NetworkRoomManager - refactor CheckReadyToBegin

This commit is contained in:
MrGadget1024 2023-02-08 10:04:30 -05:00
parent 1e802c24c8
commit 324c41e1c7

View File

@ -199,7 +199,12 @@ public void CheckReadyToBegin()
if (!Utils.IsSceneActive(RoomScene)) if (!Utils.IsSceneActive(RoomScene))
return; return;
int numberOfReadyPlayers = NetworkServer.connections.Count(conn => conn.Value != null && conn.Value.identity.gameObject.GetComponent<NetworkRoomPlayer>().readyToBegin); int numberOfReadyPlayers = NetworkServer.connections.Count(conn =>
conn.Value != null &&
conn.Value.identity != null &&
conn.Value.identity.TryGetComponent(out NetworkRoomPlayer nrp) &&
nrp.readyToBegin);
bool enoughReadyPlayers = minPlayers <= 0 || numberOfReadyPlayers >= minPlayers; bool enoughReadyPlayers = minPlayers <= 0 || numberOfReadyPlayers >= minPlayers;
if (enoughReadyPlayers) if (enoughReadyPlayers)
{ {
@ -207,10 +212,8 @@ public void CheckReadyToBegin()
allPlayersReady = true; allPlayersReady = true;
} }
else else
{
allPlayersReady = false; allPlayersReady = false;
} }
}
internal void CallOnClientEnterRoom() internal void CallOnClientEnterRoom()
{ {
@ -511,40 +514,40 @@ public override void OnClientSceneChanged()
/// <summary> /// <summary>
/// This is called on the host when a host is started. /// This is called on the host when a host is started.
/// </summary> /// </summary>
public virtual void OnRoomStartHost() {} public virtual void OnRoomStartHost() { }
/// <summary> /// <summary>
/// This is called on the host when the host is stopped. /// This is called on the host when the host is stopped.
/// </summary> /// </summary>
public virtual void OnRoomStopHost() {} public virtual void OnRoomStopHost() { }
/// <summary> /// <summary>
/// This is called on the server when the server is started - including when a host is started. /// This is called on the server when the server is started - including when a host is started.
/// </summary> /// </summary>
public virtual void OnRoomStartServer() {} public virtual void OnRoomStartServer() { }
/// <summary> /// <summary>
/// This is called on the server when the server is started - including when a host is stopped. /// This is called on the server when the server is started - including when a host is stopped.
/// </summary> /// </summary>
public virtual void OnRoomStopServer() {} public virtual void OnRoomStopServer() { }
/// <summary> /// <summary>
/// This is called on the server when a new client connects to the server. /// This is called on the server when a new client connects to the server.
/// </summary> /// </summary>
/// <param name="conn">The new connection.</param> /// <param name="conn">The new connection.</param>
public virtual void OnRoomServerConnect(NetworkConnectionToClient conn) {} public virtual void OnRoomServerConnect(NetworkConnectionToClient conn) { }
/// <summary> /// <summary>
/// This is called on the server when a client disconnects. /// This is called on the server when a client disconnects.
/// </summary> /// </summary>
/// <param name="conn">The connection that disconnected.</param> /// <param name="conn">The connection that disconnected.</param>
public virtual void OnRoomServerDisconnect(NetworkConnectionToClient conn) {} public virtual void OnRoomServerDisconnect(NetworkConnectionToClient conn) { }
/// <summary> /// <summary>
/// This is called on the server when a networked scene finishes loading. /// This is called on the server when a networked scene finishes loading.
/// </summary> /// </summary>
/// <param name="sceneName">Name of the new scene.</param> /// <param name="sceneName">Name of the new scene.</param>
public virtual void OnRoomServerSceneChanged(string sceneName) {} public virtual void OnRoomServerSceneChanged(string sceneName) { }
/// <summary> /// <summary>
/// This allows customization of the creation of the room-player object on the server. /// This allows customization of the creation of the room-player object on the server.
@ -608,7 +611,7 @@ public virtual void OnRoomServerPlayersReady()
/// This is called on the server when CheckReadyToBegin finds that players are not ready /// This is called on the server when CheckReadyToBegin finds that players are not ready
/// <para>May be called multiple times while not ready players are joining</para> /// <para>May be called multiple times while not ready players are joining</para>
/// </summary> /// </summary>
public virtual void OnRoomServerPlayersNotReady() {} public virtual void OnRoomServerPlayersNotReady() { }
#endregion #endregion
@ -617,37 +620,37 @@ public virtual void OnRoomServerPlayersNotReady() {}
/// <summary> /// <summary>
/// This is a hook to allow custom behaviour when the game client enters the room. /// This is a hook to allow custom behaviour when the game client enters the room.
/// </summary> /// </summary>
public virtual void OnRoomClientEnter() {} public virtual void OnRoomClientEnter() { }
/// <summary> /// <summary>
/// This is a hook to allow custom behaviour when the game client exits the room. /// This is a hook to allow custom behaviour when the game client exits the room.
/// </summary> /// </summary>
public virtual void OnRoomClientExit() {} public virtual void OnRoomClientExit() { }
/// <summary> /// <summary>
/// This is called on the client when it connects to server. /// This is called on the client when it connects to server.
/// </summary> /// </summary>
public virtual void OnRoomClientConnect() {} public virtual void OnRoomClientConnect() { }
/// <summary> /// <summary>
/// This is called on the client when disconnected from a server. /// This is called on the client when disconnected from a server.
/// </summary> /// </summary>
public virtual void OnRoomClientDisconnect() {} public virtual void OnRoomClientDisconnect() { }
/// <summary> /// <summary>
/// This is called on the client when a client is started. /// This is called on the client when a client is started.
/// </summary> /// </summary>
public virtual void OnRoomStartClient() {} public virtual void OnRoomStartClient() { }
/// <summary> /// <summary>
/// This is called on the client when the client stops. /// This is called on the client when the client stops.
/// </summary> /// </summary>
public virtual void OnRoomStopClient() {} public virtual void OnRoomStopClient() { }
/// <summary> /// <summary>
/// This is called on the client when the client is finished loading a new networked scene. /// This is called on the client when the client is finished loading a new networked scene.
/// </summary> /// </summary>
public virtual void OnRoomClientSceneChanged() {} public virtual void OnRoomClientSceneChanged() { }
#endregion #endregion