Files
Learning-UnityNGO/Assets/ASSETS/Blocks/CommonSession/Runtime/PlayerList/PlayerListViewModel.cs
T
2026-06-17 20:44:53 +03:00

148 lines
4.1 KiB
C#

using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using Unity.Properties;
using Unity.Services.Multiplayer;
using UnityEngine.UIElements;
namespace Blocks.Sessions.Common
{
public class PlayerListViewModel : INotifyBindablePropertyChanged, IDataSourceViewHashProvider, IDisposable
{
SessionObserver m_SessionObserver;
ISession m_Session;
long m_UpdateVersion;
List<PlayerViewModel> m_Players;
[CreateProperty]
public List<PlayerViewModel> Players
{
get => m_Players;
set
{
if (m_Players == value)
{
return;
}
m_Players = value;
++m_UpdateVersion;
Notify();
}
}
public PlayerListViewModel(string sessionType)
{
Players = new List<PlayerViewModel>();
m_SessionObserver = new SessionObserver(sessionType);
m_SessionObserver.SessionAdded += OnSessionAdded;
if (m_SessionObserver.Session != null)
{
OnSessionAdded(m_SessionObserver.Session);
}
}
void UpdatePlayerList()
{
if (m_Session == null)
return;
var updatedPlayerList = new List<PlayerViewModel>();
foreach (var player in m_Session.Players)
{
updatedPlayerList.Add(new PlayerViewModel(player, m_Session));
}
// properly dispose the player view models first
DisposeAndClearPlayerList();
Players.AddRange(updatedPlayerList);
++m_UpdateVersion;
Notify(nameof(Players));
}
private void DisposeAndClearPlayerList()
{
foreach (var player in Players)
{
player.Dispose();
}
Players.Clear();
}
void OnSessionAdded(ISession newSession)
{
m_Session = newSession;
m_Session.RemovedFromSession += OnSessionRemoved;
m_Session.Deleted += OnSessionRemoved;
m_Session.PlayerJoined += OnPlayerCountChanged;
m_Session.PlayerHasLeft += OnPlayerCountChanged;
m_Session.PlayerPropertiesChanged += OnPlayerPropertiesChanged;
UpdatePlayerList();
}
void OnPlayerCountChanged(string playerId)
{
UpdatePlayerList();
}
void OnPlayerPropertiesChanged()
{
UpdatePlayerList();
}
void OnSessionRemoved()
{
DisposeAndClearPlayerList();
CleanupSession();
}
void CleanupSession()
{
m_Session.RemovedFromSession -= OnSessionRemoved;
m_Session.Deleted -= OnSessionRemoved;
m_Session.PlayerHasLeft -= OnPlayerCountChanged;
m_Session.PlayerJoined -= OnPlayerCountChanged;
m_Session.PlayerPropertiesChanged -= OnPlayerPropertiesChanged;
m_Session = null;
}
public void Dispose()
{
if (m_SessionObserver != null)
{
m_SessionObserver.SessionAdded -= OnSessionAdded;
m_SessionObserver.Dispose();
m_SessionObserver = null;
}
if (m_Session != null)
{
CleanupSession();
}
}
/// <summary>
/// This method is used by UIToolkit to determine if any data bound to the UI has changed.
/// Instead of hashing the data, an m_UpdateVersion counter is incremented when changes occur.
/// </summary>
public long GetViewHashCode() => m_UpdateVersion;
/// <summary>
/// Suggested implementation of INotifyBindablePropertyChanged from UIToolkit.
/// </summary>
public event EventHandler<BindablePropertyChangedEventArgs> propertyChanged;
void Notify([CallerMemberName] string property = null)
{
propertyChanged?.Invoke(this, new BindablePropertyChangedEventArgs(property));
}
}
}