React to Client changes and show them in Lobby.razor.

I tested this on Multiplayer and realized pretty much everything is broken and I haven't been thinking about networking enough.
Will start fixing tomorrow.
This commit is contained in:
2024-12-23 04:05:37 -08:00
parent 10c6caca0d
commit b998846138
3 changed files with 56 additions and 3 deletions

View File

@@ -1,3 +1,5 @@
using System.Collections.Immutable;
namespace LuckerParty;
/// <summary>
@@ -10,11 +12,15 @@ public sealed class NetworkManager : Component, Component.INetworkListener
/// </summary>
private readonly Dictionary<Connection, GameObject> _clientMap = new();
private readonly List<Client> _clients = new();
/// <summary>
/// A GameObject used for organizational grouping of Clients
/// </summary>
private GameObject _clientGroup;
public ImmutableList<Client> Clients => _clients.ToImmutableList();
public void OnActive( Connection channel )
{
// Set up the Client GameObject
@@ -25,6 +31,9 @@ public sealed class NetworkManager : Component, Component.INetworkListener
// Spawn it on remote clients
gameObject.NetworkSpawn( channel );
_clients.Add( client );
IClientEvent.Post( e => e.OnConnected( client ) );
}
public void OnDisconnected( Connection channel )
@@ -35,8 +44,12 @@ public sealed class NetworkManager : Component, Component.INetworkListener
return;
}
var client = clientGameObject.GetComponent<Client>();
IClientEvent.Post( e => e.OnDisconnected( client ) );
clientGameObject.Destroy();
_clientMap.Remove( channel );
_clients.Remove( client );
}
protected override void OnAwake()
@@ -48,4 +61,13 @@ public sealed class NetworkManager : Component, Component.INetworkListener
{
_clientGroup.Destroy();
}
public interface IClientEvent : ISceneEvent<IClientEvent>
{
void OnConnected( Client client )
{
}
void OnDisconnected( Client client ) { }
}
}

View File

@@ -1,20 +1,49 @@
@namespace LuckerParty.UI
@using System
@inherits PanelComponent
@using System
@using System.Collections.Immutable
@implements NetworkManager.IClientEvent
<root>
<div class="title">This is the Lobby</div>
@foreach ( var client in _clients )
{
<div>@client.Name</div>
}
</root>
@code
{
public List<Client> Clients { get; set; }
private ImmutableList<Client> _clients;
private NetworkManager _networkManager;
protected override void OnStart()
{
base.OnStart();
_networkManager = Scene.GetComponentInChildren<NetworkManager>();
UpdateClients();
}
void NetworkManager.IClientEvent.OnConnected( Client client )
{
UpdateClients();
}
void NetworkManager.IClientEvent.OnDisconnected( Client client )
{
UpdateClients();
}
private void UpdateClients()
{
_clients = _networkManager.Clients.Sort( ( clientA, clientB ) => DateTimeOffset.Compare( clientA.ConnectionTime, clientB.ConnectionTime ) );
}
/// <summary>
/// the hash determines if the system should be rebuilt. If it changes, it will be rebuilt
/// </summary>
protected override int BuildHash()
{
return HashCode.Combine( Clients );
return HashCode.Combine( _clients );
}
}