new API and rematch WIP
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@@ -142,13 +142,30 @@ public static class Cupid
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}
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/// <summary>Matchmaker GET / body: <c>"0"</c> while waiting; otherwise a JSON room object.</summary>
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public static CupidRoom? ParseRoom(string data)
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public static CupidRoom? ParseRoom(string data) => ParseRoom(data, 0, null);
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/// <inheritdoc cref="ParseRoom(string)"/>
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/// <param name="currentUserId">Used to pick <c>for_red</c> vs <c>for_blue</c> when both list the same players.</param>
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/// <param name="teamDisambiguation">Optional hint (e.g. <see cref="GameManager.MyTeam"/>) when the roster is duplicated on both sides.</param>
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public static CupidRoom? ParseRoom(string data, int currentUserId, Team? teamDisambiguation)
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{
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if (string.IsNullOrWhiteSpace(data))
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return null;
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string t = data.Trim();
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if (t == "0")
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return null;
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if (t.IndexOf("\"for_red\"", StringComparison.Ordinal) >= 0)
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{
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MatchmadeResponse env = JsonUtility.FromJson<MatchmadeResponse>(t);
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if (env == null || !env.ok || !MatchmadeResponse.IsMatchReady(env))
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return null;
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MatchmadeTeamPayload branch = MatchmadeResponse.SelectTeamPayload(env, currentUserId, teamDisambiguation);
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if (branch == null || branch.Port <= 0)
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return null;
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return ToCupidRoom(branch);
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}
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try
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{
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CupidRoom room = JsonUtility.FromJson<CupidRoom>(t);
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@@ -161,6 +178,32 @@ public static class Cupid
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return null;
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}
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}
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static CupidRoom ToCupidRoom(MatchmadeTeamPayload p)
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{
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var room = new CupidRoom
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{
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GameName = p.GameName ?? "",
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Port = p.Port,
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InitTime = p.InitTime,
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match_id = p.match_id,
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your_team = p.your_team ?? ""
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};
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if (p.Players != null)
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{
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room.Players = new CupidQueueEntry[p.Players.Length];
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for (int i = 0; i < p.Players.Length; i++)
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{
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room.Players[i] = new CupidQueueEntry
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{
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Name = p.Players[i].Name,
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LastSeen = p.Players[i].LastSeen,
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UserId = p.Players[i].UserId
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};
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}
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}
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return room;
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}
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}
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[System.Serializable]
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@@ -1,7 +1,6 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.Networking;
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using UnityEngine.SceneManagement;
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@@ -102,7 +101,12 @@ public class CupidLobby : MonoBehaviour
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continue;
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}
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CupidRoom? room = Cupid.ParseRoom(text);
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Team? teamHint = LoginManager.MatchYourTeam;
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if (!teamHint.HasValue && GameManager.instance != null)
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teamHint = GameManager.MyTeam;
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int userId = LoginManager.CurrentUser != null ? LoginManager.CurrentUser.id : 0;
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CupidRoom? room = Cupid.ParseRoom(text, userId, teamHint);
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if (room == null)
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{
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if (text != null && text.Trim() != "0")
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@@ -113,29 +117,35 @@ public class CupidLobby : MonoBehaviour
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CupidRoom _room = (CupidRoom)room;
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Logger.Log("Got into a room");
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Logger.Log(text);
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MatchmadeResponse matchmadeResponse = JsonUtility.FromJson<MatchmadeResponse>(text);
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if(matchmadeResponse.Players.Length < 2){
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Debug.Log("Waiting for the other player to show up");
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MatchmadeResponse env = JsonUtility.FromJson<MatchmadeResponse>(text);
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MatchmadeTeamPayload branch = MatchmadeResponse.SelectTeamPayload(env, userId, teamHint);
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if (branch == null || !MatchmadeResponse.TryResolveMyAndOpponent(env, branch, userId, out MatchmadePlayer myPlayer, out MatchmadePlayer opponentPlayer))
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{
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Debug.Log("Waiting for the other player to show up (could not resolve roster)");
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yield return new WaitForSeconds(1);
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continue;
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}
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Team myTeam = matchmadeResponse.your_team == "red" ? Team.Red : Team.Blue;
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MatchmadePlayer myPlayer = matchmadeResponse.Players.First(p => p.UserId == LoginManager.CurrentUser.id);
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MatchmadePlayer opponentPlayer = matchmadeResponse.Players.First(p => p.UserId != LoginManager.CurrentUser.id);
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string yt = (branch.your_team ?? "").Trim().ToLowerInvariant();
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Team myTeam = yt == "blue" ? Team.Blue : Team.Red;
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if(myTeam==Team.Red){
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if (myTeam == Team.Red)
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{
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GameManager.RedPlayer = myPlayer;
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GameManager.BluePlayer = opponentPlayer;
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}else{
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}
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else
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{
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GameManager.BluePlayer = myPlayer;
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GameManager.RedPlayer = opponentPlayer;
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}
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GameManager.MyTeam = myTeam;
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// LevelLoadManager.instance.SetupMatchMade(myTeam, myPlayer.Name, opponentPlayer.Name, $"L10 {myPlayer.l10_wins}-{myPlayer.l10_losses}", $"L10 {opponentPlayer.l10_wins}-{opponentPlayer.l10_losses}");
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LevelLoadManager.instance.SetupMatchMade(myTeam, myPlayer, opponentPlayer);
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GameManager.ConfigureDedicatedMatchReporting(matchmadeResponse.match_id);
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int rcPrizeCoins = env.rc_prize > 0 ? env.rc_prize : branch.rc_prize;
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GameManager.MatchRcPrizeCoins = rcPrizeCoins;
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LevelLoadManager.instance.SetupMatchMade(myTeam, myPlayer, opponentPlayer, CoinHelper.FormatString(rcPrizeCoins) + " RC");
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GameManager.ConfigureDedicatedMatchReporting(branch.match_id);
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Logger.Log("Setting cupid to load game scene");
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Cupid.RoomPort = _room.Port;
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LoginManager.SetMatchYourTeam(_room.your_team);
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