3 changed files with 210 additions and 79 deletions
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187Assets/Scripts/EOSVoiceChat.cs
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11Assets/Scripts/EOSVoiceChat.cs.meta
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91Assets/Scripts/MagnificentVoiceChat.cs
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using System; |
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using System.Collections; |
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using System.Collections.Generic; |
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using Epic.OnlineServices; |
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using Epic.OnlineServices.Lobby; |
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using Epic.OnlineServices.RTC; |
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using Epic.OnlineServices.RTCAudio; |
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using UnityEngine; |
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/// <summary>
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/// Generic re-usable cross-platform class to provide common voice chat functionality based on the EOS Voice Chat service.
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/// This class does not know anything about EOS platform initialization or authentication; it just takes the required
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/// EOS interfaces and exposes a number of game-related voice functions.
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/// </summary>
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public class EOSVoiceChat |
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{ |
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private const uint DefaultMaxChatPlayers = 16; // "Lobbies that generate conference rooms must have <= 16 max players"
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private readonly LobbyInterface lobbyInterface; |
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private readonly RTCInterface rtcInterface; |
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private readonly RTCAudioInterface audioInterface; |
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private readonly Func<ProductUserId> productUserProvider; |
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private string connectedLobbyId; |
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public bool IsConnected => lobbyInterface != null && rtcInterface != null && audioInterface != null && !string.IsNullOrEmpty(connectedLobbyId); |
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/// <summary>
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/// Provide the required interfaces for voice chat. Product User ID is provided through a callback, so that the
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/// same instance of this class can remain in use even if the logged in user changes.
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/// </summary>
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public EOSVoiceChat( |
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LobbyInterface lobbyInterface, RTCInterface rtcInterface, RTCAudioInterface audioInterface, |
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Func<ProductUserId> productUserProvider) |
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{ |
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this.lobbyInterface = lobbyInterface; |
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this.rtcInterface = rtcInterface; |
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this.audioInterface = audioInterface; |
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this.productUserProvider = productUserProvider; |
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} |
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/// <summary>
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/// Join an existing chat lobby or create a new one.
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/// The completion callback is invoked on both success and failure, and can be used to set up the chat lobby's initial parameters.
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/// </summary>
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public void ConnectToChat(string chatLobbyName, Action<bool> onCompleted = null, uint maxChatPlayers = DefaultMaxChatPlayers) |
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{ |
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DisconnectChat(); // Leave any currently connected chat lobby
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lobbyInterface.CreateLobbySearch(new CreateLobbySearchOptions { MaxResults = 1 }, out var searchHandle); |
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searchHandle.SetLobbyId(new LobbySearchSetLobbyIdOptions { LobbyId = chatLobbyName }); |
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var localUserId = productUserProvider.Invoke(); |
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searchHandle.Find(new LobbySearchFindOptions { LocalUserId = localUserId }, null, findData => |
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{ |
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switch (findData.ResultCode) |
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{ |
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case Result.Success: |
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searchHandle.CopySearchResultByIndex(new LobbySearchCopySearchResultByIndexOptions { LobbyIndex = 0 }, out var lobbyDetails); |
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Debug.Log("Found existing lobby, joining..."); |
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lobbyInterface.JoinLobby |
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( |
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new JoinLobbyOptions |
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{ |
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LocalUserId = localUserId, |
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LobbyDetailsHandle = lobbyDetails, |
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PresenceEnabled = false, |
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}, |
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null, |
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data => HandleLobbyJoined(data, onCompleted) |
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); |
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break; |
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default: |
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Debug.Log($"Creating new chat lobby..."); |
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lobbyInterface.CreateLobby |
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( |
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new CreateLobbyOptions |
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{ |
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LocalUserId = localUserId, |
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AllowInvites = false, |
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PermissionLevel = LobbyPermissionLevel.Publicadvertised, |
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PresenceEnabled = false, |
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MaxLobbyMembers = maxChatPlayers, |
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DisableHostMigration = false, |
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LobbyId = chatLobbyName, |
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BucketId = Application.productName, // TODO: do we need anything more specific than this?
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EnableRTCRoom = true, |
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}, |
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chatLobbyName, |
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data => HandleLobbyCreated(data, onCompleted) |
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); |
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break; |
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} |
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}); |
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} |
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private void HandleLobbyCreated(CreateLobbyCallbackInfo data, Action<bool> onCompleted) |
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{ |
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switch (data.ResultCode) |
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{ |
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case Result.Success: |
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connectedLobbyId = data.LobbyId; |
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Debug.Log($"Chat lobby creation successful, lobby ID = {connectedLobbyId}"); |
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onCompleted?.Invoke(true); |
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break; |
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case Result.LobbyLobbyAlreadyExists: |
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// This can happen if two clients try to create the same lobby at the same time, a classic race condition.
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// Try to join the other client's newly created chat lobby instead.
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connectedLobbyId = null; |
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Debug.Log("Chat lobby already exists, attempting to join it..."); |
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ConnectToChat((string)data.ClientData, onCompleted); |
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break; |
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default: |
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connectedLobbyId = null; |
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Debug.LogError($"Chat lobby creation failed, result code = {data.ResultCode}"); |
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onCompleted?.Invoke(false); |
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break; |
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} |
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} |
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private void HandleLobbyJoined(JoinLobbyCallbackInfo data, Action<bool> onCompleted) |
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{ |
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switch (data.ResultCode) |
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{ |
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case Result.Success: |
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connectedLobbyId = data.LobbyId; |
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Debug.Log($"Chat lobby joined successfully, lobby ID = {connectedLobbyId}"); |
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onCompleted?.Invoke(true); |
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break; |
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default: |
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connectedLobbyId = null; |
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Debug.LogError($"Chat lobby join failed, result code = {data.ResultCode}"); |
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onCompleted?.Invoke(false); |
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break; |
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} |
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} |
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public void DisconnectChat() |
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{ |
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if (!IsConnected) |
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return; |
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lobbyInterface.LeaveLobby |
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( |
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new LeaveLobbyOptions |
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{ |
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LocalUserId = productUserProvider.Invoke(), |
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LobbyId = connectedLobbyId, |
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}, |
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null, |
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data => { } |
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); |
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connectedLobbyId = null; |
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} |
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/// <summary>
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/// Mute or unmute the local player's voice chat. This can be used to implement push-to-talk.
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/// </summary>
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public void SetLocalMuted(bool muted) |
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{ |
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if (!IsConnected) |
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return; |
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} |
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/// <summary>
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/// Mute or unmute a specific remove player. This can be used to filter out specific players in the chat lobby,
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/// or for manually muting toxic players.
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/// </summary>
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public void SetRemoteMuted(string playerId, bool muted) |
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{ |
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if (!IsConnected) |
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return; |
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} |
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/// <summary>
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/// Set all remote players to muted. This can be used during loading screens, or to initialize the chat lobby
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/// when chatting with only a small subset of players.
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/// </summary>
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public void MuteAllRemote() |
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{ |
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if (!IsConnected) |
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return; |
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} |
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} |
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@ -0,0 +1,11 @@ |
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fileFormatVersion: 2 |
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guid: f668ddd1628206e4b83baeb572784acd |
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MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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