using Cysharp.Threading.Tasks; using Gs2.Realtime.Sync; using UnityEngine; [RequireComponent(typeof(NetworkWorld), typeof(NetworkSession))] public sealed class AdventureRoom : MonoBehaviour { [SerializeField] private AdventureLogin login; private NetworkWorld world; private NetworkSession session; private bool busy; private string roomName = "practice"; private string targetConnection = ""; private string message = "Create a room, then connect"; private void Awake() { world = GetComponent(); session = GetComponent(); session.Ready += OnReady; session.Disconnected += OnDisconnected; } private void OnDestroy() { session.Ready -= OnReady; session.Disconnected -= OnDisconnected; } private void OnReady() { world.Instantiate(1, new Vector3(Random.Range(-3f, 3f), 1, Random.Range(-3f, 3f)), Quaternion.identity); message = "Connected. WASD to move, Space to wave."; } private void OnDisconnected(string reason) { message = "Disconnected: " + reason; } private void OnGUI() { if (login == null || login.Session == null) return; GUILayout.BeginArea(new Rect(20, 210, 650, Screen.height - 230), GUI.skin.box); GUILayout.Label(message); var connected = world.Client != null && world.Client.Ready; GUI.enabled = !busy && !connected; roomName = GUILayout.TextField(roomName); if (GUILayout.Button("Connect to this room")) Connect().Forget(); GUI.enabled = !busy && connected; if (GUILayout.Button("Disconnect")) session.Disconnect(); if (connected) { GUILayout.Label("My connection ID: " + world.Client.ConnectionId); GUILayout.Label("Connection ID to transfer control to"); targetConnection = GUILayout.TextField(targetConnection); foreach (var entity in world.GetComponentsInChildren()) { if (!entity.IsSpawned) continue; GUILayout.Label("Object " + entity.Object.Id + " / Owner " + entity.OwnerId); GUI.enabled = entity.IsMine && uint.TryParse(targetConnection, out _); if (GUILayout.Button("Transfer control of this object")) entity.TransferOwnership(uint.Parse(targetConnection)); } } GUI.enabled = true; GUILayout.EndArea(); } private async UniTask Connect() { if (busy) return; busy = true; try { var room = login.Gs2.Realtime.Namespace("adventure-sync").Room(roomName); room.Invalidate(); var get = await room.ModelAsync(); if (get == null || string.IsNullOrEmpty(get.IpAddress) || get.Port == 0) { message = "The room is getting ready. Wait a little, then connect."; return; } session.Connect(login.Session.AccessToken.Token, get.IpAddress, get.Port, get.EncryptionKey); await UniTask.WaitUntil( () => session.State == NetworkSessionState.Ready || session.State == NetworkSessionState.Disconnected, cancellationToken: this.GetCancellationTokenOnDestroy()); if (session.ConnectionError != null) message = session.ConnectionError.Message; } catch (System.Exception error) { message = error.Message; } finally { busy = false; } } }