, this client and the others get the new Master Client from the server.
///
/// SetMasterClient tells the server which current Master Client should be replaced with the new one.
/// It will fail, if anything switches the Master Client moments earlier. There is no callback for this
/// error. All clients should get the new Master Client assigned by the server anyways.
///
/// See also: MasterClientId
///
/// The player to become the next Master Client.
/// False when this operation couldn't be done currently. Requires a v4 Photon Server.
public bool SetMasterClient(Player masterClientPlayer)
{
if (this.isOffline)
{
return false;
}
Hashtable newProps = new Hashtable() { { GamePropertyKey.MasterClientId, masterClientPlayer.ActorNumber } };
Hashtable prevProps = new Hashtable() { { GamePropertyKey.MasterClientId, this.MasterClientId } };
return this.LoadBalancingClient.OpSetPropertiesOfRoom(newProps, prevProps);
}
///
/// Checks if the player is in the room's list already and calls StorePlayer() if not.
///
/// The new player - identified by ID.
/// False if the player could not be added (cause it was in the list already).
public virtual bool AddPlayer(Player player)
{
if (!this.Players.ContainsKey(player.ActorNumber))
{
this.StorePlayer(player);
return true;
}
return false;
}
///
/// Updates a player reference in the Players dictionary (no matter if it existed before or not).
///
/// The Player instance to insert into the room.
public virtual Player StorePlayer(Player player)
{
this.Players[player.ActorNumber] = player;
player.RoomReference = this;
//// while initializing the room, the players are not guaranteed to be added in-order
//if (this.MasterClientId == 0 || player.ActorNumber < this.MasterClientId)
//{
// this.masterClientId = player.ActorNumber;
//}
return player;
}
///
/// Tries to find the player with given actorNumber (a.k.a. ID).
/// Only useful when in a Room, as IDs are only valid per Room.
///
/// ID to look for.
/// If true, the Master Client is returned for ID == 0.
/// The player with the ID or null.
public virtual Player GetPlayer(int id, bool findMaster = false)
{
int idToFind = (findMaster && id == 0) ? this.MasterClientId : id;
Player result = null;
this.Players.TryGetValue(idToFind, out result);
return result;
}
///
/// Attempts to remove all current expected users from the server's Slot Reservation list.
///
///
/// Note that this operation can conflict with new/other users joining. They might be
/// adding users to the list of expected users before or after this client called ClearExpectedUsers.
///
/// This room's expectedUsers value will update, when the server sends a successful update.
///
/// Internals: This methods wraps up setting the ExpectedUsers property of a room.
///
/// If the operation could be sent to the server.
public bool ClearExpectedUsers()
{
if (this.ExpectedUsers == null || this.ExpectedUsers.Length == 0)
{
return false;
}
return this.SetExpectedUsers(new string[0], this.ExpectedUsers);
}
///
/// Attempts to update the expected users from the server's Slot Reservation list.
///
///
/// Note that this operation can conflict with new/other users joining. They might be
/// adding users to the list of expected users before or after this client called SetExpectedUsers.
///
/// This room's expectedUsers value will update, when the server sends a successful update.
///
/// Internals: This methods wraps up setting the ExpectedUsers property of a room.
///
/// The new array of UserIDs to be reserved in the room.
/// If the operation could be sent to the server.
public bool SetExpectedUsers(string[] newExpectedUsers)
{
if (newExpectedUsers == null || newExpectedUsers.Length == 0)
{
this.LoadBalancingClient.DebugReturn(DebugLevel.ERROR, "newExpectedUsers array is null or empty, call Room.ClearExpectedUsers() instead if this is what you want.");
return false;
}
return this.SetExpectedUsers(newExpectedUsers, this.ExpectedUsers);
}
private bool SetExpectedUsers(string[] newExpectedUsers, string[] oldExpectedUsers)
{
if (this.isOffline)
{
return false;
}
Hashtable gameProperties = new Hashtable(1);
gameProperties.Add(GamePropertyKey.ExpectedUsers, newExpectedUsers);
Hashtable expectedProperties = null;
if (oldExpectedUsers != null)
{
expectedProperties = new Hashtable(1);
expectedProperties.Add(GamePropertyKey.ExpectedUsers, oldExpectedUsers);
}
return this.LoadBalancingClient.OpSetPropertiesOfRoom(gameProperties, expectedProperties);
}
/// Returns a summary of this Room instance as string.
/// Summary of this Room 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 a summary of this Room instance as longer string, including Custom Properties.
/// Summary of this Room instance.
public new 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());
}
}
}