Skip to content

Commit

Permalink
1.4.3
Browse files Browse the repository at this point in the history
  • Loading branch information
copperdevs committed Mar 13, 2024
1 parent 869e428 commit 3ed7cc9
Show file tree
Hide file tree
Showing 9 changed files with 151 additions and 2 deletions.
4 changes: 2 additions & 2 deletions CopperMatchmaking/CopperMatchmaking.csproj
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@

<PropertyGroup>
<PackageId>CopperMatchmaking</PackageId>
<Version>1.4.2</Version>
<Version>1.4.3</Version>
<Authors>copperdev</Authors>
<TargetFramework>netstandard2.1</TargetFramework>
<Nullable>enable</Nullable>
Expand All @@ -12,7 +12,7 @@
<RepositoryUrl>https://github.com/copperdevs/CopperMatchmaking</RepositoryUrl>
<PackageTags>game;networking;game development;matchmaking;</PackageTags>
<PackageReadmeFile>nuget-readme.md</PackageReadmeFile>
<AssemblyVersion>1.4.2</AssemblyVersion>
<AssemblyVersion>1.4.3</AssemblyVersion>
<Title>CopperMatchmaking</Title>
<Description>Simple matchmaking server for creating two even player count teams for use in peer to peer</Description>
<Copyright>MIT</Copyright>
Expand Down
5 changes: 5 additions & 0 deletions CopperMatchmaking/Server/MatchmakerServer.cs
Original file line number Diff line number Diff line change
Expand Up @@ -23,6 +23,7 @@ public partial class MatchmakerServer
internal readonly ServerQueueManager QueueManager = null!;
internal readonly ServerLobbyManager LobbyManager = null!;
internal readonly ServerHandler Handler;
private readonly ServerClientCounter clientCounter;

internal readonly ServerMessageHandlers MessageHandlers;

Expand Down Expand Up @@ -76,6 +77,9 @@ public MatchmakerServer(ServerHandler handler, byte lobbySize = 10, ushort maxCl
Server.ClientDisconnected += QueueManager.ClientDisconnected;
Server.ClientDisconnected += LobbyManager.ClientDisconnected;
Server.MessageReceived += MessageHandlers.ServerReceivedMessageHandler;

// created last so everything else is setup
clientCounter = new ServerClientCounter(this);
}

~MatchmakerServer()
Expand All @@ -101,6 +105,7 @@ public void Update()

// components and crap ig
UpdateComponents();
clientCounter.PlayerCountUpdateCheck();

// networking!
Server.Update();
Expand Down
50 changes: 50 additions & 0 deletions CopperMatchmaking/Server/ServerClientCounter.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,50 @@
using System.Linq;
using CopperMatchmaking.Info;
using Riptide;

namespace CopperMatchmaking.Server
{
internal class ServerClientCounter
{
private readonly MatchmakerServer server;
private ServerLobbyManager LobbyManager => server.LobbyManager;
private ServerQueueManager QueueManager => server.QueueManager;
private ServerHandler Handler => server.Handler;

private int currentLobbyPlayerCount;
private int currentQueuePlayerCount;

public ServerClientCounter(MatchmakerServer server)
{
this.server = server;

server.Server.ClientConnected += ClientConnected;
server.Server.ClientDisconnected += ClientDisconnected;
}

~ServerClientCounter()
{
server.Server.ClientConnected -= ClientConnected;
server.Server.ClientDisconnected -= ClientDisconnected;
}

private void ClientConnected(object sender, ServerConnectedEventArgs serverConnectedEventArgs) => PlayerCountUpdateCheck();

private void ClientDisconnected(object sender, ServerDisconnectedEventArgs serverDisconnectedEventArgs) => PlayerCountUpdateCheck();

internal void PlayerCountUpdateCheck()
{
var lobbyPlayerCount = LobbyManager.Lobbies.Values.Sum(lobby => lobby.Count());
var queuePlayerCount = QueueManager.RankQueues.Values.Sum(queues => queues.Count);

if (lobbyPlayerCount == currentLobbyPlayerCount && currentQueuePlayerCount == queuePlayerCount)
return;

currentLobbyPlayerCount = lobbyPlayerCount;
currentQueuePlayerCount = queuePlayerCount;

Handler.PlayerQueueCountUpdated(currentLobbyPlayerCount, currentQueuePlayerCount);
Log.Info($"Current player count has been updated | Lobby player count: {currentLobbyPlayerCount} | Queue player count: {currentQueuePlayerCount}");
}
}
}
9 changes: 9 additions & 0 deletions CopperMatchmaking/Server/ServerHandler.cs
Original file line number Diff line number Diff line change
Expand Up @@ -46,5 +46,14 @@ public virtual void LobbyJoinCodeReceived(CreatedLobby lobby, string lobbyJoinCo
{

}

/// <summary>
/// Ran when the number of players in queue is updated
/// </summary>
/// <param name="lobbyPlayerCount">Current count of players in a lobby waiting for a host to send a join code</param>
/// <param name="queuePlayerCount">Current count of players in queue waiting for a lobby</param>
public virtual void PlayerQueueCountUpdated(int lobbyPlayerCount, int queuePlayerCount)
{
}
}
}
4 changes: 4 additions & 0 deletions unity/Server/MatchmakerServer.cs
Original file line number Diff line number Diff line change
Expand Up @@ -23,6 +23,7 @@ public partial class MatchmakerServer
internal readonly ServerQueueManager QueueManager = null!;
internal readonly ServerLobbyManager LobbyManager = null!;
internal readonly ServerHandler Handler;
private readonly ServerClientCounter clientCounter;

internal readonly ServerMessageHandlers MessageHandlers;

Expand Down Expand Up @@ -76,6 +77,9 @@ public MatchmakerServer(ServerHandler handler, byte lobbySize = 10, ushort maxCl
Server.ClientDisconnected += QueueManager.ClientDisconnected;
Server.ClientDisconnected += LobbyManager.ClientDisconnected;
Server.MessageReceived += MessageHandlers.ServerReceivedMessageHandler;

// created last so everything else is setup
clientCounter = new ServerClientCounter(this);
}

~MatchmakerServer()
Expand Down
50 changes: 50 additions & 0 deletions unity/Server/ServerClientCounter.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,50 @@
using System.Linq;
using CopperMatchmaking.Info;
using Riptide;

namespace CopperMatchmaking.Server
{
internal class ServerClientCounter
{
private readonly MatchmakerServer server;
private ServerLobbyManager LobbyManager => server.LobbyManager;
private ServerQueueManager QueueManager => server.QueueManager;
private ServerHandler Handler => server.Handler;

private int currentLobbyPlayerCount;
private int currentQueuePlayerCount;

public ServerClientCounter(MatchmakerServer server)
{
this.server = server;

server.Server.ClientConnected += ClientConnected;
server.Server.ClientDisconnected += ClientDisconnected;
}

~ServerClientCounter()
{
server.Server.ClientConnected -= ClientConnected;
server.Server.ClientDisconnected -= ClientDisconnected;
}

private void ClientConnected(object sender, ServerConnectedEventArgs serverConnectedEventArgs) => PlayerCountUpdateCheck();

private void ClientDisconnected(object sender, ServerDisconnectedEventArgs serverDisconnectedEventArgs) => PlayerCountUpdateCheck();

internal void PlayerCountUpdateCheck()
{
var lobbyPlayerCount = LobbyManager.Lobbies.Values.Sum(lobby => lobby.Count());
var queuePlayerCount = QueueManager.RankQueues.Values.Sum(queues => queues.Count);

if (lobbyPlayerCount == currentLobbyPlayerCount && currentQueuePlayerCount == queuePlayerCount)
return;

currentLobbyPlayerCount = lobbyPlayerCount;
currentQueuePlayerCount = queuePlayerCount;

Handler.PlayerQueueCountUpdated(currentLobbyPlayerCount, currentQueuePlayerCount);
Log.Info($"Current player count has been updated | Lobby player count: {currentLobbyPlayerCount} | Queue player count: {currentQueuePlayerCount}");
}
}
}
11 changes: 11 additions & 0 deletions unity/Server/ServerClientCounter.cs.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

19 changes: 19 additions & 0 deletions unity/Server/ServerHandler.cs
Original file line number Diff line number Diff line change
Expand Up @@ -36,5 +36,24 @@ public virtual int ChooseLobbyHost(List<ConnectedClient> lobbyClients)
{
return 0;
}

/// <summary>
/// Function ran when a lobby join code is received
/// </summary>
/// <param name="lobby">Created lobby</param>
/// <param name="lobbyJoinCode">Created lobby join code</param>
public virtual void LobbyJoinCodeReceived(CreatedLobby lobby, string lobbyJoinCode)
{

}

/// <summary>
/// Ran when the number of players in queue is updated
/// </summary>
/// <param name="lobbyPlayerCount">Current count of players in a lobby waiting for a host to send a join code</param>
/// <param name="queuePlayerCount">Current count of players in queue waiting for a lobby</param>
public virtual void PlayerQueueCountUpdated(int lobbyPlayerCount, int queuePlayerCount)
{
}
}
}
1 change: 1 addition & 0 deletions unity/Server/ServerLobbyManager.cs
Original file line number Diff line number Diff line change
Expand Up @@ -77,6 +77,7 @@ internal void HandleClientHostResponse(uint lobbyId, string hostedLobbyId)
server.Server.DisconnectClient(client);
}

server.Handler.LobbyJoinCodeReceived(Lobbies[lobbyId], hostedLobbyId);
Lobbies.Remove(lobbyId);
}

Expand Down

0 comments on commit 3ed7cc9

Please sign in to comment.