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Put it all together - Create joinable sessions with peer-to-peer - (Unity module)

Last updated on October 23, 2024

Connect the UI to the create, leave, and display current session status

In this tutorial, you will connect the UI to create a match session by using the MatchSessionP2PWrapper_Starter class, which already incorporates the AGS Game SDK implementation. The CreateMatchSessionP2PHandler_Starter class has been prepared for you as a UI handler for this tutorial.

  1. Open the CreateMatchSessionP2PHandler_Starter.cs and add the code below:

    private MatchSessionP2PWrapper_Starter matchSessionP2PWrapper_starter;
  2. Go to the ClickPeerToPeerButton and incorporate this code into the function:

    public void ClickPeerToPeerButton()
    {
    InGameMode selectedGameMode = InGameMode.None;

    MenuCanvas menu = MenuManager.Instance.GetCurrentMenu();
    if (menu is MatchSessionServerTypeSelection serverTypeSelection)
    {
    selectedGameMode = serverTypeSelection.SelectedGameMode;
    InitWrapper();
    }
    else
    {
    BytewarsLogger.LogWarning("The current server type selection menu is not the correct menu while trying to create a match with a dedicated server.");
    return;
    }

    matchSessionP2PWrapper_starter.CreateMatchSession(selectedGameMode, GameSessionServerType.PeerToPeer);
    ShowLoading(
    "Creating Match Session (P2P)...",
    "Creating Match Session (P2P) has timed out.",
    createMatchSessionTimeoutSec,
    CancelCreateMatch);
    }
  3. Go to InitWrapper and implement the following code:

    private void InitWrapper()
    {
    if (matchSessionP2PWrapper_starter == null)
    {
    matchSessionP2PWrapper_starter = TutorialModuleManager.Instance.GetModuleClass<MatchSessionP2PWrapper_Starter>();
    }

    ...
    }
  4. Now, set up the event binding in the BindMatchSessionEvent function along with the unbind in UnbindMatchSessionEvent:

    private void BindMatchSessionEvent()
    {
    matchSessionP2PWrapper_starter.BindEvents();
    matchSessionP2PWrapper_starter.BindMatchSessionP2PEvents();
    matchSessionP2PWrapper_starter.OnCreatedMatchSession += OnCreatedMatchSession;
    matchSessionP2PWrapper_starter.OnJoinedMatchSession += OnJoinedMatchSession;
    matchSessionP2PWrapper_starter.OnLeaveSessionCompleted += UnbindMatchSessionEvent;
    }
    private void UnbindMatchSessionEvent()
    {
    matchSessionP2PWrapper_starter.UnbindEvents();
    matchSessionP2PWrapper_starter.UnbindMatchSessionP2PEvents();
    matchSessionP2PWrapper_starter.OnCreatedMatchSession -= OnCreatedMatchSession;
    matchSessionP2PWrapper_starter.OnJoinedMatchSession -= OnJoinedMatchSession;
    matchSessionP2PWrapper_starter.OnLeaveSessionCompleted -= UnbindMatchSessionEvent;
    }
  5. You have the OnCreatedMatchSession function that will be responsible for updating the loading status and showing the cancel button. This button uses CancelCreateMatch as a callback. To be able to cancel matchmaking, update the CancelCreateMatch function with the code below.

    private void CancelCreateMatch()
    {
    Reset();
    ShowInfo("Match session creation cancelled");
    matchSessionP2PWrapper_starter.OnCreateMatchCancelled?.Invoke();
    matchSessionP2PWrapper_starter.CancelCreateMatchSession();
    }
  6. Play the game in the editor. If successful, you will see this log:

     [MatchSessionWrapper.cs] [OnCreateSessionCompleted] [Log] [linenumber] - Successfully created the match session

Congratulations! You successfully connected the UI with the wrapper class to create a match session.

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