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using Grpc.Core;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
public static class Client
{
private static Connection reference;
public static void Connect(string name, string address = "127.0.0.1:50052")
{
reference = new Connection(name, address);
}
public static ref Connection GetConnection()
{
return ref reference;
}
public static void CloseConnection()
{
if (reference != null)
{
reference.Close();
reference = null;
}
}
public class Connection // : MonoBehaviour
{
private Game.Connection.ConnectionClient connection;
private Game.Lobby.LobbyClient lobby_client;
private Channel channel;
private string connId;
private uint? lobby = null;
public Connection(string user, string address)
{
channel = new Channel(address, ChannelCredentials.Insecure);
connection = new Game.Connection.ConnectionClient(channel);
lobby_client = new Game.Lobby.LobbyClient(channel);
connId = connection.connect(new Game.Name { Name_ = user }).Id;
}
public string Name() {
return connection.name(new Game.Null()).Name_;
}
public void JoinLobby(string code)
{
lobby = Base32.FromString(code);
connection.joinLobbyWithCode(new Game.LobbyCode { Code = (uint)lobby }, new Metadata { new Metadata.Entry("client_id", connId) });
}
public string CreateLobby(bool isPublic)
{
lobby = connection.createLobby(new Game.LobbyConfig {Public = isPublic}, new Metadata { new Metadata.Entry("client_id", connId) }).Code;
return Base32.ToString((uint)lobby);
}
public string GetLobby()
{
if (lobby != null)
{
return Base32.ToString((uint)lobby);
}
else
{
return null;
}
}
public List<string> getPublicLobbies() {
AsyncServerStreamingCall<Game.LobbyCode> stream = connection.getPublicLobbies(new Game.Null());
List<string> l = new List<string>();
while (runSync(stream.ResponseStream.MoveNext()))
{
Game.LobbyCode g = stream.ResponseStream.Current;
l.Add(Base32.ToString(g.Code));
// Debug.Log("Received " + feature.ToString());
}
// Debug.Log(stream.ResponseStream.Current);
return l;
}
public List<Game.Game> getGames()
{
AsyncServerStreamingCall<Game.Game> stream = connection.getGames(new Game.Null());
List<Game.Game> l = new List<Game.Game>();
while (runSync(stream.ResponseStream.MoveNext()))
{
Game.Game g = stream.ResponseStream.Current;
l.Add(g);
// Debug.Log("Received " + feature.ToString());
}
// Debug.Log(stream.ResponseStream.Current);
return l;
}
static T runSync<T>(Task<T> task)
{
task.Wait();
return task.Result;
}
public void Close()
{
channel.ShutdownAsync().Wait();
}
}
}