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205 lines
7.9 KiB
205 lines
7.9 KiB
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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var connectArgs = new ChatConnectArgs(chatLobbyName, onCompleted, maxChatPlayers);
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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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connectArgs,
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HandleLobbyJoined
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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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connectArgs,
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HandleLobbyCreated
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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)
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{
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var connectArgs = (ChatConnectArgs)data.ClientData;
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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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connectArgs.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(connectArgs.chatLobbyName, connectArgs.onCompleted, connectArgs.maxChatPlayers);
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break;
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default:
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connectedLobbyId = null;
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Debug.LogError($"Chat lobby creation failed, result code = {data.ResultCode}");
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connectArgs.onCompleted?.Invoke(false);
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break;
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}
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}
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private void HandleLobbyJoined(JoinLobbyCallbackInfo data)
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{
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var connectArgs = (ChatConnectArgs)data.ClientData;
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switch (data.ResultCode)
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{
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case Result.Success:
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connectedLobbyId = data.LobbyId;
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Debug.Log($"Chat lobby joined successfully, lobby ID = {connectedLobbyId}");
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connectArgs.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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connectArgs.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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private class ChatConnectArgs
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{
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public readonly string chatLobbyName;
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public readonly Action<bool> onCompleted;
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public readonly uint maxChatPlayers;
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public ChatConnectArgs(string chatLobbyName, Action<bool> onCompleted, uint maxChatPlayers)
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{
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this.chatLobbyName = chatLobbyName;
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this.onCompleted = onCompleted;
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this.maxChatPlayers = maxChatPlayers;
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}
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}
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}
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