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Pun2Task

このライブラリを用いるとPhoton Unity Networking 2async/awaitが利用可能になります。

This library enables async/await in Photon Unity Networking 2.

LICENSE

MIT License.

依存ライブラリ/dependency

導入/Getting started

1. Download

A. Release Page

B. UnityPackageManager

Packages/manifest.jsonに以下を追記。

  "scopedRegistries": [
    {
      "name": "package.openupm.com",
      "url": "https://package.openupm.com",
      "scopes": [
        "com.cysharp.unitask",
        "com.openupm"
      ]
    }
  ]

追記したのちにPackage ManagerAdd package from git URL...に以下を追加。

image

https://github.com/TORISOUP/Pun2Task.git?path=Assets/Plugins/Pun2Task#1.1.0

2. Add UniTask

パッケージマネージャを利用せずにUniTaskを導入した場合はPUN_TO_UNITASK_SUPPORTScripting Define Symbolsに追加してください。

If you installed UniTask without using the package manager, add PUN_TO_UNITASK_SUPPORT to your Scripting Define Symbols.

挙動の説明 / Behavior

Pun2TaskNetwork

Pun2TaskNetworkはPUN2のPhotonNetworkのAPIを非同期的に実行できるようにするstaticクラスです。実装としてはPhotonNetworkのAPI呼び出しのラッパーとなっています。 ただしPhotonNetworkのAPI呼び出しと異なる点として、APIの実行に失敗した場合は必ずInvalidNetworkOperationExceptionを発行します。

Pun2TaskNetwork is a static class that allows asynchronous execution of PUN2's PhotonNetwork API. As an implementation, it is a wrapper for the PhotonNetwork API calls. However, it differs from PhotonNetwork in that it always issues an InvalidNetworkOperationException if the API fails to execute.

private void ConnectSample()
{
    // 元のAPIは呼び出しに失敗した場合は false を返す
    // The original API returns false if the call fails.
    if (!PhotonNetwork.ConnectUsingSettings())
    {
        Debug.LogError("Error: ConnectUsingSettings failed.");
    }
    else
    {
        Debug.Log("Connected to master server.");
    }
}

private async UniTaskVoid ConnectionSampleAsync(CancellationToken token)
{
    try
    {
        // Pun2TaskNetworkでは失敗時は必ず例外を発行する
        // Pun2TaskNetwork always throws an exception when it fails.
        await Pun2TaskNetwork.ConnectUsingSettingsAsync(token);

        Debug.Log("Connected to master server.");
    }
    catch (Pun2TaskNetwork.InvalidNetworkOperationException ex)
    {
        // 設定値不足などでそもそも接続処理自体が実行できない場合は例外
        //  When the connection process itself cannot be executed due to insufficient settings, etc.
        Debug.LogError(ex);
    }
    catch (Pun2TaskNetwork.ConnectionFailedException ex)
    {
        // 接続失敗時は例外
        // Throw ConnectionFailedException when 'OnDisconnected' called.
        Debug.LogError(ex);
    }
}

使い方/How to use

Connect to Photon server

Use Pun2TaskNetwork.ConnectUsingSettingsAsync().

private async UniTaskVoid ConnectionSampleAsync(CancellationToken token)
{
    try
    {
        // OnConnectedToMaster が呼び出されるのを待てる
        // You can use async/await to wait for 'OnConnectedToMaster'.
        await Pun2TaskNetwork.ConnectUsingSettingsAsync(destroyCancellationToken);

        Debug.Log("Connected to master server.");
    }
    catch (Pun2TaskNetwork.InvalidNetworkOperationException ex)
    {
        // 設定値不足などでそもそも接続処理自体が実行できない場合は例外
        //  When the connection process itself cannot be executed due to insufficient settings, etc.
        Debug.LogError(ex);
    }
    catch (Pun2TaskNetwork.ConnectionFailedException ex)
    {
        // 接続失敗時は例外
        // Throw ConnectionFailedException when 'OnDisconnected' called.
        Debug.LogError(ex);
    }
}

Create or join a room

  • Pun2TaskNetwork.JoinOrCreateRoomAsync
  • Pun2TaskNetwork.JoinRoomAsync
  • Pun2TaskNetwork.CreateRoomAsync
private async UniTaskVoid CreateOrJoinRoomSampleAsync(CancellationToken token)
{
    try
    {
        // ルームへの参加または新規作成
        // 部屋を新規作成した場合はTrue
        // You can await to join or create a room.
        // Return true if you are the first user.
        var isFirstUser = await Pun2TaskNetwork.JoinOrCreateRoomAsync(
            roomName: "test_room",
            roomOptions: default,
            typedLobby: default,
            token: token);

        Debug.Log("Joined room.");
    }
    catch (Pun2TaskNetwork.InvalidRoomOperationException ex)
    {
        // サーバに繋がっていないなど、そもそもメソッドが実行できなかった
        // Not connected to the master server, etc.
        Debug.LogError(ex);
    }
    catch (Pun2TaskNetwork.FailedToCreateRoomException ex)
    {
        // 何らかの理由で部屋が作れなかった
        // Failed to create a room, etc.
        Debug.LogError(ex);
    }
    catch (Pun2TaskNetwork.FailedToJoinRoomException ex)
    {
        // 部屋に参加できなかった。
        // Failed to join a room, etc.
        Debug.LogError(ex);
    }
}

Callbacks

各種コールバックはPun2TaskCallbackを用いることで、async/awaitとして扱うことができます。

Each callback can be treated as an async/await by using the Pun2TaskCallback.

private async UniTaskVoid Callbacks(CancellationToken token)
{
    // 各種コールバックを待てる
    // You can await connection callbacks.
    await Pun2TaskCallback.OnConnectedAsync(token);
    await Pun2TaskCallback.OnCreatedRoomAsync(token);
    await Pun2TaskCallback.OnJoinedRoomAsync(token);
    await Pun2TaskCallback.OnLeftRoomAsync(token);
    // etc.

    // パラメータの取得も可能
    // You can get the parameters.
    DisconnectCause disconnectCause = await Pun2TaskCallback.OnDisconnectedAsync(token);
    Player newPlayer = await Pun2TaskCallback.OnPlayerEnteredRoomAsync(token);
    Player leftPlayer = await Pun2TaskCallback.OnPlayerLeftRoomAsync(token);
    // etc.

    // OnPlayerEnteredRoom and OnPlayerLeftRoomAsync can be treated as UniTaskAsyncEnumerable.
    Pun2TaskCallback
        .OnPlayerEnteredRoomAsyncEnumerable()
        .ForEachAsync(x => Debug.Log(x.NickName), cancellationToken: token);

    Pun2TaskCallback
        .OnPlayerLeftRoomAsyncEnumerable()
        .ForEachAsync(x => Debug.Log(x.NickName), cancellationToken: token);
}

PhotonView

所有権の取得をasync/awaitで管理できます。

You can manage the ownership takeover with async/await.

public class SampleView : MonoBehaviourPun
{
    private void Start()
    {
        // 所有権の遷移を IUniTaskAsyncEnumerable<bool> で監視できる。
        // You can monitor ownership transitions with IUniTaskAsyncEnumerable<bool>.
        photonView
            .IsMineAsyncEnumerable()
            .Subscribe(x =>
            {
                // 所有者が変化したら通知される。
                // Notified when ownership changes.
                Debug.Log($"IsMine = {x}");
            })
            .AddTo(this.GetCancellationTokenOnDestroy());
    }

    public void Update()
    {
        if (Input.GetKeyDown(KeyCode.A))
        {
            UniTask.Void(async () =>
            {
                // 所有権の取得を要求して、それが完了するまでawaitできる。
                // You can request ownership and wait until the takeover is complete.
                await photonView.RequestOwnershipAsync();

                Debug.Log("Got ownership!");
            });
        }
    }
}

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