Snaparazzi/Assets/Scripts/RoomManager.cs
2024-01-27 23:07:41 +01:00

370 lines
11 KiB
C#

using Firebase.Database;
using Firebase.Extensions;
using System;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using Newtonsoft.Json;
using System.Linq;
public class RoomManager : MonoBehaviour
{
[Header("Waiting For Players Page")]
public GameObject waitingForPlayersPage;
/// <summary>
/// TextMeshPro that show the value of the current rooom code
/// </summary>
public TextMeshProUGUI roomCodeLabel;
public List<TextMeshProUGUI> waitingForPlayersLabels = new List<TextMeshProUGUI>();
public PromptList promptList;
[Header("Explanation Page")]
public GameObject explanationPage;
public TextMeshProUGUI counter;
private DateTime endOfExplanationDate = DateTime.MinValue;
[Header("Waiting For Proposition Page")]
public GameObject waitingForPropositionsPage;
public List<TextMeshProUGUI> waitingForPropositionsLabels = new List<TextMeshProUGUI>();
public float propositionTime = 60;
private float propositionCurrentTime = 0;
public TextMeshProUGUI timerGUI;
private GameState currentState;
private Room myRoom = null;
public float votingTime = 20;
private float votingCurrentTime = 0;
/// <summary>
/// Contain the infos about the current displayed question (during votes)
/// </summary>
private Question currentQuestion;
private List<Question> questions;
/// <summary>
/// When this is equal to questions.Count, go to score page
/// </summary>
private int numberOfQuestionVoted = 0;
DatabaseReference realtimeDB;
private void Awake()
{
FirebaseInitializer.Instance.onFirebaseReady += Initialize;
currentState = GameState.EnteringName;
}
private void Start()
{
propositionCurrentTime = propositionTime;
votingCurrentTime = votingTime;
ResetAllPlayerLabels();
currentState = GameState.WaitingForOtherPlayersToJoin;
}
private void Update()
{
if (currentState == GameState.Explanation && endOfExplanationDate != DateTime.MinValue)
{
TimeSpan duration = endOfExplanationDate - DateTime.Now;
counter.text = duration.TotalSeconds.ToString("D1");
if (duration.TotalMilliseconds <= 0)
{
Debug.Log("It's time to make proposition !", this);
currentState = GameState.MakeProposition;
}
}
}
private void ResetAllPlayerLabels()
{
for (int i = 0; i < waitingForPlayersLabels.Count; i++)
{
waitingForPlayersLabels[i].text = $"Waiting for P{i + 1}";
}
}
private void OnApplicationQuit()
{
Debug.Log($"delete room {myRoom.code}");
realtimeDB.Child("rooms").Child(myRoom.code).RemoveValueAsync().ContinueWithOnMainThread(task =>
{
Debug.Log($"room {myRoom.code} has been deleted");
myRoom = null;
});
}
private void Initialize()
{
FirebaseInitializer.Instance.onFirebaseReady -= Initialize;
realtimeDB = FirebaseDatabase.DefaultInstance.RootReference;
Debug.Log("Realtime DB initialized");
CreateNewRoom();
}
/// <summary>
/// Check all the rooms in the server and give back the number already taken
/// </summary>
private void WhichCodesAreAlreadyUsed(Action<List<int>> callback_OnCodesChecked)
{
Debug.Log("Checking other rooms to get which codes are already used", this);
List<int> alreadyUsedCodes = new List<int>();
try
{
realtimeDB.Child("rooms").GetValueAsync().ContinueWithOnMainThread(task =>
{
Debug.Log("looking into the online rooms", this);
if (task.IsFaulted)
{
Debug.LogException(task.Exception);
}
else if (task.IsCompleted)
{
DataSnapshot snapshot = task.Result;
if (snapshot.Value != null)
{
string JSON = snapshot.GetRawJsonValue();
Debug.Log($"found some rooms :\n{JSON}", this);
Dictionary<string, Room> onlineRooms = JsonConvert.DeserializeObject<Dictionary<string, Room>>(JSON);
foreach (Room r in onlineRooms.Values)
{
Debug.Log($"Code {r.code} is already used by another party", this);
alreadyUsedCodes.Add(int.Parse(r.code));
}
}
else
{
Debug.Log($"Your party is the first one!", this);
}
}
callback_OnCodesChecked?.Invoke(alreadyUsedCodes);
});
}
catch (Exception ex)
{
Debug.LogException(ex);
}
}
/// <summary>
/// Automatically called at start of game
/// </summary>
[ContextMenu("Create New Room")]
public void CreateNewRoom()
{
WhichCodesAreAlreadyUsed(codes =>
{
Room newRoom = new Room(GenerateRandomAvailableCode(codes).ToString("D4"));
myRoom = newRoom;
try
{
string JSON = JsonConvert.SerializeObject(newRoom);
realtimeDB.Child("rooms").Child(newRoom.code).SetRawJsonValueAsync(JSON).ContinueWithOnMainThread(task =>
{
//then subscribe to it
realtimeDB.Child("rooms").Child(newRoom.code).ValueChanged += OnRoomUpdate;
roomCodeLabel.text = myRoom.code;
Debug.Log($"room {myRoom.code} has been created on the server");
});
}
catch (Exception e)
{
Debug.LogException(e);
}
});
}
/// <summary>
/// Generate a code between 0 and 1000 that is not in the list
/// </summary>
/// <param name="_impossibleCodes">the list of code you don"t want to get</param>
/// <returns></returns>
private int GenerateRandomAvailableCode(List<int> _impossibleCodes)
{
int random = UnityEngine.Random.Range(0, 1000);
while (_impossibleCodes.Contains(random))
{
Debug.Log($"{random} is already taken, choosing another room code", this);
random = UnityEngine.Random.Range(0, 1000);
}
return random;
}
public void PlayerSendProposition(Proposition _proposition)
{
}
/// <summary>
/// Called when the first player clicked "Start"
/// </summary>
public void HostStartGame()
{
currentState = GameState.MakeProposition;
waitingForPropositionsPage.SetActive(true);
waitingForPlayersPage.SetActive(false);
propositionCurrentTime = propositionTime;
}
/// <summary>
/// Start the proposition timer
/// </summary>
public void StartPropositionTimer()
{
}
/// <summary>
/// Automatically called when the proposition timer has finished
/// </summary>
public void PropositionTimerFinished()
{
}
/// <summary>
/// Start the voting timer
/// </summary>
public void StartVotingTimer()
{
}
/// <summary>
/// Automatically called when the voting timer has finished
/// </summary>
public void VotingTimerFinished()
{
}
/// <summary>
/// Automatically called when a proposition is updated (someone has voted or a picture has been proposed)
/// </summary>
public void OnPropositionUpdate()
{
}
public void GeneratePrompts()
{
System.Random rnd = new();
List<Prompt> prompts = promptList.prompts.OrderBy(x => rnd.Next()).Take(myRoom.players.Count() * 2).ToList();
List<Player> fullPlayers = myRoom.players.Values.ToList().Concat(myRoom.players.Values.ToList()).OrderBy(x => rnd.Next()).ToList();
Dictionary<string, Question> questions = new();
foreach (Prompt prompt in prompts)
{
Dictionary<string, Proposition> propositions = new();
Player basePlayer = fullPlayers[0];
propositions.Add(Guid.NewGuid().ToString(), new Proposition()
{
owner = basePlayer,
creationDate = DateTime.Now.ToOADate()
});
for (int i = 1; i < fullPlayers.Count(); i++)
{
Player secondPlayer = fullPlayers[i];
if (basePlayer.id != secondPlayer.id)
{
propositions.Add(Guid.NewGuid().ToString(), new Proposition()
{
owner = secondPlayer,
creationDate = DateTime.Now.ToOADate()
});
fullPlayers.RemoveAt(0);
break;
}
}
questions.Add(Guid.NewGuid().ToString(), new Question()
{
promptId = prompt.id,
propositions = propositions,
creationDate = DateTime.Now.ToOADate(),
});
}
string JSON = JsonConvert.SerializeObject(questions);
realtimeDB.Child("rooms").Child(myRoom.code).Child("questions").SetRawJsonValueAsync(JSON);
}
/// <summary>
/// Automatically called when something change in your room
/// </summary>
private void OnRoomUpdate(object sender, ValueChangedEventArgs value)
{
if (value.DatabaseError != null)
{
Debug.LogError(value.DatabaseError.Message);
return;
}
string JSON = value.Snapshot.GetRawJsonValue();
Debug.Log(JSON);
try
{
myRoom = JsonConvert.DeserializeObject<Room>(JSON);
}
catch (Exception ex)
{
Debug.LogException(ex);
}
switch (currentState)
{
case GameState.WaitingForOtherPlayersToJoin:
UpdateConnectedPlayerList(myRoom.GetPlayerList());
break;
case GameState.Explanation:
waitingForPlayersPage.SetActive(false);
explanationPage.SetActive(true);
endOfExplanationDate = DateTime.Now.AddSeconds(30);
break;
case GameState.MakeProposition:
HostStartGame();
break;
default:
break;
}
}
/// <summary>
/// Update the player labels on the WaitingForPlayer page
/// </summary>
/// <param name="_players"></param>
private void UpdateConnectedPlayerList(List<Player> _players)
{
ResetAllPlayerLabels();
Debug.Log($"players count = {_players.Count}");
for (int i = 0; i < _players.Count; i++)
{
Debug.Log($"player {i} = {_players[i].name}");
waitingForPlayersLabels[i].text = _players[i].name;
}
}
[ContextMenu("Fake Player Connection")]
private void FakePlayerConnection()
{
Player temp = new Player("Momo");
temp.id = Guid.NewGuid().ToString();
temp.SetName("Momo");
}
}