//-----------------------------------------------------------
        public static Uri RoomCreateUnderNonRootCategory(PersistentChatEndpoint persistentChatEndpoint, Uri parentCategoryUri, string chatRoomName)
        {
            Console.WriteLine(String.Format("Create new chat room [{0}] under [{1}]...", chatRoomName, parentCategoryUri));

            //   ChatRoomManagementServices chatRoomMgmt = persistentChatEndpoint.PersistentChatServices.ChatRoomManagementServices;
            ChatRoomManagementServices chatRoomMgmt = persistentChatEndpoint.PersistentChatServices.ChatRoomManagementServices;
            //   PersistentChatUserAdministrationServices userMgmt = persistentChatEndpoint.PersistentChatServices.UserAdministrationServices;



            ChatRoomSettings settings = new ChatRoomSettings(chatRoomName, parentCategoryUri);
            Uri roomUri = chatRoomMgmt.EndCreateChatRoom((chatRoomMgmt.BeginCreateChatRoom(settings, null, null)));

            // Add current user as member.
            PersistentChatUserServices userMgmt = persistentChatEndpoint.PersistentChatServices.UserServices;
            PersistentChatUser         user     = userMgmt.EndGetUser(userMgmt.BeginGetUser(new Uri(persistentChatEndpoint.InnerEndpoint.OwnerUri), null, null));

            ICollection <PersistentChatPrincipalSummary> members = new List <PersistentChatPrincipalSummary>();

            members.Add(user);
            chatRoomMgmt.EndAddUsersOrGroupsToRole(chatRoomMgmt.BeginAddUsersOrGroupsToRole(ChatRoomRole.Presenter, roomUri, members, null, null));
            chatRoomMgmt.EndAddUsersOrGroupsToRole(chatRoomMgmt.BeginAddUsersOrGroupsToRole(ChatRoomRole.Member, roomUri, members, null, null));

            //必须把自己加进去,创建和管理都是创建人的,其他的人设置会有问题


            Console.WriteLine("\t  Success  聊天室创建成果");
            return(roomUri);
        }
 public void Awake()
 {
     _logo         = Resources.Load <Texture2D>("dissonance_logo");
     _roomSettings = ChatRoomSettings.Load();
 }
예제 #3
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        private void Start()
        {
            //Ensure that all settings are loaded before we access them (potentially from other threads)
            ChatRoomSettings.Preload();
            DebugSettings.Preload();
            VoiceSettings.Preload();

            //Write multithreaded logs ASAP so the logging system knows which is the main thread
            Logs.WriteMultithreadedLogs();

            //Sanity check (can't run without a network object)
            var net = gameObject.GetComponent <ICommsNetwork>();

            if (net == null)
            {
                throw new Exception("Cannot find a voice network component. Please attach a voice network component appropriate to your network system to the DissonanceVoiceComms' entity.");
            }

            //Sanity check (can't run without run in background). This value doesn't work on mobile platforms so don't perform this check there
            if (!Application.isMobilePlatform && !Application.runInBackground)
            {
                Log.Error(Log.UserErrorMessage(
                              "Run In Background is not set",
                              "The 'Run In Background' toggle on the player settings has not been checked",
                              "https://dissonance.readthedocs.io/en/latest/Basics/Getting-Started/#3-run-in-background",
                              "98D123BB-CF4F-4B41-8555-41CD01108DA7")
                          );
            }

            //Load default playback prefab if one has not been set
            if (PlaybackPrefab == null)
            {
                Log.Info("Loading default playback prefab");
                PlaybackPrefab = Resources.Load <GameObject>("PlaybackPrefab").GetComponent <VoicePlayback>();
            }

            net.PlayerJoined          += Net_PlayerJoined;
            net.PlayerLeft            += Net_PlayerLeft;
            net.PlayerEnteredRoom     += Net_PlayerRoomEvent;
            net.PlayerExitedRoom      += Net_PlayerRoomEvent;
            net.VoicePacketReceived   += Net_VoicePacketReceived;
            net.PlayerStartedSpeaking += Net_PlayerStartedSpeaking;
            net.PlayerStoppedSpeaking += Net_PlayerStoppedSpeaking;
            net.TextPacketReceived    += _text.OnMessageReceived;

            //If an explicit name has not been set generate a GUID based name
            if (string.IsNullOrEmpty(LocalPlayerName))
            {
                var guid = Guid.NewGuid().ToString();
                LocalPlayerName = guid;
            }

            //mark this component as started, locking the LocalPlayerName, PlaybackPrefab and Microphone properties from changing
            _started = true;

            //Setup the playback pool so we can create pipelines to play audio
            _playbackPool.Start(PlaybackPrefab, transform);

            //Make sure we load up the codec settings so we can create codecs later
            _codecSettings.Start();

            //Start the player collection (to set local name)
            _players.Start(LocalPlayerName, _capture, Rooms, RoomChannels, PlayerChannels);

            net.Initialize(LocalPlayerName, Rooms, PlayerChannels, RoomChannels);
            _net = net;

            //Begin capture manager, this will create and destroy capture pipelines as necessary (net mode changes, mic name changes, mic requires reset etc)
            _capture.MicrophoneName = _micName;
            _capture.Start(_net, GetOrAddMicrophone());
        }
예제 #4
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        [UsedImplicitly] private void Start()
        {
            // Unity is unreliable about late loading DLLs so try to load dependencies as early as possible.
            try
            {
                TestDependencies();
            }
            catch (Exception e)
            {
                Log.Error("Dependency Error: {0}", e.Message);
            }

            //Ensure that all settings are loaded before we access them (potentially from other threads)
            ChatRoomSettings.Preload();
            DebugSettings.Preload();
            VoiceSettings.Preload();

            //Write multithreaded logs ASAP so the logging system knows which is the main thread
            Logs.WriteMultithreadedLogs();

            //Sanity check (can't run without a network object)
            var net = gameObject.GetComponent <ICommsNetwork>();

            if (net == null)
            {
                throw new Exception("Cannot find a voice network component. Please attach a voice network component appropriate to your network system to the DissonanceVoiceComms' entity.");
            }

            //Sanity check (can't run without run in background). This value doesn't work on mobile platforms so don't perform this check there
            if (!Application.isMobilePlatform && !Application.runInBackground)
            {
                Log.Error(Log.UserErrorMessage(
                              "Run In Background is not set",
                              "The 'Run In Background' toggle on the player settings has not been checked",
                              "https://dissonance.readthedocs.io/en/latest/Basics/Getting-Started/#3-run-in-background",
                              "98D123BB-CF4F-4B41-8555-41CD01108DA7")
                          );
            }

            //Load default playback prefab if one has not been set
            if (PlaybackPrefab == null)
            {
                //Check if there is a legacy playback prefab set
                if (_playbackPrefab != null)
                {
                    PlaybackPrefab = _playbackPrefab.gameObject;
                }
                else
                {
                    Log.Info("Loading default playback prefab");
                    PlaybackPrefab = Resources.Load <GameObject>("PlaybackPrefab");

                    if (PlaybackPrefab == null)
                    {
                        throw Log.CreateUserErrorException("Failed to load PlaybackPrefab from resources - Dissonance voice will be disabled", "Incorrect installation of Dissonance", "https://dissonance.readthedocs.io/en/latest/Basics/Getting-Started/", "F542DAE5-AB78-4ADE-8FF0-4573233505AB");
                    }
                }
            }

            net.PlayerJoined          += Net_PlayerJoined;
            net.PlayerLeft            += Net_PlayerLeft;
            net.PlayerEnteredRoom     += Net_PlayerRoomEvent;
            net.PlayerExitedRoom      += Net_PlayerRoomEvent;
            net.VoicePacketReceived   += Net_VoicePacketReceived;
            net.PlayerStartedSpeaking += Net_PlayerStartedSpeaking;
            net.PlayerStoppedSpeaking += Net_PlayerStoppedSpeaking;
            net.TextPacketReceived    += _text.OnMessageReceived;

            //If an explicit name has not been set generate a GUID based name
            if (string.IsNullOrEmpty(LocalPlayerName))
            {
                var guid = Guid.NewGuid().ToString();
                LocalPlayerName = guid;
            }

            //mark this component as started, locking the LocalPlayerName, PlaybackPrefab and Microphone properties from changing
            _started = true;

            //Setup the playback pool so we can create pipelines to play audio
            _playbackPool.Start(PlaybackPrefab, transform);

            //Make sure we load up the codec settings so we can create codecs later
            _codecSettingsLoader.Start();

            //Start the player collection (to set local name)
            _players.Start(LocalPlayerName, _capture, Rooms, RoomChannels, PlayerChannels, _capture, net);

            net.Initialize(LocalPlayerName, Rooms, PlayerChannels, RoomChannels, _codecSettingsLoader.Config);
            _net = net;

            //Begin capture manager, this will create and destroy capture pipelines as necessary (net mode changes, mic name changes, mic requires reset etc)
            _capture.MicrophoneName = _micName;
            _capture.Start(_net, GetOrAddMicrophone());

            Log.Info("Starting Dissonance Voice Comms ({0})\n- Network: [{1}]\n- Quality Settings: [{2}]\n- Codec: [{3}]", Version, _net, VoiceSettings.Instance, _codecSettingsLoader);
        }