clean project

This commit is contained in:
Helar Jaadla
2022-03-07 17:52:41 +02:00
parent a174b45bd2
commit cbeb10ec35
5100 changed files with 837159 additions and 0 deletions

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namespace Oculus.Platform.Samples.NetChat
{
using UnityEngine;
using UnityEngine.UI;
using System;
using System.IO;
using System.Collections.Generic;
using Oculus.Platform;
using Oculus.Platform.Models;
enum states
{
NOT_INIT = 0,
IDLE,
REQUEST_FIND,
FINDING_ROOM,
REQUEST_CREATE,
REQUEST_JOIN,
REQUEST_LEAVE,
IN_EMPTY_ROOM,
IN_FULL_ROOM
}
// Pools are defined on the Oculus developer portal
//
// For this test we have a pool created with the pool key set as 'filter_pool'
// Mode is set to 'Room'
// Skill Pool is set to 'None'
// We are not considering Round Trip Time
// The following Data Settings are set:
// key: map_name, Type: STRING, String options: Small_Map, Big_Map, Really_Big_Map
// key: game_type, Type: STRING, String Options: deathmatch, CTF
//
// We also have the following two queries defined:
// Query Key: map
// Template: Set (String)
// Key: map_name
// Wildcards: map_param_1, map_param_2
//
// Query Key: game_type
// Template: Set (String)
// Key: game_type_name
// Wildcards: game_type_param
//
// For this test we have a pool created with the pool key set as 'bout_pool'
// Mode is set to 'Bout'
// Skill Pool is set to 'None'
// We are not considering Round Trip Time
// No Data Settings are set:
//
public static class Constants
{
public const int BUFFER_SIZE = 512;
public const string BOUT_POOL = "bout_pool";
public const string FILTER_POOL = "filter_pool";
}
public class chatPacket
{
public int packetID { get; set; }
public string textString { get; set; }
public byte[] Serialize()
{
using (MemoryStream m = new MemoryStream())
{
using (BinaryWriter writer = new BinaryWriter(m))
{
// Limit our string to BUFFER_SIZE
if (textString.Length > Constants.BUFFER_SIZE)
{
textString = textString.Substring(0, Constants.BUFFER_SIZE-1);
}
writer.Write(packetID);
writer.Write(textString.ToCharArray());
writer.Write('\0');
}
return m.ToArray();
}
}
public static chatPacket Deserialize(byte[] data)
{
chatPacket result = new chatPacket();
using (MemoryStream m = new MemoryStream(data))
{
using (BinaryReader reader = new BinaryReader(m))
{
result.packetID = reader.ReadInt32();
result.textString = System.Text.Encoding.Default.GetString(reader.ReadBytes(Constants.BUFFER_SIZE));
}
}
return result;
}
}
public class DataEntry : MonoBehaviour {
public Text dataOutput;
states currentState;
User localUser;
User remoteUser;
Room currentRoom;
int lastPacketID;
bool ratedMatchStarted;
// Use this for initialization
void Start () {
currentState = states.NOT_INIT;
localUser = null;
remoteUser = null;
currentRoom = null;
lastPacketID = 0;
ratedMatchStarted = false;
Core.Initialize();
// Setup our room update handler
Rooms.SetUpdateNotificationCallback(updateRoom);
// Setup our match found handler
Matchmaking.SetMatchFoundNotificationCallback(foundMatch);
checkEntitlement();
}
// Update is called once per frame
void Update()
{
string currentText = GetComponent<InputField>().text;
if (Input.GetKey(KeyCode.Return))
{
if (currentText != "")
{
SubmitCommand(currentText);
}
GetComponent<InputField>().text = "";
}
processNetPackets();
// Handle all messages being returned
Request.RunCallbacks();
}
void SubmitCommand(string command)
{
string[] commandParams = command.Split('!');
if (commandParams.Length > 0)
{
switch (commandParams[0])
{
case "c":
requestCreateRoom();
break;
case "d":
requestCreateFilterRoom();
break;
case "f":
requestFindMatch();
break;
case "g":
requestFindRoom();
break;
case "i":
requestFindFilteredRoom();
break;
case "s":
if (commandParams.Length > 1)
{
sendChat(commandParams[1]);
}
break;
case "l":
requestLeaveRoom();
break;
case "1":
requestStartRatedMatch();
break;
case "2":
requestReportResults();
break;
default:
printOutputLine("Invalid Command");
break;
}
}
}
void printOutputLine(String newLine)
{
dataOutput.text = "> " + newLine + System.Environment.NewLine + dataOutput.text;
}
void checkEntitlement()
{
Entitlements.IsUserEntitledToApplication().OnComplete(getEntitlementCallback);
}
void getEntitlementCallback(Message msg)
{
if (!msg.IsError)
{
printOutputLine("You are entitled to use this app.");
Users.GetLoggedInUser().OnComplete(init);
}
else
{
printOutputLine("You are NOT entitled to use this app.");
}
}
void init(Message<User> msg)
{
if (!msg.IsError)
{
User user = msg.Data;
localUser = user;
currentState = states.IDLE;
}
else
{
printOutputLine("Received get current user error");
Error error = msg.GetError();
printOutputLine("Error: " + error.Message);
// Retry getting the current user
Users.GetLoggedInUser().OnComplete(init);
currentState = states.NOT_INIT;
}
}
void requestCreateRoom()
{
switch (currentState)
{
case states.NOT_INIT:
printOutputLine("The app has not initialized properly and we don't know your userID.");
break;
case states.IDLE:
printOutputLine("Trying to create a matchmaking room");
Matchmaking.CreateAndEnqueueRoom(Constants.FILTER_POOL, 8, true, null).OnComplete(createRoomResponse);
currentState = states.REQUEST_CREATE;
break;
case states.REQUEST_FIND:
printOutputLine("You have already made a request to find a room. Please wait for that request to complete.");
break;
case states.FINDING_ROOM:
printOutputLine("You have already currently looking for a room. Please wait for the match to be made.");
break;
case states.REQUEST_JOIN:
printOutputLine("We are currently trying to join a room. Please wait to see if we can join it.");
break;
case states.REQUEST_LEAVE:
printOutputLine("We are currently trying to leave a room. Please wait to see if we can leave it.");
break;
case states.REQUEST_CREATE:
printOutputLine("You have already requested a matchmaking room to be created. Please wait for the room to be made.");
break;
case states.IN_EMPTY_ROOM:
printOutputLine("You have already in a matchmaking room. Please wait for an opponent to join.");
break;
case states.IN_FULL_ROOM:
printOutputLine("You have already in a match.");
break;
default:
printOutputLine("You have hit an unknown state.");
break;
}
}
void createRoomResponse(Message<MatchmakingEnqueueResultAndRoom> msg)
{
if (!msg.IsError)
{
printOutputLine("Received create matchmaking room success");
Room room = msg.Data.Room;
currentRoom = room;
printOutputLine("RoomID: " + room.ID.ToString());
currentState = states.IN_EMPTY_ROOM;
}
else
{
printOutputLine("Received create matchmaking room Error");
Error error = msg.GetError();
printOutputLine("Error: " + error.Message);
printOutputLine("You can only create a matchmaking room for pools of mode Room. Make sure you have an appropriate pool setup on the Developer portal.\n");
currentState = states.IDLE;
}
}
void requestCreateFilterRoom()
{
switch (currentState)
{
case states.NOT_INIT:
printOutputLine("The app has not initialized properly and we don't know your userID.\n");
break;
case states.IDLE:
printOutputLine("Trying to create a matchmaking room");
// We're going to create a room that has the following values set:
// game_type_name = "CTF"
// map_name = "Really_Big_Map"
//
Matchmaking.CustomQuery roomCustomQuery = new Matchmaking.CustomQuery();
roomCustomQuery.criteria = null;
roomCustomQuery.data = new Dictionary<string, object>();
roomCustomQuery.data.Add("game_type_name", "CTF");
roomCustomQuery.data.Add("map_name", "Really_Big_Map");
Matchmaking.CreateAndEnqueueRoom(Constants.FILTER_POOL, 8, true, roomCustomQuery).OnComplete(createRoomResponse);
currentState = states.REQUEST_CREATE;
break;
case states.REQUEST_FIND:
printOutputLine("You have already made a request to find a room. Please wait for that request to complete.\n");
break;
case states.FINDING_ROOM:
printOutputLine("You have already currently looking for a room. Please wait for the match to be made.\n");
break;
case states.REQUEST_JOIN:
printOutputLine("We are currently trying to join a room. Please wait to see if we can join it.\n");
break;
case states.REQUEST_LEAVE:
printOutputLine("We are currently trying to leave a room. Please wait to see if we can leave it.\n");
break;
case states.REQUEST_CREATE:
printOutputLine("You have already requested a matchmaking room to be created. Please wait for the room to be made.\n");
break;
case states.IN_EMPTY_ROOM:
printOutputLine("You have already in a matchmaking room. Please wait for an opponent to join.\n");
break;
case states.IN_FULL_ROOM:
printOutputLine("You have already in a match.\n");
break;
default:
printOutputLine("You have hit an unknown state.\n");
break;
}
}
void requestFindRoom()
{
switch (currentState)
{
case states.NOT_INIT:
printOutputLine("The app has not initialized properly and we don't know your userID.");
break;
case states.IDLE:
printOutputLine("\nTrying to find a matchmaking room\n");
Matchmaking.Enqueue(Constants.FILTER_POOL, null).OnComplete(searchingStarted);
currentState = states.REQUEST_FIND;
break;
case states.REQUEST_FIND:
printOutputLine("You have already made a request to find a room. Please wait for that request to complete.");
break;
case states.FINDING_ROOM:
printOutputLine("You have already currently looking for a room. Please wait for the match to be made.");
break;
case states.REQUEST_JOIN:
printOutputLine("We are currently trying to join a room. Please wait to see if we can join it.");
break;
case states.REQUEST_LEAVE:
printOutputLine("We are currently trying to leave a room. Please wait to see if we can leave it.");
break;
case states.REQUEST_CREATE:
printOutputLine("You have already requested a matchmaking room to be created. Please wait for the room to be made.");
break;
case states.IN_EMPTY_ROOM:
printOutputLine("You have already in a matchmaking room. Please wait for an opponent to join.");
break;
case states.IN_FULL_ROOM:
printOutputLine("You have already in a match.");
break;
default:
printOutputLine("You have hit an unknown state.");
break;
}
}
void requestFindFilteredRoom()
{
switch (currentState)
{
case states.NOT_INIT:
printOutputLine("The app has not initialized properly and we don't know your userID.");
break;
case states.IDLE:
printOutputLine("Trying to find a matchmaking room");
// Our search filter criterion
//
// We're filtering using two different queries setup on the developer portal
//
// map - query to filter by map. The query allows you to filter with up to two different maps using keys called 'map_1' and 'map_2'
// game_type - query to filter by game type. The query allows you to filter with up to two different game types using keys called 'type_1' and 'type_2'
//
// In the example below we are filtering for matches that are of type CTF and on either Big_Map or Really_Big_Map.
//
Matchmaking.CustomQuery roomCustomQuery = new Matchmaking.CustomQuery();
Matchmaking.CustomQuery.Criterion[] queries = new Matchmaking.CustomQuery.Criterion[2];
queries[0].key = "map";
queries[0].importance = MatchmakingCriterionImportance.Required;
queries[0].parameters = new Dictionary<string, object>();
queries[0].parameters.Add("map_param_1","Really_Big_Map");
queries[0].parameters.Add("map_param_2", "Big_Map");
queries[1].key = "game_type";
queries[1].importance = MatchmakingCriterionImportance.Required;
queries[1].parameters = new Dictionary<string, object>();
queries[1].parameters.Add("game_type_param", "CTF");
roomCustomQuery.criteria = queries;
roomCustomQuery.data = null;
Matchmaking.Enqueue(Constants.FILTER_POOL, roomCustomQuery);
currentState = states.REQUEST_FIND;
break;
case states.REQUEST_FIND:
printOutputLine("You have already made a request to find a room. Please wait for that request to complete.");
break;
case states.FINDING_ROOM:
printOutputLine("You have already currently looking for a room. Please wait for the match to be made.");
break;
case states.REQUEST_JOIN:
printOutputLine("We are currently trying to join a room. Please wait to see if we can join it.");
break;
case states.REQUEST_LEAVE:
printOutputLine("We are currently trying to leave a room. Please wait to see if we can leave it.");
break;
case states.REQUEST_CREATE:
printOutputLine("You have already requested a matchmaking room to be created. Please wait for the room to be made.");
break;
case states.IN_EMPTY_ROOM:
printOutputLine("You have already in a matchmaking room. Please wait for an opponent to join.");
break;
case states.IN_FULL_ROOM:
printOutputLine("You have already in a match.");
break;
default:
printOutputLine("You have hit an unknown state.");
break;
}
}
void foundMatch(Message<Room> msg)
{
if (!msg.IsError)
{
printOutputLine("Received find match success. We are now going to request to join the room.");
Room room = msg.Data;
Rooms.Join(room.ID, true).OnComplete(joinRoomResponse);
currentState = states.REQUEST_JOIN;
}
else
{
printOutputLine("Received find match error");
Error error = msg.GetError();
printOutputLine("Error: " + error.Message);
currentState = states.IDLE;
}
}
void joinRoomResponse(Message<Room> msg)
{
if (!msg.IsError)
{
printOutputLine("Received join room success.");
currentRoom = msg.Data;
currentState = states.IN_EMPTY_ROOM;
// Try to pull out remote user's ID if they have already joined
if (currentRoom.UsersOptional != null)
{
foreach (User element in currentRoom.UsersOptional)
{
if (element.ID != localUser.ID)
{
remoteUser = element;
currentState = states.IN_FULL_ROOM;
}
}
}
}
else
{
printOutputLine("Received join room error");
printOutputLine("It's possible the room filled up before you could join it.");
Error error = msg.GetError();
printOutputLine("Error: " + error.Message);
currentState = states.IDLE;
}
}
void requestFindMatch()
{
switch (currentState)
{
case states.NOT_INIT:
printOutputLine("The app has not initialized properly and we don't know your userID.");
break;
case states.IDLE:
printOutputLine("Trying to find a matchmaking room");
Matchmaking.Enqueue(Constants.BOUT_POOL, null).OnComplete(searchingStarted);
currentState = states.REQUEST_FIND;
break;
case states.REQUEST_FIND:
printOutputLine("You have already made a request to find a room. Please wait for that request to complete.");
break;
case states.FINDING_ROOM:
printOutputLine("You have already currently looking for a room. Please wait for the match to be made.");
break;
case states.REQUEST_JOIN:
printOutputLine("We are currently trying to join a room. Please wait to see if we can join it.");
break;
case states.REQUEST_LEAVE:
printOutputLine("We are currently trying to leave a room. Please wait to see if we can leave it.");
break;
case states.REQUEST_CREATE:
printOutputLine("You have already requested a matchmaking room to be created. Please wait for the room to be made.");
break;
case states.IN_EMPTY_ROOM:
printOutputLine("You have already in a matchmaking room. Please wait for an opponent to join.");
break;
case states.IN_FULL_ROOM:
printOutputLine("You have already in a match.");
break;
default:
printOutputLine("You have hit an unknown state.");
break;
}
}
void searchingStarted(Message msg)
{
if (!msg.IsError)
{
printOutputLine("Searching for a match successfully started");
currentState = states.REQUEST_FIND;
}
else
{
printOutputLine("Searching for a match error");
Error error = msg.GetError();
printOutputLine("Error: " + error.Message);
}
}
void updateRoom(Message<Room> msg)
{
if (!msg.IsError)
{
printOutputLine("Received room update notification");
Room room = msg.Data;
if (currentState == states.IN_EMPTY_ROOM)
{
// Check to see if this update is another user joining
if (room.UsersOptional != null)
{
foreach (User element in room.UsersOptional)
{
if (element.ID != localUser.ID)
{
remoteUser = element;
currentState = states.IN_FULL_ROOM;
}
}
}
}
else
{
// Check to see if this update is another user leaving
if (room.UsersOptional != null && room.UsersOptional.Count == 1)
{
printOutputLine("User ID: " + remoteUser.ID.ToString() + "has left");
remoteUser = null;
currentState = states.IN_EMPTY_ROOM;
}
}
}
else
{
printOutputLine("Received room update error");
Error error = msg.GetError();
printOutputLine("Error: " + error.Message);
}
}
void sendChat(string chatMessage)
{
switch (currentState)
{
case states.NOT_INIT:
printOutputLine("The app has not initialized properly and we don't know your userID.");
break;
case states.IDLE:
case states.REQUEST_FIND:
case states.FINDING_ROOM:
case states.REQUEST_JOIN:
case states.REQUEST_CREATE:
case states.REQUEST_LEAVE:
case states.IN_EMPTY_ROOM:
printOutputLine("You need to be in a room with another player to send a message.");
break;
case states.IN_FULL_ROOM:
{
chatPacket newMessage = new chatPacket();
// Create a packet to send with the packet ID and string payload
lastPacketID++;
newMessage.packetID = lastPacketID;
newMessage.textString = chatMessage;
Oculus.Platform.Net.SendPacket(remoteUser.ID, newMessage.Serialize(), SendPolicy.Reliable);
}
break;
default:
printOutputLine("You have hit an unknown state.");
break;
}
}
void processNetPackets()
{
Packet incomingPacket = Net.ReadPacket();
while (incomingPacket != null)
{
byte[] rawBits = new byte[incomingPacket.Size];
incomingPacket.ReadBytes(rawBits);
chatPacket newMessage = chatPacket.Deserialize(rawBits);
printOutputLine("Chat Text: " + newMessage.textString.ToString());
printOutputLine("Received Packet from UserID: " + incomingPacket.SenderID.ToString());
printOutputLine("Received Packet ID: " + newMessage.packetID.ToString());
// Look to see if there's another packet waiting
incomingPacket = Net.ReadPacket();
}
}
void requestLeaveRoom()
{
switch (currentState)
{
case states.NOT_INIT:
printOutputLine("The app has not initialized properly and we don't know your userID.");
break;
case states.IDLE:
case states.REQUEST_FIND:
case states.FINDING_ROOM:
case states.REQUEST_JOIN:
case states.REQUEST_CREATE:
printOutputLine("You are currently not in a room to leave.");
break;
case states.REQUEST_LEAVE:
printOutputLine("We are currently trying to leave a room. Please wait to see if we can leave it.");
break;
case states.IN_EMPTY_ROOM:
case states.IN_FULL_ROOM:
printOutputLine("Trying to leave room.");
Rooms.Leave(currentRoom.ID).OnComplete(leaveRoomResponse);
break;
default:
printOutputLine("You have hit an unknown state.");
break;
}
}
void leaveRoomResponse(Message<Room> msg)
{
if (!msg.IsError)
{
printOutputLine("We were able to leave the room");
currentRoom = null;
remoteUser = null;
currentState = states.IDLE;
}
else
{
printOutputLine("Leave room error");
Error error = msg.GetError();
printOutputLine("Error: " + error.Message);
}
}
void requestStartRatedMatch()
{
switch (currentState)
{
case states.NOT_INIT:
printOutputLine("The app has not initialized properly and we don't know your userID.");
break;
case states.IDLE:
case states.REQUEST_FIND:
case states.FINDING_ROOM:
case states.REQUEST_JOIN:
case states.REQUEST_CREATE:
case states.REQUEST_LEAVE:
case states.IN_EMPTY_ROOM:
printOutputLine("You need to be in a room with another player to start a rated match.");
break;
case states.IN_FULL_ROOM:
printOutputLine("Trying to start a rated match. This call should be made once a rated match begins so we will be able to submit results after the game is done.");
Matchmaking.StartMatch(currentRoom.ID).OnComplete(startRatedMatchResponse);
break;
default:
printOutputLine("You have hit an unknown state.");
break;
}
}
void startRatedMatchResponse(Message msg)
{
if(!msg.IsError)
{
printOutputLine("Started a rated match");
ratedMatchStarted = true;
}
else
{
Error error = msg.GetError();
printOutputLine("Received starting rated match failure: " + error.Message);
printOutputLine("Your matchmaking pool needs to have a skill pool associated with it to play rated matches");
}
}
void requestReportResults()
{
switch (currentState)
{
case states.NOT_INIT:
printOutputLine("The app has not initialized properly and we don't know your userID.");
break;
case states.IDLE:
case states.REQUEST_FIND:
case states.FINDING_ROOM:
case states.REQUEST_JOIN:
case states.REQUEST_CREATE:
case states.REQUEST_LEAVE:
printOutputLine("You need to be in a room with another player to report results on a rated match.");
break;
case states.IN_EMPTY_ROOM:
case states.IN_FULL_ROOM:
if (ratedMatchStarted)
{
printOutputLine("Submitting rated match results.");
Dictionary <string, int> results = new Dictionary<string, int>();
results.Add(localUser.ID.ToString(), 1);
results.Add(remoteUser.ID.ToString(), 2);
Matchmaking.ReportResultsInsecure(currentRoom.ID, results).OnComplete(reportResultsResponse);
}
else
{
printOutputLine("You can't report results unless you've already started a rated match");
}
break;
default:
printOutputLine("You have hit an unknown state.");
break;
}
}
void reportResultsResponse(Message msg)
{
if (!msg.IsError)
{
printOutputLine("Rated match results reported. Now attempting to leave room.");
ratedMatchStarted = false;
requestLeaveRoom();
}
else
{
Error error = msg.GetError();
printOutputLine("Received reporting rated match failure: " + error.Message);
}
}
}
}

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