new API and rematch WIP

This commit is contained in:
2026-05-04 17:48:09 +05:30
parent fb0d386ba1
commit 82287d74fb
17 changed files with 5534 additions and 1258 deletions
+23 -13
View File
@@ -1,7 +1,6 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.SceneManagement;
@@ -102,7 +101,12 @@ public class CupidLobby : MonoBehaviour
continue;
}
CupidRoom? room = Cupid.ParseRoom(text);
Team? teamHint = LoginManager.MatchYourTeam;
if (!teamHint.HasValue && GameManager.instance != null)
teamHint = GameManager.MyTeam;
int userId = LoginManager.CurrentUser != null ? LoginManager.CurrentUser.id : 0;
CupidRoom? room = Cupid.ParseRoom(text, userId, teamHint);
if (room == null)
{
if (text != null && text.Trim() != "0")
@@ -113,29 +117,35 @@ public class CupidLobby : MonoBehaviour
CupidRoom _room = (CupidRoom)room;
Logger.Log("Got into a room");
Logger.Log(text);
MatchmadeResponse matchmadeResponse = JsonUtility.FromJson<MatchmadeResponse>(text);
if(matchmadeResponse.Players.Length < 2){
Debug.Log("Waiting for the other player to show up");
MatchmadeResponse env = JsonUtility.FromJson<MatchmadeResponse>(text);
MatchmadeTeamPayload branch = MatchmadeResponse.SelectTeamPayload(env, userId, teamHint);
if (branch == null || !MatchmadeResponse.TryResolveMyAndOpponent(env, branch, userId, out MatchmadePlayer myPlayer, out MatchmadePlayer opponentPlayer))
{
Debug.Log("Waiting for the other player to show up (could not resolve roster)");
yield return new WaitForSeconds(1);
continue;
}
Team myTeam = matchmadeResponse.your_team == "red" ? Team.Red : Team.Blue;
MatchmadePlayer myPlayer = matchmadeResponse.Players.First(p => p.UserId == LoginManager.CurrentUser.id);
MatchmadePlayer opponentPlayer = matchmadeResponse.Players.First(p => p.UserId != LoginManager.CurrentUser.id);
string yt = (branch.your_team ?? "").Trim().ToLowerInvariant();
Team myTeam = yt == "blue" ? Team.Blue : Team.Red;
if(myTeam==Team.Red){
if (myTeam == Team.Red)
{
GameManager.RedPlayer = myPlayer;
GameManager.BluePlayer = opponentPlayer;
}else{
}
else
{
GameManager.BluePlayer = myPlayer;
GameManager.RedPlayer = opponentPlayer;
}
GameManager.MyTeam = myTeam;
// LevelLoadManager.instance.SetupMatchMade(myTeam, myPlayer.Name, opponentPlayer.Name, $"L10 {myPlayer.l10_wins}-{myPlayer.l10_losses}", $"L10 {opponentPlayer.l10_wins}-{opponentPlayer.l10_losses}");
LevelLoadManager.instance.SetupMatchMade(myTeam, myPlayer, opponentPlayer);
GameManager.ConfigureDedicatedMatchReporting(matchmadeResponse.match_id);
int rcPrizeCoins = env.rc_prize > 0 ? env.rc_prize : branch.rc_prize;
GameManager.MatchRcPrizeCoins = rcPrizeCoins;
LevelLoadManager.instance.SetupMatchMade(myTeam, myPlayer, opponentPlayer, CoinHelper.FormatString(rcPrizeCoins) + " RC");
GameManager.ConfigureDedicatedMatchReporting(branch.match_id);
Logger.Log("Setting cupid to load game scene");
Cupid.RoomPort = _room.Port;
LoginManager.SetMatchYourTeam(_room.your_team);