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C#
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2025-09-24 11:24:38 +05:00
using Fusion;
using Fusion.Sockets;
using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using Fusion.Photon.Realtime;
using UnityEngine;
#pragma warning disable 4014
namespace TPSBR
{
public class Matchmaking : SceneService, INetworkRunnerCallbacks
{
// PUBLIC MEMBERS
public bool IsJoiningToLobby;
public bool IsConnectedToLobby;
public Action LobbyJoined;
public Action<string> LobbyJoinFailed;
public Action LobbyLeft;
public event Action<NetworkRunner, NetworkObject, PlayerRef> ObjectExitAOI;
public event Action<NetworkRunner, NetworkObject, PlayerRef> ObjectEnterAOI;
public event Action<NetworkRunner, PlayerRef> PlayerJoined;
public event Action<NetworkRunner, PlayerRef> PlayerLeft;
public event Action<NetworkRunner, Fusion.NetworkInput> Input;
public event Action<NetworkRunner, PlayerRef, Fusion.NetworkInput> InputMissing;
public event Action<NetworkRunner, ShutdownReason> Shutdown;
public event Action<NetworkRunner> ConnectedToServer;
public event Action<NetworkRunner, NetDisconnectReason> DisconnectedFromServer;
public event Action<NetworkRunner, NetworkRunnerCallbackArgs.ConnectRequest, byte[]> ConnectRequest;
public event Action<NetworkRunner, NetAddress, NetConnectFailedReason> ConnectFailed;
public event Action<NetworkRunner, SimulationMessagePtr> UserSimulationMessage;
public event Action<NetworkRunner, List<SessionInfo>> SessionListUpdated;
public event Action<NetworkRunner, Dictionary<string, object>> CustomAuthenticationResponse;
public event Action<NetworkRunner, HostMigrationToken> HostMigration;
public event Action<NetworkRunner, PlayerRef, ReliableKey, ArraySegment<byte>> ReliableDataReceived;
public event Action<NetworkRunner, PlayerRef, ReliableKey, float> ReliableDataProgress;
public event Action<NetworkRunner> SceneLoadDone;
public event Action<NetworkRunner> SceneLoadStart;
// PRIVATE MEMBERS
[SerializeField]
private NetworkRunner _lobbyRunner;
private string _lobbyName;
private string _currentRegion;
// PUBLIC METHODS
public void CreateSession(SessionRequest request)
{
if (request.GameMode != GameMode.Server && request.GameMode != GameMode.Host)
return;
request.UserID = Context.PlayerData.UserID;
request.CustomLobby = _lobbyName;
Global.Networking.StartGame(request);
}
public void JoinSession(SessionInfo session)
{
var request = new SessionRequest
{
UserID = Context.PlayerData.UserID,
GameMode = GameMode.Client,
GameplayType = session.GetGameplayType(),
SessionName = session.Name,
ScenePath = session.GetMapSetup().ScenePath,
CustomLobby = _lobbyName,
};
Global.Networking.StartGame(request);
}
public void JoinSession(string sessionName)
{
Global.Networking.StartGame(new SessionRequest()
{
UserID = Context.PlayerData.UserID,
GameMode = GameMode.Client,
SessionName = sessionName,
CustomLobby = _lobbyName
});
}
public async Task JoinLobby(bool force = false)
{
if (IsJoiningToLobby == true)
return;
if (IsConnectedToLobby == true && force == false)
return;
IsJoiningToLobby = true;
await LeaveLobby();
_currentRegion = Context.RuntimeSettings.Region;
PhotonAppSettings.Global.AppSettings.FixedRegion = _currentRegion;
var joinTask = _lobbyRunner.JoinSessionLobby(SessionLobby.Custom, _lobbyName);
await joinTask;
IsJoiningToLobby = false;
IsConnectedToLobby = joinTask.Result.Ok;
if (IsConnectedToLobby == true)
{
LobbyJoined?.Invoke();
}
else
{
LobbyJoinFailed?.Invoke(_currentRegion);
}
}
public async Task LeaveLobby()
{
if (IsConnectedToLobby == true)
{
LobbyLeft?.Invoke();
}
IsConnectedToLobby = false;
// HACK: Adding shutdown reason 'PhotonCloudTimeout' will prevent early return and cloud services
// will be cleaned up (hulled) correctly. Without cleaned up services, rejoining lobby will always fail.
// TODO: Can be removed after Fusion SDK fix
await _lobbyRunner.Shutdown(false, ShutdownReason.PhotonCloudTimeout);
}
// SceneService INTERFACE
protected override void OnInitialize()
{
base.OnInitialize();
_lobbyName = "FusionBR." + Application.version;
_lobbyRunner.AddCallbacks(this);
Context.Runner = _lobbyRunner;
}
protected override void OnDeinitialize()
{
if (_lobbyRunner != null)
{
_lobbyRunner.RemoveCallbacks(this);
}
base.OnDeinitialize();
}
protected override void OnActivate()
{
base.OnActivate();
PhotonAppSettings.Global.AppSettings.FixedRegion = Context.RuntimeSettings.Region;
}
protected override void OnTick()
{
base.OnTick();
if (IsConnectedToLobby == true && _currentRegion != Global.RuntimeSettings.Region)
{
// Region changed, let's rejoin lobby
JoinLobby(true);
}
}
// INetworkRunnerCallbacks INTERFACE
void INetworkRunnerCallbacks.OnObjectExitAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player)
{
ObjectExitAOI?.Invoke(runner, obj, player);
}
void INetworkRunnerCallbacks.OnObjectEnterAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player)
{
ObjectEnterAOI?.Invoke(runner, obj, player);
}
void INetworkRunnerCallbacks.OnPlayerJoined(NetworkRunner runner, PlayerRef player)
{
PlayerJoined?.Invoke(runner, player);
}
void INetworkRunnerCallbacks.OnPlayerLeft(NetworkRunner runner, PlayerRef player)
{
PlayerLeft?.Invoke(runner, player);
}
void INetworkRunnerCallbacks.OnInput(NetworkRunner runner, Fusion.NetworkInput input)
{
Input?.Invoke(runner, input);
}
void INetworkRunnerCallbacks.OnInputMissing(NetworkRunner runner, PlayerRef player, Fusion.NetworkInput input)
{
InputMissing?.Invoke(runner, player, input);
}
void INetworkRunnerCallbacks.OnShutdown(NetworkRunner runner, ShutdownReason shutdownReason)
{
Shutdown?.Invoke(runner, shutdownReason);
}
void INetworkRunnerCallbacks.OnConnectedToServer(NetworkRunner runner)
{
ConnectedToServer?.Invoke(runner);
}
void INetworkRunnerCallbacks.OnDisconnectedFromServer(NetworkRunner runner, NetDisconnectReason reason)
{
DisconnectedFromServer.Invoke(runner, reason);
}
void INetworkRunnerCallbacks.OnConnectRequest(NetworkRunner runner, NetworkRunnerCallbackArgs.ConnectRequest request, byte[] token)
{
ConnectRequest?.Invoke(runner, request, token);
}
void INetworkRunnerCallbacks.OnConnectFailed(NetworkRunner runner, NetAddress remoteAddress, NetConnectFailedReason reason)
{
ConnectFailed?.Invoke(runner, remoteAddress, reason);
}
void INetworkRunnerCallbacks.OnUserSimulationMessage(NetworkRunner runner, SimulationMessagePtr message)
{
UserSimulationMessage?.Invoke(runner, message);
}
void INetworkRunnerCallbacks.OnSessionListUpdated(NetworkRunner runner, List<SessionInfo> sessionList)
{
SessionListUpdated?.Invoke(runner, sessionList);
}
void INetworkRunnerCallbacks.OnCustomAuthenticationResponse(NetworkRunner runner, Dictionary<string, object> data)
{
CustomAuthenticationResponse?.Invoke(runner, data);
}
void INetworkRunnerCallbacks.OnHostMigration(NetworkRunner runner, HostMigrationToken hostMigrationToken)
{
HostMigration?.Invoke(runner, hostMigrationToken);
}
void INetworkRunnerCallbacks.OnReliableDataReceived(NetworkRunner runner, PlayerRef player, ReliableKey key, ArraySegment<byte> data)
{
ReliableDataReceived?.Invoke(runner, player, key, data);
}
void INetworkRunnerCallbacks.OnReliableDataProgress(NetworkRunner runner, PlayerRef player, ReliableKey key, float progress)
{
ReliableDataProgress?.Invoke(runner, player, key, progress);
}
void INetworkRunnerCallbacks.OnSceneLoadDone(NetworkRunner runner)
{
SceneLoadDone?.Invoke(runner);
}
void INetworkRunnerCallbacks.OnSceneLoadStart(NetworkRunner runner)
{
SceneLoadStart?.Invoke(runner);
}
}
}