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CGTrack / Assets / Oculus / Platform / Samples / NetChat / DataEntry.cs
@Pascal Syma Pascal Syma on 25 Jul 2021 23 KB Initial Commit
namespace Oculus.Platform.Samples.NetChat
{
	using UnityEngine;
	using UnityEngine.UI;
	using System;
	using System.IO;
	using System.Collections.Generic;
	using Oculus.Platform;
	using Oculus.Platform.Models;

	enum states
	{
		NOT_INIT = 0,
		IDLE,
		REQUEST_FIND,
		FINDING_ROOM,
		REQUEST_CREATE,
		REQUEST_JOIN,
		REQUEST_LEAVE,
		IN_EMPTY_ROOM,
		IN_FULL_ROOM
	}

	// Pools are defined on the Oculus developer portal
	//
	// For this test we have a pool created with the pool key set as 'filter_pool'
	// Mode is set to 'Room'
	// Skill Pool is set to 'None'
	// We are not considering Round Trip Time
	// The following Data Settings are set:
	//  key: map_name, Type: STRING, String options: Small_Map, Big_Map, Really_Big_Map
	//  key: game_type, Type: STRING, String Options: deathmatch, CTF
	//
	// We also have the following two queries defined:
	//  Query Key: map
	//  Template: Set (String)
	//  Key: map_name
	//  Wildcards: map_param_1, map_param_2
	//
	//  Query Key: game_type
	//  Template: Set (String)
	//  Key: game_type_name
	//  Wildcards: game_type_param
	//
	// For this test we have a pool created with the pool key set as 'bout_pool'
	// Mode is set to 'Bout'
	// Skill Pool is set to 'None'
	// We are not considering Round Trip Time
	// No Data Settings are set:
	//

	public static class Constants
	{
		public const int BUFFER_SIZE = 512;
		public const string BOUT_POOL = "bout_pool";
		public const string FILTER_POOL = "filter_pool";
	}

	public class chatPacket
	{
		public int packetID { get; set; }
		public string textString { get; set;  }

		public byte[] Serialize()
		{
			using (MemoryStream m = new MemoryStream())
			{
				using (BinaryWriter writer = new BinaryWriter(m))
				{
					// Limit our string to BUFFER_SIZE
					if (textString.Length > Constants.BUFFER_SIZE)
					{
						textString = textString.Substring(0, Constants.BUFFER_SIZE-1);
					}
					writer.Write(packetID);
					writer.Write(textString.ToCharArray());
					writer.Write('\0');
				}
				return m.ToArray();
			}
		}

		public static chatPacket Deserialize(byte[] data)
		{
			chatPacket result = new chatPacket();
			using (MemoryStream m = new MemoryStream(data))
			{
				using (BinaryReader reader = new BinaryReader(m))
				{
					result.packetID = reader.ReadInt32();
					result.textString = System.Text.Encoding.Default.GetString(reader.ReadBytes(Constants.BUFFER_SIZE));
				}
			}
			return result;
		}
	}

	public class DataEntry : MonoBehaviour {

		public Text dataOutput;

		states currentState;
		User localUser;
		User remoteUser;
		Room currentRoom;
		int lastPacketID;
		bool ratedMatchStarted;

		// Use this for initialization
		void Start () {
			currentState = states.NOT_INIT;
			localUser = null;
			remoteUser = null;
			currentRoom = null;
			lastPacketID = 0;
			ratedMatchStarted = false;

			Core.Initialize();

			// Setup our room update handler
			Rooms.SetUpdateNotificationCallback(updateRoom);
			// Setup our match found handler
			Matchmaking.SetMatchFoundNotificationCallback(foundMatch);

			checkEntitlement();

		}

		// Update is called once per frame
		void Update()
		{
			string currentText = GetComponent<InputField>().text;

			if (Input.GetKey(KeyCode.Return))
			{
				if (currentText != "")
				{
					SubmitCommand(currentText);
				}

				GetComponent<InputField>().text = "";
			}

			processNetPackets();
			// Handle all messages being returned
			Request.RunCallbacks();
		}

		void SubmitCommand(string command)
		{
			string[] commandParams = command.Split('!');

			if (commandParams.Length > 0)
			{
				switch (commandParams[0])
				{
					case "c":
						requestCreateRoom();
						break;
					case "d":
						requestCreateFilterRoom();
						break;
					case "f":
						requestFindMatch();
						break;
					case "g":
						requestFindRoom();
						break;
					case "i":
						requestFindFilteredRoom();
						break;
					case "s":
						if (commandParams.Length > 1)
						{
							sendChat(commandParams[1]);
						}
						break;
					case "l":
						requestLeaveRoom();
						break;
					case "1":
						requestStartRatedMatch();
						break;
					case "2":
						requestReportResults();
						break;
					default:
						printOutputLine("Invalid Command");
						break;
				}
			}
		}

		void printOutputLine(String newLine)
		{
			dataOutput.text = "> " + newLine + System.Environment.NewLine + dataOutput.text;
		}

		void checkEntitlement()
		{
			Entitlements.IsUserEntitledToApplication().OnComplete(getEntitlementCallback);
		}

		void getEntitlementCallback(Message msg)
		{
			if (!msg.IsError)
			{
				printOutputLine("You are entitled to use this app.");
				Users.GetLoggedInUser().OnComplete(init);
			}
			else
			{
				printOutputLine("You are NOT entitled to use this app.");
			}
		}

		void init(Message<User> msg)
		{
			if (!msg.IsError)
			{
				User user = msg.Data;
				localUser = user;

				currentState = states.IDLE;
			}
			else
			{
				printOutputLine("Received get current user error");
				Error error = msg.GetError();
				printOutputLine("Error: " + error.Message);

				// Retry getting the current user
				Users.GetLoggedInUser().OnComplete(init);
				currentState = states.NOT_INIT;
			}
		}

		void requestCreateRoom()
		{
			switch (currentState)
			{
				case states.NOT_INIT:
					printOutputLine("The app has not initialized properly and we don't know your userID.");
					break;
				case states.IDLE:
					printOutputLine("Trying to create a matchmaking room");
					Matchmaking.CreateAndEnqueueRoom(Constants.FILTER_POOL, 8, true, null).OnComplete(createRoomResponse);
					currentState = states.REQUEST_CREATE;
					break;
				case states.REQUEST_FIND:
					printOutputLine("You have already made a request to find a room.  Please wait for that request to complete.");
					break;
				case states.FINDING_ROOM:
					printOutputLine("You have already currently looking for a room.  Please wait for the match to be made.");
					break;
				case states.REQUEST_JOIN:
					printOutputLine("We are currently trying to join a room.  Please wait to see if we can join it.");
					break;            
				case states.REQUEST_LEAVE:
					printOutputLine("We are currently trying to leave a room.  Please wait to see if we can leave it.");
					break;
				case states.REQUEST_CREATE:
					printOutputLine("You have already requested a matchmaking room to be created.  Please wait for the room to be made.");
					break;
				case states.IN_EMPTY_ROOM:
					printOutputLine("You have already in a matchmaking room.  Please wait for an opponent to join.");
					break;
				case states.IN_FULL_ROOM:
					printOutputLine("You have already in a match.");
					break;
				default:
					printOutputLine("You have hit an unknown state.");
					break;
			}
		}

		void createRoomResponse(Message<MatchmakingEnqueueResultAndRoom> msg)
		{
			if (!msg.IsError)
			{
				printOutputLine("Received create matchmaking room success");
				Room room = msg.Data.Room;
				currentRoom = room;

				printOutputLine("RoomID: " + room.ID.ToString());
				currentState = states.IN_EMPTY_ROOM;
			}
			else
			{
				printOutputLine("Received create matchmaking room Error");
				Error error = msg.GetError();
				printOutputLine("Error: " + error.Message);
				printOutputLine("You can only create a matchmaking room for pools of mode Room.  Make sure you have an appropriate pool setup on the Developer portal.\n");
				currentState = states.IDLE;
			}
		}

		void requestCreateFilterRoom()
		{
			switch (currentState)
			{
				case states.NOT_INIT:
					printOutputLine("The app has not initialized properly and we don't know your userID.\n");
					break;

				case states.IDLE:
					printOutputLine("Trying to create a matchmaking room");

					// We're going to create a room that has the following values set:
					// game_type_name = "CTF"
					// map_name = "Really_Big_Map"
					//

					Matchmaking.CustomQuery roomCustomQuery = new Matchmaking.CustomQuery();

					roomCustomQuery.criteria = null;
					roomCustomQuery.data = new Dictionary<string, object>();

					roomCustomQuery.data.Add("game_type_name", "CTF");
					roomCustomQuery.data.Add("map_name", "Really_Big_Map");

					Matchmaking.CreateAndEnqueueRoom(Constants.FILTER_POOL, 8, true, roomCustomQuery).OnComplete(createRoomResponse);
					currentState = states.REQUEST_CREATE;
					break;

				case states.REQUEST_FIND:
					printOutputLine("You have already made a request to find a room.  Please wait for that request to complete.\n");
					break;
				case states.FINDING_ROOM:
					printOutputLine("You have already currently looking for a room.  Please wait for the match to be made.\n");
					break;
				case states.REQUEST_JOIN:
					printOutputLine("We are currently trying to join a room.  Please wait to see if we can join it.\n");
					break;
				case states.REQUEST_LEAVE:
					printOutputLine("We are currently trying to leave a room.  Please wait to see if we can leave it.\n");
					break;
				case states.REQUEST_CREATE:
					printOutputLine("You have already requested a matchmaking room to be created.  Please wait for the room to be made.\n");
					break;
				case states.IN_EMPTY_ROOM:
					printOutputLine("You have already in a matchmaking room.  Please wait for an opponent to join.\n");
					break;
				case states.IN_FULL_ROOM:
					printOutputLine("You have already in a match.\n");
					break;
				default:
					printOutputLine("You have hit an unknown state.\n");
					break;
			}
		}

		void requestFindRoom()
		{
			switch (currentState)
			{
				case states.NOT_INIT:
					printOutputLine("The app has not initialized properly and we don't know your userID.");
					break;

				case states.IDLE:
					printOutputLine("\nTrying to find a matchmaking room\n");

					Matchmaking.Enqueue(Constants.FILTER_POOL, null).OnComplete(searchingStarted);
					currentState = states.REQUEST_FIND;
					break;

				case states.REQUEST_FIND:
					printOutputLine("You have already made a request to find a room.  Please wait for that request to complete.");
					break;

				case states.FINDING_ROOM:
					printOutputLine("You have already currently looking for a room.  Please wait for the match to be made.");
					break;

				case states.REQUEST_JOIN:
					printOutputLine("We are currently trying to join a room.  Please wait to see if we can join it.");
					break;

				case states.REQUEST_LEAVE:
					printOutputLine("We are currently trying to leave a room.  Please wait to see if we can leave it.");
					break;

				case states.REQUEST_CREATE:
					printOutputLine("You have already requested a matchmaking room to be created.  Please wait for the room to be made.");
					break;

				case states.IN_EMPTY_ROOM:
					printOutputLine("You have already in a matchmaking room.  Please wait for an opponent to join.");
					break;

				case states.IN_FULL_ROOM:
					printOutputLine("You have already in a match.");
					break;

				default:
					printOutputLine("You have hit an unknown state.");
					break;
			}
		}

		void requestFindFilteredRoom()
		{
			switch (currentState)
			{
				case states.NOT_INIT:
					printOutputLine("The app has not initialized properly and we don't know your userID.");
					break;

				case states.IDLE:
					printOutputLine("Trying to find a matchmaking room");

					// Our search filter criterion
					//
					// We're filtering using two different queries setup on the developer portal
					//
					// map - query to filter by map.  The query allows you to filter with up to two different maps using keys called 'map_1' and 'map_2'
					// game_type - query to filter by game type.  The query allows you to filter with up to two different game types using keys called 'type_1' and 'type_2'
					//
					// In the example below we are filtering for matches that are of type CTF and on either Big_Map or Really_Big_Map.
					//

					Matchmaking.CustomQuery roomCustomQuery = new Matchmaking.CustomQuery();
					Matchmaking.CustomQuery.Criterion[] queries = new Matchmaking.CustomQuery.Criterion[2];

					queries[0].key = "map";
					queries[0].importance = MatchmakingCriterionImportance.Required;
					queries[0].parameters = new Dictionary<string, object>();
					queries[0].parameters.Add("map_param_1","Really_Big_Map");
					queries[0].parameters.Add("map_param_2", "Big_Map");

					queries[1].key = "game_type";
					queries[1].importance = MatchmakingCriterionImportance.Required;
					queries[1].parameters = new Dictionary<string, object>();
					queries[1].parameters.Add("game_type_param", "CTF");

					roomCustomQuery.criteria = queries;
					roomCustomQuery.data = null;

					Matchmaking.Enqueue(Constants.FILTER_POOL, roomCustomQuery);
					currentState = states.REQUEST_FIND;
					break;

				case states.REQUEST_FIND:
					printOutputLine("You have already made a request to find a room.  Please wait for that request to complete.");
					break;

				case states.FINDING_ROOM:
					printOutputLine("You have already currently looking for a room.  Please wait for the match to be made.");
					break;

				case states.REQUEST_JOIN:
					printOutputLine("We are currently trying to join a room.  Please wait to see if we can join it.");
					break;

				case states.REQUEST_LEAVE:
					printOutputLine("We are currently trying to leave a room.  Please wait to see if we can leave it.");
					break;

				case states.REQUEST_CREATE:
					printOutputLine("You have already requested a matchmaking room to be created.  Please wait for the room to be made.");
					break;

				case states.IN_EMPTY_ROOM:
					printOutputLine("You have already in a matchmaking room.  Please wait for an opponent to join.");
					break;

				case states.IN_FULL_ROOM:
					printOutputLine("You have already in a match.");
					break;

				default:
					printOutputLine("You have hit an unknown state.");
					break;
			}
		}

		void foundMatch(Message<Room> msg)
		{
			if (!msg.IsError)
			{
				printOutputLine("Received find match success. We are now going to request to join the room.");
				Room room = msg.Data;

				Rooms.Join(room.ID, true).OnComplete(joinRoomResponse);
				currentState = states.REQUEST_JOIN;
			}
			else
			{
				printOutputLine("Received find match error");
				Error error = msg.GetError();
				printOutputLine("Error: " + error.Message);
				currentState = states.IDLE;
			}
		}

		void joinRoomResponse(Message<Room> msg)
		{
			if (!msg.IsError)
			{
				printOutputLine("Received join room success.");
				currentRoom = msg.Data;

				currentState = states.IN_EMPTY_ROOM;

				// Try to pull out remote user's ID if they have already joined
				if (currentRoom.UsersOptional != null)
				{
					foreach (User element in currentRoom.UsersOptional)
					{
						if (element.ID != localUser.ID)
						{
							remoteUser = element;
							currentState = states.IN_FULL_ROOM;
						}
					}
				}
			}
			else
			{
				printOutputLine("Received join room error");
				printOutputLine("It's possible the room filled up before you could join it.");

				Error error = msg.GetError();
				printOutputLine("Error: " + error.Message);
				currentState = states.IDLE;
			}
		}

		void requestFindMatch()
		{
			switch (currentState)
			{
				case states.NOT_INIT:
					printOutputLine("The app has not initialized properly and we don't know your userID.");
					break;
				case states.IDLE:
					printOutputLine("Trying to find a matchmaking room");
					Matchmaking.Enqueue(Constants.BOUT_POOL, null).OnComplete(searchingStarted);
					currentState = states.REQUEST_FIND;
					break;
				case states.REQUEST_FIND:
					printOutputLine("You have already made a request to find a room.  Please wait for that request to complete.");
					break;
				case states.FINDING_ROOM:
					printOutputLine("You have already currently looking for a room.  Please wait for the match to be made.");
					break;
				case states.REQUEST_JOIN:
					printOutputLine("We are currently trying to join a room.  Please wait to see if we can join it.");
					break;
				case states.REQUEST_LEAVE:
					printOutputLine("We are currently trying to leave a room.  Please wait to see if we can leave it.");
					break;
				case states.REQUEST_CREATE:
					printOutputLine("You have already requested a matchmaking room to be created.  Please wait for the room to be made.");
					break;
				case states.IN_EMPTY_ROOM:
					printOutputLine("You have already in a matchmaking room.  Please wait for an opponent to join.");
					break;
				case states.IN_FULL_ROOM:
					printOutputLine("You have already in a match.");
					break;
				default:
					printOutputLine("You have hit an unknown state.");
					break;
			}
		}

		void searchingStarted(Message msg)
		{
			if (!msg.IsError)
			{
				printOutputLine("Searching for a match successfully started");
				currentState = states.REQUEST_FIND;
			}
			else
			{
				printOutputLine("Searching for a match error");

				Error error = msg.GetError();
				printOutputLine("Error: " + error.Message);
			}
		}

		void updateRoom(Message<Room> msg)
		{
			if (!msg.IsError)
			{
				printOutputLine("Received room update notification");
				Room room = msg.Data;

				if (currentState == states.IN_EMPTY_ROOM)
				{
					// Check to see if this update is another user joining
					if (room.UsersOptional != null)
					{
						foreach (User element in room.UsersOptional)
						{
							if (element.ID != localUser.ID)
							{
								remoteUser = element;
								currentState = states.IN_FULL_ROOM;
							}
						}
					}
				}
				else
				{
					// Check to see if this update is another user leaving
					if (room.UsersOptional != null && room.UsersOptional.Count == 1)
					{
						printOutputLine("User ID: " + remoteUser.ID.ToString() + "has left");
						remoteUser = null;
						currentState = states.IN_EMPTY_ROOM;
					}
				}
			}
			else
			{
				printOutputLine("Received room update error");

				Error error = msg.GetError();
				printOutputLine("Error: " + error.Message);
			}
		}

		void sendChat(string chatMessage)
		{
			switch (currentState)
			{
				case states.NOT_INIT:
					printOutputLine("The app has not initialized properly and we don't know your userID.");
					break;

				case states.IDLE:
				case states.REQUEST_FIND:
				case states.FINDING_ROOM:
				case states.REQUEST_JOIN:
				case states.REQUEST_CREATE:
				case states.REQUEST_LEAVE:
				case states.IN_EMPTY_ROOM:
					printOutputLine("You need to be in a room with another player to send a message.");
					break;

				case states.IN_FULL_ROOM:
					{
						chatPacket newMessage = new chatPacket();

						// Create a packet to send with the packet ID and string payload
						lastPacketID++;
						newMessage.packetID = lastPacketID;
						newMessage.textString = chatMessage;

						Oculus.Platform.Net.SendPacket(remoteUser.ID, newMessage.Serialize(), SendPolicy.Reliable);
					}
					break;

				default:
					printOutputLine("You have hit an unknown state.");
					break;
			}
		}

		void processNetPackets()
		{
			Packet incomingPacket = Net.ReadPacket();

			while (incomingPacket != null)
			{
				byte[] rawBits = new byte[incomingPacket.Size];
				incomingPacket.ReadBytes(rawBits);

				chatPacket newMessage = chatPacket.Deserialize(rawBits);

				printOutputLine("Chat Text: " + newMessage.textString.ToString());
				printOutputLine("Received Packet from UserID: " + incomingPacket.SenderID.ToString());
				printOutputLine("Received Packet ID: " + newMessage.packetID.ToString());

				// Look to see if there's another packet waiting
				incomingPacket = Net.ReadPacket();
			}
		}

		void requestLeaveRoom()
		{
			switch (currentState)
			{
				case states.NOT_INIT:
					printOutputLine("The app has not initialized properly and we don't know your userID.");
					break;

				case states.IDLE:
				case states.REQUEST_FIND:
				case states.FINDING_ROOM:
				case states.REQUEST_JOIN:
				case states.REQUEST_CREATE:
					printOutputLine("You are currently not in a room to leave.");
					break;

				case states.REQUEST_LEAVE:
					printOutputLine("We are currently trying to leave a room.  Please wait to see if we can leave it.");
					break;

				case states.IN_EMPTY_ROOM:
				case states.IN_FULL_ROOM:
					printOutputLine("Trying to leave room.");
					Rooms.Leave(currentRoom.ID).OnComplete(leaveRoomResponse);
					break;

				default:
					printOutputLine("You have hit an unknown state.");
					break;
			}
		}

		void leaveRoomResponse(Message<Room> msg)
		{
			if (!msg.IsError)
			{
				printOutputLine("We were able to leave the room");
				currentRoom = null;
				remoteUser = null;
				currentState = states.IDLE;
			}
			else
			{
				printOutputLine("Leave room error");

				Error error = msg.GetError();
				printOutputLine("Error: " + error.Message);
			}

		}

		void requestStartRatedMatch()
		{
			switch (currentState)
			{
				case states.NOT_INIT:
					printOutputLine("The app has not initialized properly and we don't know your userID.");
					break;

				case states.IDLE:
				case states.REQUEST_FIND:
				case states.FINDING_ROOM:
				case states.REQUEST_JOIN:
				case states.REQUEST_CREATE:
				case states.REQUEST_LEAVE:
				case states.IN_EMPTY_ROOM:
					printOutputLine("You need to be in a room with another player to start a rated match.");
					break;

				case states.IN_FULL_ROOM:
					printOutputLine("Trying to start a rated match.  This call should be made once a rated match begins so we will be able to submit results after the game is done.");

					Matchmaking.StartMatch(currentRoom.ID).OnComplete(startRatedMatchResponse);
					break;

				default:
					printOutputLine("You have hit an unknown state.");
					break;
			}
		}

		void startRatedMatchResponse(Message msg)
		{
			if(!msg.IsError)
			{
				printOutputLine("Started a rated match");
				ratedMatchStarted = true;
			}
			else
			{
				Error error = msg.GetError();
				printOutputLine("Received starting rated match failure: " + error.Message);
				printOutputLine("Your matchmaking pool needs to have a skill pool associated with it to play rated matches");
			}
		}

		void requestReportResults()
		{
			switch (currentState)
			{
				case states.NOT_INIT:
					printOutputLine("The app has not initialized properly and we don't know your userID.");
					break;

				case states.IDLE:
				case states.REQUEST_FIND:
				case states.FINDING_ROOM:
				case states.REQUEST_JOIN:
				case states.REQUEST_CREATE:
				case states.REQUEST_LEAVE:
					printOutputLine("You need to be in a room with another player to report results on a rated match.");
					break;

				case states.IN_EMPTY_ROOM:
				case states.IN_FULL_ROOM:
					if (ratedMatchStarted)
					{
						printOutputLine("Submitting rated match results.");

						Dictionary <string, int> results = new Dictionary<string, int>();
						results.Add(localUser.ID.ToString(), 1);
						results.Add(remoteUser.ID.ToString(), 2);

						Matchmaking.ReportResultsInsecure(currentRoom.ID, results).OnComplete(reportResultsResponse);
					}
					else
					{
						printOutputLine("You can't report results unless you've already started a rated match");
					}
					break;

				default:
					printOutputLine("You have hit an unknown state.");
					break;
			}
		}

		void reportResultsResponse(Message msg)
		{
			if (!msg.IsError)
			{
				printOutputLine("Rated match results reported. Now attempting to leave room.");
				ratedMatchStarted = false;
				requestLeaveRoom();
			}
			else
			{
				Error error = msg.GetError();
				printOutputLine("Received reporting rated match failure: " + error.Message);
			}
		}
	}
}