Assignment for RMIT Mixed Reality in 2020
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namespace Oculus.Platform.Samples.VrBoardGame
{
using UnityEngine;
using Oculus.Platform;
using Oculus.Platform.Models;
using UnityEngine.UI;
using System.Collections.Generic;
using System;
using UnityEngine.Assertions;
// This classes uses the Oculus Matchmaking Service to find opponents of a similar
// skill and play a match with them. A skill pool is used with the matchmaking pool
// to coordinate the skill matching. Follow the instructions in the Readme to setup
// the matchmaking pools.
// The Datastore for the Room is used to communicate between the clients. This only
// works for relatively simple games with tolerance for latency. For more complex
// or realtime requirements, you'll want to use the Oculus.Platform.Net API.
public class MatchmakingManager : MonoBehaviour
{
// GameController to notify about match completions or early endings
[SerializeField] private GameController m_gameController = null;
// Text for the button that controls matchmaking
[SerializeField] private Text m_matchButtonText = null;
// Test widget to render matmaking statistics
[SerializeField] private Text m_infoText = null;
// name of the Quckmatch Pool configured on the Oculus Developer Dashboard
// which is expected to have an associated skill pool
private const string POOL = "VR_BOARD_GAME_POOL";
// the ID of the room for the current match
private ulong m_matchRoom;
// opponent User data
private User m_remotePlayer;
// last time we've received a room update
private float m_lastUpdateTime;
// how long to wait before polling for updates
private const float POLL_FREQUENCY = 30.0f;
private enum MatchRoomState { None, Queued, Configuring, MyTurn, RemoteTurn }
private MatchRoomState m_state;
void Start()
{
Matchmaking.SetMatchFoundNotificationCallback(MatchFoundCallback);
Rooms.SetUpdateNotificationCallback(MatchmakingRoomUpdateCallback);
TransitionToState(MatchRoomState.None);
}
void Update()
{
switch (m_state)
{
case MatchRoomState.Configuring:
case MatchRoomState.MyTurn:
case MatchRoomState.RemoteTurn:
// if we're expecting an update form the remote player and we haven't
// heard from them in a while, check the datastore just-in-case
if (POLL_FREQUENCY < (Time.time - m_lastUpdateTime))
{
Debug.Log("Polling Room");
m_lastUpdateTime = Time.time;
Rooms.Get(m_matchRoom).OnComplete(MatchmakingRoomUpdateCallback);
}
break;
}
}
public void MatchButtonPressed()
{
switch (m_state)
{
case MatchRoomState.None:
TransitionToState(MatchRoomState.Queued);
break;
default:
TransitionToState(MatchRoomState.None);
break;
}
}
public void EndMatch(int localScore, int remoteScore)
{
switch (m_state)
{
case MatchRoomState.MyTurn:
case MatchRoomState.RemoteTurn:
var myID = PlatformManager.MyID.ToString();
var remoteID = m_remotePlayer.ID.ToString();
var rankings = new Dictionary<string, int>();
if (localScore > remoteScore)
{
rankings[myID] = 1;
rankings[remoteID] = 2;
}
else if (localScore < remoteScore)
{
rankings[myID] = 2;
rankings[remoteID] = 1;
}
else
{
rankings[myID] = 1;
rankings[remoteID] = 1;
}
// since there is no secure server to simulate the game and report
// verifiable results, each client needs to independently report their
// results for the service to compate for inconsistencies
Matchmaking.ReportResultsInsecure(m_matchRoom, rankings)
.OnComplete(GenericErrorCheckCallback);
break;
}
TransitionToState(MatchRoomState.None);
}
void OnApplicationQuit()
{
// be a good matchmaking citizen and leave any queue immediately
Matchmaking.Cancel();
if (m_matchRoom != 0)
{
Rooms.Leave(m_matchRoom);
}
}
private void TransitionToState(MatchRoomState state)
{
var m_oldState = m_state;
m_state = state;
switch (m_state)
{
case MatchRoomState.None:
m_matchButtonText.text = "Find Match";
// the player can abort from any of the other states to the None state
// so we need to be careful to clean up all state variables
m_remotePlayer = null;
Matchmaking.Cancel();
if (m_matchRoom != 0)
{
Rooms.Leave(m_matchRoom);
m_matchRoom = 0;
}
break;
case MatchRoomState.Queued:
Assert.AreEqual(MatchRoomState.None, m_oldState);
m_matchButtonText.text = "Leave Queue";
Matchmaking.Enqueue2(POOL).OnComplete(MatchmakingEnqueueCallback);
break;
case MatchRoomState.Configuring:
Assert.AreEqual(MatchRoomState.Queued, m_oldState);
m_matchButtonText.text = "Cancel Match";
break;
case MatchRoomState.MyTurn:
case MatchRoomState.RemoteTurn:
Assert.AreNotEqual(MatchRoomState.None, m_oldState);
Assert.AreNotEqual(MatchRoomState.Queued, m_oldState);
m_matchButtonText.text = "Cancel Match";
break;
}
}
void MatchmakingEnqueueCallback(Message untyped_msg)
{
if (untyped_msg.IsError)
{
Debug.Log(untyped_msg.GetError().Message);
TransitionToState(MatchRoomState.None);
return;
}
Message<MatchmakingEnqueueResult> msg = (Message<MatchmakingEnqueueResult>)untyped_msg;
MatchmakingEnqueueResult info = msg.Data;
m_infoText.text = string.Format(
"Avg Wait Time: {0}s\n" +
"Max Expected Wait: {1}s\n" +
"In Last Hour: {2}\n" +
"Recent Percentage: {3}%",
info.AverageWait, info.MaxExpectedWait, info.MatchesInLastHourCount,
info.RecentMatchPercentage);
}
void MatchFoundCallback(Message<Room> msg)
{
if (msg.IsError)
{
Debug.Log(msg.GetError().Message);
TransitionToState(MatchRoomState.None);
return;
}
if (m_state != MatchRoomState.Queued)
{
// ignore callback - user already cancelled
return;
}
// since this example communicates via updates to the datastore, it's vital that
// we subscribe to room updates
Matchmaking.JoinRoom(msg.Data.ID, true /* subscribe to update notifications */)
.OnComplete(MatchmakingJoinRoomCallback);
m_matchRoom = msg.Data.ID;
}
void MatchmakingJoinRoomCallback(Message<Room> msg)
{
if (msg.IsError)
{
Debug.Log(msg.GetError().Message);
TransitionToState(MatchRoomState.None);
return;
}
if (m_state != MatchRoomState.Queued)
{
// ignore callback - user already cancelled
return;
}
int numUsers = (msg.Data.UsersOptional != null) ? msg.Data.UsersOptional.Count : 0;
Debug.Log ("Match room joined: " + m_matchRoom + " count: " + numUsers);
TransitionToState(MatchRoomState.Configuring);
// only process the room data if the other user has already joined
if (msg.Data.UsersOptional != null && msg.Data.UsersOptional.Count == 2)
{
ProcessRoomData(msg.Data);
}
}
// Room Datastore updates are used to send moves between players. So if the MatchRoomState
// is RemoteTurn I'm looking for the other player's move in the Datastore. If the
// MatchRoomState is MyTurn I'm waiting for the room ownership to change so that
// I have authority to write to the datastore.
void MatchmakingRoomUpdateCallback(Message<Room> msg)
{
if (msg.IsError)
{
Debug.Log(msg.GetError().Message);
TransitionToState(MatchRoomState.None);
return;
}
string ownerOculusID = msg.Data.OwnerOptional != null ? msg.Data.OwnerOptional.OculusID : "";
int numUsers = (msg.Data.UsersOptional != null) ? msg.Data.UsersOptional.Count : 0;
Debug.LogFormat(
"Room Update {0}\n" +
" Owner {1}\n" +
" User Count {2}\n" +
" Datastore Count {3}\n",
msg.Data.ID, ownerOculusID, numUsers, msg.Data.DataStore.Count);
// check to make sure the room is valid as there are a few odd timing issues (for
// example when leaving a room) that can trigger an uninteresting update
if (msg.Data.ID != m_matchRoom)
{
Debug.Log("Unexpected room update from: " + msg.Data.ID);
return;
}
ProcessRoomData(msg.Data);
}
private void ProcessRoomData(Room room)
{
m_lastUpdateTime = Time.time;
if (m_state == MatchRoomState.Configuring)
{
// get the User info for the other player
if (room.UsersOptional != null)
{
foreach (var user in room.UsersOptional)
{
if (PlatformManager.MyID != user.ID)
{
Debug.Log("Found remote user: " + user.OculusID);
m_remotePlayer = user;
break;
}
}
}
if (m_remotePlayer == null)
return;
bool i_go_first = DoesLocalUserGoFirst();
TransitionToState(i_go_first ? MatchRoomState.MyTurn : MatchRoomState.RemoteTurn);
Matchmaking.StartMatch(m_matchRoom).OnComplete(GenericErrorCheckCallback);
m_gameController.StartOnlineMatch(m_remotePlayer.OculusID, i_go_first);
}
// if it's the remote player's turn, look for their move in the datastore
if (m_state == MatchRoomState.RemoteTurn &&
room.DataStore.ContainsKey(m_remotePlayer.OculusID) &&
room.DataStore[m_remotePlayer.OculusID] != "")
{
// process remote move
ProcessRemoteMove(room.DataStore[m_remotePlayer.OculusID]);
TransitionToState(MatchRoomState.MyTurn);
}
// If the room ownership transferred to me, we can mark the remote turn complete.
// We don't do this when the remote move comes in if we aren't yet the owner because
// the local user will not be able to write to the datastore if they aren't the
// owner of the room.
if (m_state == MatchRoomState.MyTurn && room.OwnerOptional != null && room.OwnerOptional.ID == PlatformManager.MyID)
{
m_gameController.MarkRemoteTurnComplete();
}
if (room.UsersOptional == null || (room.UsersOptional != null && room.UsersOptional.Count != 2))
{
Debug.Log("Other user quit the room");
m_gameController.RemoteMatchEnded();
}
}
private void ProcessRemoteMove(string moveString)
{
Debug.Log("Processing remote move string: " + moveString);
string[] tokens = moveString.Split(':');
GamePiece.Piece piece = (GamePiece.Piece)Enum.Parse(typeof(GamePiece.Piece), tokens[0]);
int x = Int32.Parse(tokens[1]);
int y = Int32.Parse(tokens[2]);
// swap the coordinates since each player assumes they are player 0
x = GameBoard.LENGTH_X-1 - x;
y = GameBoard.LENGTH_Y-1 - y;
m_gameController.MakeRemoteMove(piece, x, y);
}
public void SendLocalMove(GamePiece.Piece piece, int boardX, int boardY)
{
string moveString = string.Format("{0}:{1}:{2}", piece.ToString(), boardX, boardY);
Debug.Log("Sending move: " + moveString);
var dict = new Dictionary<string, string>();
dict[PlatformManager.MyOculusID] = moveString;
dict[m_remotePlayer.OculusID] = "";
Rooms.UpdateDataStore(m_matchRoom, dict).OnComplete(UpdateDataStoreCallback);
TransitionToState(MatchRoomState.RemoteTurn);
}
private void UpdateDataStoreCallback(Message<Room> msg)
{
if (m_state != MatchRoomState.RemoteTurn)
{
// ignore calback - user already quit the match
return;
}
// after I've updated the datastore with my move, change ownership so the other
// user can perform their move
Rooms.UpdateOwner(m_matchRoom, m_remotePlayer.ID);
}
// deterministic but somewhat random selection for who goes first
private bool DoesLocalUserGoFirst()
{
// if the room ID is even, the lower ID goes first
if (m_matchRoom % 2 == 0)
{
return PlatformManager.MyID < m_remotePlayer.ID;
}
// otherwise the higher ID goes first
{
return PlatformManager.MyID > m_remotePlayer.ID;
}
}
private void GenericErrorCheckCallback(Message msg)
{
if (msg.IsError)
{
Debug.Log(msg.GetError().Message);
TransitionToState(MatchRoomState.None);
return;
}
}
}
}