コード例 #1
0
 internal override void HandleParticipantStatusChanged(NativeRealTimeRoom room, GooglePlayGames.Native.PInvoke.MultiplayerParticipant participant)
 {
     if (FailedStatuses.Contains(participant.Status()))
     {
         mSession.OnGameThreadListener().ParticipantLeft(participant.AsParticipant());
         if (room.Status() != Types.RealTimeRoomStatus.CONNECTING && room.Status() != Types.RealTimeRoomStatus.AUTO_MATCHING)
         {
             LeaveRoom();
         }
     }
 }
コード例 #2
0
            internal override void HandleConnectedSetChanged(NativeRealTimeRoom room)
            {
                HashSet <string> hashSet = new HashSet <string>();

                if ((room.Status() == Types.RealTimeRoomStatus.AUTO_MATCHING || room.Status() == Types.RealTimeRoomStatus.CONNECTING) && mSession.MinPlayersToStart <= room.ParticipantCount())
                {
                    mSession.MinPlayersToStart += room.ParticipantCount();
                    mPercentPerParticipant      = 80f / (float)(double)mSession.MinPlayersToStart;
                }
                foreach (GooglePlayGames.Native.PInvoke.MultiplayerParticipant item in room.Participants())
                {
                    using (item)
                    {
                        if (item.IsConnectedToRoom())
                        {
                            hashSet.Add(item.Id());
                        }
                    }
                }
                if (mConnectedParticipants.Equals(hashSet))
                {
                    Logger.w("Received connected set callback with unchanged connected set!");
                }
                else
                {
                    IEnumerable <string> source = mConnectedParticipants.Except(hashSet);
                    if (room.Status() == Types.RealTimeRoomStatus.DELETED)
                    {
                        Logger.e("Participants disconnected during room setup, failing. Participants were: " + string.Join(",", source.ToArray()));
                        mSession.OnGameThreadListener().RoomConnected(false);
                        mSession.EnterState(new ShutdownState(mSession));
                    }
                    else
                    {
                        IEnumerable <string> source2 = hashSet.Except(mConnectedParticipants);
                        Logger.d("New participants connected: " + string.Join(",", source2.ToArray()));
                        if (room.Status() == Types.RealTimeRoomStatus.ACTIVE)
                        {
                            Logger.d("Fully connected! Transitioning to active state.");
                            mSession.EnterState(new ActiveState(room, mSession));
                            mSession.OnGameThreadListener().RoomConnected(true);
                        }
                        else
                        {
                            mPercentComplete      += mPercentPerParticipant * (float)source2.Count();
                            mConnectedParticipants = hashSet;
                            mSession.OnGameThreadListener().RoomSetupProgress(mPercentComplete);
                        }
                    }
                }
            }