// ---------------------------------------------------------------------------- // // PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH // // // Manager for Turn Based games, using PUN // // developer@exitgames.com // ---------------------------------------------------------------------------- using System; using System.Collections.Generic; using UnityEngine; using Photon.Realtime; using ExitGames.Client.Photon; using Hashtable = ExitGames.Client.Photon.Hashtable; namespace Photon.Pun.UtilityScripts { /// /// Pun turnBased Game manager. /// Provides an Interface (IPunTurnManagerCallbacks) for the typical turn flow and logic, between players /// Provides Extensions for Player, Room and RoomInfo to feature dedicated api for TurnBased Needs /// public class PunTurnManager : MonoBehaviourPunCallbacks, IOnEventCallback { /// /// External definition for better garbage collection management, used in ProcessEvent. /// Player sender; /// /// Wraps accessing the "turn" custom properties of a room. /// /// The turn index public int Turn { get { return PhotonNetwork.CurrentRoom.GetTurn(); } private set { _isOverCallProcessed = false; PhotonNetwork.CurrentRoom.SetTurn(value, true); } } /// /// The duration of the turn in seconds. /// public float TurnDuration = 20f; /// /// Gets the elapsed time in the current turn in seconds /// /// The elapsed time in the turn. public float ElapsedTimeInTurn { get { return ((float) (PhotonNetwork.ServerTimestamp - PhotonNetwork.CurrentRoom.GetTurnStart())) / 1000.0f; } } /// /// Gets the remaining seconds for the current turn. Ranges from 0 to TurnDuration /// /// The remaining seconds fo the current turn public float RemainingSecondsInTurn { get { return Mathf.Max(0f, this.TurnDuration - this.ElapsedTimeInTurn); } } /// /// Gets a value indicating whether the turn is completed by all. /// /// true if this turn is completed by all; otherwise, false. public bool IsCompletedByAll { get { return PhotonNetwork.CurrentRoom != null && Turn > 0 && this.finishedPlayers.Count == PhotonNetwork.CurrentRoom.PlayerCount; } } /// /// Gets a value indicating whether the current turn is finished by me. /// /// true if the current turn is finished by me; otherwise, false. public bool IsFinishedByMe { get { return this.finishedPlayers.Contains(PhotonNetwork.LocalPlayer); } } /// /// Gets a value indicating whether the current turn is over. That is the ElapsedTimeinTurn is greater or equal to the TurnDuration /// /// true if the current turn is over; otherwise, false. public bool IsOver { get { return this.RemainingSecondsInTurn <= 0f; } } /// /// The turn manager listener. Set this to your own script instance to catch Callbacks /// public IPunTurnManagerCallbacks TurnManagerListener; /// /// The finished players. /// private readonly HashSet finishedPlayers = new HashSet(); /// /// The turn manager event offset event message byte. Used internaly for defining data in Room Custom Properties /// public const byte TurnManagerEventOffset = 0; /// /// The Move event message byte. Used internaly for saving data in Room Custom Properties /// public const byte EvMove = 1 + TurnManagerEventOffset; /// /// The Final Move event message byte. Used internaly for saving data in Room Custom Properties /// public const byte EvFinalMove = 2 + TurnManagerEventOffset; // keep track of message calls private bool _isOverCallProcessed = false; #region MonoBehaviour CallBack void Start(){} void Update() { if (Turn > 0 && this.IsOver && !_isOverCallProcessed) { _isOverCallProcessed = true; this.TurnManagerListener.OnTurnTimeEnds(this.Turn); } } #endregion /// /// Tells the TurnManager to begins a new turn. /// public void BeginTurn() { Turn = this.Turn + 1; // note: this will set a property in the room, which is available to the other players. } /// /// Call to send an action. Optionally finish the turn, too. /// The move object can be anything. Try to optimize though and only send the strict minimum set of information to define the turn move. /// /// /// public void SendMove(object move, bool finished) { if (IsFinishedByMe) { UnityEngine.Debug.LogWarning("Can't SendMove. Turn is finished by this player."); return; } // along with the actual move, we have to send which turn this move belongs to Hashtable moveHt = new Hashtable(); moveHt.Add("turn", Turn); moveHt.Add("move", move); byte evCode = (finished) ? EvFinalMove : EvMove; PhotonNetwork.RaiseEvent(evCode, moveHt, new RaiseEventOptions() {CachingOption = EventCaching.AddToRoomCache}, SendOptions.SendReliable); if (finished) { PhotonNetwork.LocalPlayer.SetFinishedTurn(Turn); } // the server won't send the event back to the origin (by default). to get the event, call it locally // (note: the order of events might be mixed up as we do this locally) ProcessOnEvent(evCode, moveHt, PhotonNetwork.LocalPlayer.ActorNumber); } /// /// Gets if the player finished the current turn. /// /// true, if player finished the current turn, false otherwise. /// The Player to check for public bool GetPlayerFinishedTurn(Player player) { if (player != null && this.finishedPlayers != null && this.finishedPlayers.Contains(player)) { return true; } return false; } #region Callbacks // called internally void ProcessOnEvent(byte eventCode, object content, int senderId) { if (senderId == -1) { return; } sender = PhotonNetwork.CurrentRoom.GetPlayer(senderId); switch (eventCode) { case EvMove: { Hashtable evTable = content as Hashtable; int turn = (int)evTable["turn"]; object move = evTable["move"]; this.TurnManagerListener.OnPlayerMove(sender, turn, move); break; } case EvFinalMove: { Hashtable evTable = content as Hashtable; int turn = (int)evTable["turn"]; object move = evTable["move"]; if (turn == this.Turn) { this.finishedPlayers.Add(sender); this.TurnManagerListener.OnPlayerFinished(sender, turn, move); } if (IsCompletedByAll) { this.TurnManagerListener.OnTurnCompleted(this.Turn); } break; } } } /// /// Called by PhotonNetwork.OnEventCall registration /// /// Photon event. public void OnEvent(EventData photonEvent) { this.ProcessOnEvent(photonEvent.Code, photonEvent.CustomData, photonEvent.Sender); } /// /// Called by PhotonNetwork /// /// Properties that changed. public override void OnRoomPropertiesUpdate(Hashtable propertiesThatChanged) { // Debug.Log("OnRoomPropertiesUpdate: "+propertiesThatChanged.ToStringFull()); if (propertiesThatChanged.ContainsKey("Turn")) { _isOverCallProcessed = false; this.finishedPlayers.Clear(); this.TurnManagerListener.OnTurnBegins(this.Turn); } } #endregion } public interface IPunTurnManagerCallbacks { /// /// Called the turn begins event. /// /// Turn Index void OnTurnBegins(int turn); /// /// Called when a turn is completed (finished by all players) /// /// Turn Index void OnTurnCompleted(int turn); /// /// Called when a player moved (but did not finish the turn) /// /// Player reference /// Turn Index /// Move Object data void OnPlayerMove(Player player, int turn, object move); /// /// When a player finishes a turn (includes the action/move of that player) /// /// Player reference /// Turn index /// Move Object data void OnPlayerFinished(Player player, int turn, object move); /// /// Called when a turn completes due to a time constraint (timeout for a turn) /// /// Turn index void OnTurnTimeEnds(int turn); } public static class TurnExtensions { /// /// currently ongoing turn number /// public static readonly string TurnPropKey = "Turn"; /// /// start (server) time for currently ongoing turn (used to calculate end) /// public static readonly string TurnStartPropKey = "TStart"; /// /// Finished Turn of Actor (followed by number) /// public static readonly string FinishedTurnPropKey = "FToA"; /// /// Sets the turn. /// /// Room reference /// Turn index /// If set to true set start time. public static void SetTurn(this Room room, int turn, bool setStartTime = false) { if (room == null || room.CustomProperties == null) { return; } Hashtable turnProps = new Hashtable(); turnProps[TurnPropKey] = turn; if (setStartTime) { turnProps[TurnStartPropKey] = PhotonNetwork.ServerTimestamp; } room.SetCustomProperties(turnProps); } /// /// Gets the current turn from a RoomInfo /// /// The turn index /// RoomInfo reference public static int GetTurn(this RoomInfo room) { if (room == null || room.CustomProperties == null || !room.CustomProperties.ContainsKey(TurnPropKey)) { return 0; } return (int) room.CustomProperties[TurnPropKey]; } /// /// Returns the start time when the turn began. This can be used to calculate how long it's going on. /// /// The turn start. /// Room. public static int GetTurnStart(this RoomInfo room) { if (room == null || room.CustomProperties == null || !room.CustomProperties.ContainsKey(TurnStartPropKey)) { return 0; } return (int) room.CustomProperties[TurnStartPropKey]; } /// /// gets the player's finished turn (from the ROOM properties) /// /// The finished turn index /// Player reference public static int GetFinishedTurn(this Player player) { Room room = PhotonNetwork.CurrentRoom; if (room == null || room.CustomProperties == null || !room.CustomProperties.ContainsKey(TurnPropKey)) { return 0; } string propKey = FinishedTurnPropKey + player.ActorNumber; return (int) room.CustomProperties[propKey]; } /// /// Sets the player's finished turn (in the ROOM properties) /// /// Player Reference /// Turn Index public static void SetFinishedTurn(this Player player, int turn) { Room room = PhotonNetwork.CurrentRoom; if (room == null || room.CustomProperties == null) { return; } string propKey = FinishedTurnPropKey + player.ActorNumber; Hashtable finishedTurnProp = new Hashtable(); finishedTurnProp[propKey] = turn; room.SetCustomProperties(finishedTurnProp); } } }