diff --git a/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/configure_fingerprint.bin b/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/configure_fingerprint.bin
index fc5ff59..88df226 100644
--- a/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/configure_fingerprint.bin
+++ b/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/configure_fingerprint.bin
@@ -2,29 +2,29 @@ C/C++ Structured Logb
`
^E:\Code\GeoSus\GeoSusGame\.utmp\RelWithDebInfo\6b10225s\arm64-v8a\additional_project_files.txtC
A
-?com.android.build.gradle.internal.cxx.io.EncodedFileFingerPrint Øÿ‚ØÜ3› ýêôÓÜ3_
+?com.android.build.gradle.internal.cxx.io.EncodedFileFingerPrint ËÀ°…Ý3› ýêôÓÜ3_
]
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+`E:\Code\GeoSus\GeoSusGame\.utmp\RelWithDebInfo\6b10225s\arm64-v8a\android_gradle_build_mini.json ËÀ°…Ý3È ÃëôÓÜ3Q
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-QE:\Code\GeoSus\GeoSusGame\.utmp\RelWithDebInfo\6b10225s\arm64-v8a\build.ninja.txt Øÿ‚ØÜ3Z
+QE:\Code\GeoSus\GeoSusGame\.utmp\RelWithDebInfo\6b10225s\arm64-v8a\build.ninja.txt ËÀ°…Ý3Z
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+VE:\Code\GeoSus\GeoSusGame\.utmp\RelWithDebInfo\6b10225s\arm64-v8a\build_file_index.txt ËÀ°…Ý3ß ËëôÓÜ3[
Y
-WE:\Code\GeoSus\GeoSusGame\.utmp\RelWithDebInfo\6b10225s\arm64-v8a\compile_commands.json Ùÿ‚ØÜ3£U ÚéôÓÜ3_
+WE:\Code\GeoSus\GeoSusGame\.utmp\RelWithDebInfo\6b10225s\arm64-v8a\compile_commands.json ËÀ°…Ý3£U ÚéôÓÜ3_
]
-[E:\Code\GeoSus\GeoSusGame\.utmp\RelWithDebInfo\6b10225s\arm64-v8a\compile_commands.json.bin Ùÿ‚ØÜ3 Ä ÚéôÓÜ3e
+[E:\Code\GeoSus\GeoSusGame\.utmp\RelWithDebInfo\6b10225s\arm64-v8a\compile_commands.json.bin ËÀ°…Ý3 Ä ÚéôÓÜ3e
c
-aE:\Code\GeoSus\GeoSusGame\.utmp\RelWithDebInfo\6b10225s\arm64-v8a\metadata_generation_command.txt Ùÿ‚ØÜ3
+aE:\Code\GeoSus\GeoSusGame\.utmp\RelWithDebInfo\6b10225s\arm64-v8a\metadata_generation_command.txt ËÀ°…Ý3
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-TE:\Code\GeoSus\GeoSusGame\.utmp\RelWithDebInfo\6b10225s\arm64-v8a\prefab_config.json Ùÿ‚ØÜ3ã ÊëôÓÜ3]
+TE:\Code\GeoSus\GeoSusGame\.utmp\RelWithDebInfo\6b10225s\arm64-v8a\prefab_config.json ËÀ°…Ý3ã ÊëôÓÜ3]
[
-YE:\Code\GeoSus\GeoSusGame\.utmp\RelWithDebInfo\6b10225s\arm64-v8a\symbol_folder_index.txt Ùÿ‚ØÜ3Š ËëôÓÜ3l
+YE:\Code\GeoSus\GeoSusGame\.utmp\RelWithDebInfo\6b10225s\arm64-v8a\symbol_folder_index.txt ËÀ°…Ý3Š ËëôÓÜ3l
j
-hE:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp\CMakeLists.txt Ùÿ‚ØÜ3
W û”ìÓÜ3y
+hE:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp\CMakeLists.txt ËÀ°…Ý3
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-uE:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp\GameActivity\CMakeLists.txt Ùÿ‚ØÜ3û ó”ìÓÜ3
\ No newline at end of file
+uE:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp\GameActivity\CMakeLists.txt ËÀ°…Ý3û ó”ìÓÜ3
\ No newline at end of file
diff --git a/Assets/ClientSDK/GameClient.cs b/Assets/ClientSDK/GameClient.cs
index 00d9331..4f63cc6 100644
--- a/Assets/ClientSDK/GameClient.cs
+++ b/Assets/ClientSDK/GameClient.cs
@@ -533,6 +533,11 @@ public class GameClient : IDisposable
public void CreateLobby(Position? center = null, int impostorCount = 1, int taskCount = 5, string? password = null, double playAreaRadius = 500, GameSettingsOverrides? settings = null)
{
+ // DisplayName is sent on every CreateLobby/JoinLobby so the server
+ // picks up the live nickname (typed into the input field after the
+ // ClientHello handshake fired). Without this the server uses the
+ // ClientHello-time name, which is the GameManager prefab default
+ // for any user who immediately created/joined a lobby.
Send(new CreateLobby
{
PlayAreaCenter = center,
@@ -540,16 +545,18 @@ public class GameClient : IDisposable
ImpostorCount = impostorCount,
TaskCount = taskCount,
Password = password,
- Settings = settings
+ Settings = settings,
+ DisplayName = DisplayName
});
}
-
+
public void JoinLobby(string joinCode, string? password = null)
{
Send(new JoinLobby
{
JoinCode = joinCode.ToUpperInvariant(),
- Password = password
+ Password = password,
+ DisplayName = DisplayName
});
}
diff --git a/Assets/ClientSDK/Protocol.cs b/Assets/ClientSDK/Protocol.cs
index 1f3b302..ae6478f 100644
--- a/Assets/ClientSDK/Protocol.cs
+++ b/Assets/ClientSDK/Protocol.cs
@@ -197,6 +197,16 @@ public class CreateLobby : Message
///
[JsonProperty("settings")]
public GameSettingsOverrides? Settings { get; set; }
+
+ ///
+ /// Optional. Live host display name from the nickname input field at
+ /// the moment of CreateLobby. ClientHello-time name is stale because
+ /// the handshake fires before the user has typed anything; this lets
+ /// the server pick up the freshly-typed name without a separate
+ /// rename round-trip.
+ ///
+ [JsonProperty("displayName")]
+ public string? DisplayName { get; set; }
}
public class CreateLobbyResponse : Message
@@ -222,12 +232,19 @@ public class CreateLobbyResponse : Message
public class JoinLobby : Message
{
public override string Type => "JoinLobby";
-
+
[JsonProperty("joinCode")]
public string JoinCode { get; set; } = "";
-
+
[JsonProperty("password")]
public string? Password { get; set; }
+
+ ///
+ /// Optional. Live joiner display name from the nickname input field
+ /// at the moment of Join. See CreateLobby.DisplayName for rationale.
+ ///
+ [JsonProperty("displayName")]
+ public string? DisplayName { get; set; }
}
public class JoinLobbyResponse : Message
diff --git a/Assets/GameManager/GameManager.cs b/Assets/GameManager/GameManager.cs
index d42e23c..a4540ff 100644
--- a/Assets/GameManager/GameManager.cs
+++ b/Assets/GameManager/GameManager.cs
@@ -66,10 +66,39 @@ public class GameManager : MonoBehaviour
[Header("Debug")]
public bool testMode = false;
- private GameClient _secondClient;
- private GameClient _thirdClient;
- private GameManager_Network _secondNetwork;
- private GameManager_Network _thirdNetwork;
+ ///
+ /// When true, draw a small GPS status banner across the top of every
+ /// screen. Useful for diagnosing why CreateLobby is blocked or why a
+ /// joiner's position isn't updating - failures otherwise only show up
+ /// in logcat which most users can't reach. Toggle off for release.
+ ///
+ public bool showGPSDebugOverlay = true;
+
+ ///
+ /// Number of in-process test client bots to spawn alongside the host
+ /// when testMode is on. Each gets its own GameClient + Network and
+ /// joins the host's lobby automatically. Bots are switchable via
+ /// number keys 1..N (host = 0). Default 3 keeps memory reasonable;
+ /// bump for stress-testing voting / sabotage flows.
+ ///
+ public int testClientCount = 3;
+
+ ///
+ /// Per-bot network + display-name + sim-position state. The active slot
+ /// (host = 0, bots = 1..N) gets WASD on the next tick.
+ ///
+ private class TestBot
+ {
+ public GameClient Client;
+ public GameManager_Network Network;
+ public string DisplayName;
+ public GeoSus.Client.Position SimPosition;
+ public bool Joined;
+ public float LastSendTime;
+ }
+ private System.Collections.Generic.List _testBots = new System.Collections.Generic.List();
+ /// Slot 0 = host (real player), 1..N = test bot index.
+ private int _activeClientSlot = 0;
void Awake()
{
@@ -80,11 +109,71 @@ public class GameManager : MonoBehaviour
}
Instance = this;
DontDestroyOnLoad(gameObject);
+
+ // Keep the screen on while the player is in the app. A geographic
+ // social-deduction game asks the user to walk around for 5-15 minutes
+ // staring at the map; default Android sleep timeout (15-60s) blacks
+ // the screen out mid-round, drops GPS updates, and requires the
+ // player to re-unlock the phone. Two layers of belt-and-suspenders:
+ // (1) Unity's Screen.sleepTimeout, which works on most devices and
+ // is one line, but is overridden by some MIUI/EMUI ROMs.
+ // (2) Android FLAG_KEEP_SCREEN_ON on the activity window, harder for
+ // OEM ROMs to override and the standard pattern for navigation/maps
+ // apps. Wrapped in #if UNITY_ANDROID so editor/iOS skip it.
+ Screen.sleepTimeout = SleepTimeout.NeverSleep;
+ AcquireAndroidWakelock();
+ }
+
+ ///
+ /// Set FLAG_KEEP_SCREEN_ON on the Unity activity's window. This is the
+ /// standard navigation/maps-app pattern and survives ROM-level overrides
+ /// of Unity's Screen.sleepTimeout. No-op on non-Android platforms.
+ ///
+ private static void AcquireAndroidWakelock()
+ {
+#if UNITY_ANDROID && !UNITY_EDITOR
+ try
+ {
+ using (var player = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
+ using (var activity = player.GetStatic("currentActivity"))
+ {
+ // addFlags must run on the UI thread. Capture activity into a
+ // local for the closure - AndroidJavaObject can be reused.
+ var act = activity;
+ act.Call("runOnUiThread", new AndroidJavaRunnable(() =>
+ {
+ try
+ {
+ using (var window = act.Call("getWindow"))
+ {
+ // WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON
+ const int FLAG_KEEP_SCREEN_ON = 0x00000080;
+ window.Call("addFlags", FLAG_KEEP_SCREEN_ON);
+ }
+ }
+ catch (System.Exception ex)
+ {
+ Debug.LogWarning("[Wakelock] addFlags failed: " + ex.Message);
+ }
+ }));
+ }
+ }
+ catch (System.Exception ex)
+ {
+ Debug.LogWarning("[Wakelock] Android JNI bridge failed: " + ex.Message);
+ }
+#endif
}
void Start()
{
- if (string.IsNullOrEmpty(displayName))
+ // The prefab default in SampleScene.unity is "Hrac" (Czech for
+ // "player"). Treat it as equivalent to "no name set" so users who
+ // never customize their name don't all show up identically. This
+ // override only fires at startup; users who explicitly type "Hrac"
+ // into the nickname field will still send "Hrac" via the live
+ // DisplayName payload field.
+ if (string.IsNullOrEmpty(displayName) || displayName == "Hrac")
displayName = PlayerPrefs.GetString("PlayerName", GenerateUsername());
gameClient = new GameClient(GenerateUUID(), displayName);
@@ -96,12 +185,18 @@ public class GameManager : MonoBehaviour
if (testMode)
{
- _secondClient = new GameClient(GenerateUUID(), GenerateUsername());
- _secondNetwork = new GameManager_Network(_secondClient, null);
- _thirdClient = new GameClient(GenerateUUID(), GenerateUsername());
- _thirdNetwork = new GameManager_Network(_thirdClient, null);
- _secondNetwork.OpenConnection();
- _thirdNetwork.OpenConnection();
+ int n = Mathf.Max(0, testClientCount);
+ for (int i = 0; i < n; i++)
+ {
+ var bot = new TestBot
+ {
+ DisplayName = "TestBot" + (i + 1),
+ };
+ bot.Client = new GameClient(GenerateUUID(), bot.DisplayName);
+ bot.Network = new GameManager_Network(bot.Client, null);
+ bot.Network.OpenConnection();
+ _testBots.Add(bot);
+ }
}
networkSubsystem.OpenConnection();
@@ -118,14 +213,103 @@ public class GameManager : MonoBehaviour
SceneManager.LoadScene(firstMenuScene, LoadSceneMode.Single);
}
+ ///
+ /// Draws a GPS status banner across the top of every screen. We use OnGUI
+ /// rather than a uGUI Canvas element because OnGUI works without any
+ /// scene wiring - we want this visible from the very first frame, on
+ /// every screen, even if the lobby canvas hasn't been bound yet. This is
+ /// a debug overlay; toggle showGPSDebugOverlay off for release builds.
+ ///
+ private void OnGUI()
+ {
+ if (!showGPSDebugOverlay) return;
+ if (inputSubsystem == null) return;
+
+ var diag = inputSubsystem.GpsDiagnostic;
+ var label = "GPS: " + diag;
+
+ // Scale font size to screen so it's legible on phones (HDPI) and
+ // editor (lower DPI) alike. Phones tend to have ~400dpi; the
+ // editor game view runs at ~100dpi.
+ int fontSize = Mathf.Max(14, Screen.width / 50);
+
+ var style = new GUIStyle(GUI.skin.label)
+ {
+ fontSize = fontSize,
+ fontStyle = FontStyle.Bold,
+ alignment = TextAnchor.MiddleLeft,
+ wordWrap = false,
+ normal = { textColor = Color.white }
+ };
+
+ // Width covers most of the screen so longer error strings don't get
+ // clipped. Height auto-fits the chosen font size.
+ float pad = fontSize * 0.5f;
+ float bannerH = fontSize * 2f;
+ var rect = new Rect(pad, pad, Screen.width - pad * 2, bannerH);
+
+ // Translucent black background for legibility against the map.
+ var prevColor = GUI.color;
+ GUI.color = new Color(0f, 0f, 0f, 0.65f);
+ GUI.Box(rect, GUIContent.none);
+ GUI.color = prevColor;
+
+ // Indent the label inside the box.
+ var textRect = new Rect(rect.x + pad, rect.y, rect.width - pad * 2, rect.height);
+ GUI.Label(textRect, label, style);
+
+ // Second row: position-source picker (tap to cycle) + active client
+ // indicator (testMode only). Both are diagnostic; the source picker
+ // is the recovery path when one backend silently fails on a phone.
+ float row2Y = rect.y + bannerH + pad * 0.5f;
+ var btnStyle = new GUIStyle(GUI.skin.button)
+ {
+ fontSize = Mathf.Max(12, fontSize - 2),
+ fontStyle = FontStyle.Bold,
+ alignment = TextAnchor.MiddleCenter,
+ };
+
+ // Source button: shows current source name + invites tap.
+ string sourceLabel = "Source: " + inputSubsystem.CurrentSourceName + " [tap to cycle]";
+ // Width sized to the text so the touch area matches the label.
+ Vector2 sourceSize = btnStyle.CalcSize(new GUIContent(sourceLabel));
+ float sourceW = Mathf.Min(Screen.width - pad * 2, sourceSize.x + pad * 2);
+ var sourceRect = new Rect(pad, row2Y, sourceW, bannerH);
+ if (GUI.Button(sourceRect, sourceLabel, btnStyle))
+ {
+ inputSubsystem.CycleNextPositionSource();
+ }
+
+ // Active-client indicator (only when we have test bots).
+ if (testMode && _testBots.Count > 0)
+ {
+ string slot = _activeClientSlot == 0 ? "Host" : ("Bot " + _activeClientSlot);
+ string indicator = $"WASD: {slot} (0..{_testBots.Count} to switch)";
+ var indStyle = new GUIStyle(GUI.skin.label)
+ {
+ fontSize = Mathf.Max(12, fontSize - 2),
+ fontStyle = FontStyle.Bold,
+ alignment = TextAnchor.MiddleLeft,
+ normal = { textColor = new Color(0.9f, 1f, 0.4f) },
+ };
+ Vector2 indSize = indStyle.CalcSize(new GUIContent(indicator));
+ var indRect = new Rect(sourceRect.xMax + pad, row2Y, indSize.x + pad * 2, bannerH);
+ GUI.color = new Color(0f, 0f, 0f, 0.65f);
+ GUI.Box(indRect, GUIContent.none);
+ GUI.color = prevColor;
+ GUI.Label(new Rect(indRect.x + pad, indRect.y, indRect.width, indRect.height), indicator, indStyle);
+ }
+ }
+
private void Update()
{
// Tick the SDK dispatcher so callbacks fire on main thread
gameClient?.Update();
if (testMode)
{
- _secondClient?.Update();
- _thirdClient?.Update();
+ for (int i = 0; i < _testBots.Count; i++)
+ _testBots[i].Client?.Update();
+ HandleTestBotInput();
}
if (gameClient?.CurrentLobbyState != null)
@@ -137,6 +321,102 @@ public class GameManager : MonoBehaviour
UpdateKillCooldown();
inputSubsystem?.positionCheck();
+
+ if (testMode) StepActiveTestBot();
+ }
+
+ ///
+ /// Number-key handling for slot switching. 0 = host, 1..N = test bot N.
+ /// Suppress host WASD when a non-host bot is active so the host capsule
+ /// doesn't drift while the user is moving a bot. Only fires when
+ /// testMode is on; release builds never see this path.
+ ///
+ private void HandleTestBotInput()
+ {
+ // 0 = host. 1..9 = bots (capped by Unity KeyCode.Alpha9).
+ if (Input.GetKeyDown(KeyCode.Alpha0)) _activeClientSlot = 0;
+ for (int i = 1; i <= 9 && i <= _testBots.Count; i++)
+ {
+ if (Input.GetKeyDown(KeyCode.Alpha0 + i)) _activeClientSlot = i;
+ }
+
+ // Tell the host's input subsystem to ignore WASD when a bot is active.
+ if (inputSubsystem != null)
+ inputSubsystem.SuppressWasd = (_activeClientSlot != 0);
+ }
+
+ ///
+ /// If the active slot is a bot, step its sim position from WASD axes
+ /// and send to the server. Idle bots get a periodic keep-alive so their
+ /// avatars don't time out.
+ ///
+ private void StepActiveTestBot()
+ {
+ if (_testBots.Count == 0) return;
+ var state = gameClient?.CurrentLobbyState;
+ if (state == null || state.MapData == null) return;
+
+ // Lazy-init each bot's sim position to the lobby's map center on
+ // first lobby state. Until the bot has joined a lobby it can't
+ // send position updates.
+ for (int i = 0; i < _testBots.Count; i++)
+ {
+ var bot = _testBots[i];
+ if (!bot.Joined) continue;
+ if (bot.SimPosition.Lat == 0 && bot.SimPosition.Lon == 0)
+ {
+ // Spawn each bot in a small ring around the map center so
+ // they don't all stack on top of each other on frame one.
+ double offsetLat = 0.00003 * Mathf.Cos(i * Mathf.PI * 2f / Mathf.Max(1, _testBots.Count));
+ double offsetLon = 0.00003 * Mathf.Sin(i * Mathf.PI * 2f / Mathf.Max(1, _testBots.Count));
+ bot.SimPosition = new GeoSus.Client.Position(
+ state.MapData.Center.Lat + offsetLat,
+ state.MapData.Center.Lon + offsetLon);
+ bot.Client.UpdatePosition(bot.SimPosition);
+ bot.LastSendTime = Time.time;
+ }
+ }
+
+ // WASD only drives the active bot.
+ if (_activeClientSlot >= 1 && _activeClientSlot <= _testBots.Count)
+ {
+ var bot = _testBots[_activeClientSlot - 1];
+ if (bot.Joined)
+ {
+ float dx = Input.GetAxis("Horizontal");
+ float dy = Input.GetAxis("Vertical");
+ const double speed = 0.00001;
+ bool moved = Mathf.Abs(dx) > 0.001f || Mathf.Abs(dy) > 0.001f;
+ if (moved)
+ {
+ bot.SimPosition = new GeoSus.Client.Position(
+ bot.SimPosition.Lat + dy * speed,
+ bot.SimPosition.Lon + dx * speed);
+ }
+ // Send on movement OR on keep-alive cadence so the server
+ // doesn't drop our presence.
+ bool dueKeepAlive = (Time.time - bot.LastSendTime) >= 1.0f;
+ if (moved || dueKeepAlive)
+ {
+ bot.Client.UpdatePosition(bot.SimPosition);
+ bot.LastSendTime = Time.time;
+ }
+ }
+ }
+ else
+ {
+ // No bot is active. All bots get keep-alive only.
+ for (int i = 0; i < _testBots.Count; i++)
+ {
+ var bot = _testBots[i];
+ if (!bot.Joined) continue;
+ if ((Time.time - bot.LastSendTime) >= 1.0f)
+ {
+ bot.Client.UpdatePosition(bot.SimPosition);
+ bot.LastSendTime = Time.time;
+ }
+ }
+ }
}
@@ -326,9 +606,38 @@ public class GameManager : MonoBehaviour
return "Player" + UnityEngine.Random.Range(1000, 9999).ToString();
}
+ ///
+ /// Pull the nickname input field's current text into displayName +
+ /// gameClient.DisplayName + PlayerPrefs before sending a network
+ /// action. Defensive against any TMP_InputField / soft-keyboard race
+ /// where the user types and immediately taps a button: onValueChanged
+ /// normally fires before the click handler in the same frame, but
+ /// some Android keyboards batch text events oddly. Call this at the
+ /// top of any Create/Join/Rename flow. No-op if the input field
+ /// doesn't exist in the current scene.
+ ///
+ private void CommitNicknameFromInput()
+ {
+ var nameGO = GameObject.Find("name");
+ if (nameGO == null) return;
+ var field = nameGO.GetComponent();
+ if (field == null) return;
+ // Force the InputField to flush any pending soft-keyboard text.
+ // ForceLabelUpdate() is harmless if there's nothing pending.
+ field.ForceLabelUpdate();
+ string typed = (field.text ?? "").Trim();
+ if (string.IsNullOrEmpty(typed)) return;
+ if (typed == displayName) return; // already in sync, skip the writes
+ displayName = typed;
+ if (gameClient != null) gameClient.DisplayName = typed;
+ PlayerPrefs.SetString("PlayerName", typed);
+ PlayerPrefs.Save();
+ }
+
// Called by HostLobbyUI
public void CreateLobbyButton()
{
+ CommitNicknameFromInput();
// Refuse to create a lobby without a real GPS fix. The previous
// behavior of silently using a hardcoded Czechia fallback meant the
// game always started at the same place no matter where the host was,
@@ -340,9 +649,12 @@ public class GameManager : MonoBehaviour
// testMode bypasses the GPS gate entirely so debug runs still work.
if (!testMode)
{
- Debug.LogWarning("[GameManager] CreateLobby blocked: no GPS fix yet. " +
- "Make sure location permission is granted and you have signal.");
- uiSubsystem?.ShowToast("Waiting for GPS fix... grant location permission and try again.");
+ // Surface the actual GPS state in both logs and the toast
+ // instead of the generic "Waiting for GPS fix..." that hides
+ // permission/timeout/device-disabled distinctions.
+ string diag = inputSubsystem?.GpsDiagnostic ?? "no input subsystem";
+ Debug.LogWarning("[GameManager] CreateLobby blocked. " + diag);
+ uiSubsystem?.ShowToast("Cannot create lobby. " + diag);
inputSubsystem?.EnsureGPSStarted();
return;
}
@@ -358,6 +670,7 @@ public class GameManager : MonoBehaviour
// Called by JoinLobbyUI with the code from the input field
public void JoinLobbyButton(string code)
{
+ CommitNicknameFromInput();
if (!string.IsNullOrEmpty(code))
networkSubsystem.JoinLobby(code);
else
@@ -377,12 +690,14 @@ public class GameManager : MonoBehaviour
void OnApplicationQuit()
{
gameClient?.Disconnect();
- _secondClient?.Disconnect();
- _thirdClient?.Disconnect();
+ for (int i = 0; i < _testBots.Count; i++)
+ _testBots[i].Client?.Disconnect();
}
- IEnumerator ConnectTestClients()
- {
+ IEnumerator ConnectTestClients()
+ {
+ if (_testBots.Count == 0) yield break;
+
// Wait until host lobby code exists
float wait = 0f;
while ((gameClient?.CurrentLobbyState == null || string.IsNullOrEmpty(gameClient.CurrentLobbyState.JoinCode)) && wait < 20f)
@@ -394,26 +709,46 @@ public class GameManager : MonoBehaviour
var joinCode = gameClient?.CurrentLobbyState?.JoinCode;
if (string.IsNullOrEmpty(joinCode))
{
- Debug.LogWarning("[TestMode] Could not join test clients: join code not available.");
+ Debug.LogWarning("[TestMode] Could not join test bots: join code not available.");
yield break;
}
- // Wait until helper clients are connected and handshake-complete
+ // Wait until every bot's client has finished its TCP handshake.
+ // IsReady flips once ClientHello + ClientHelloAck round-trip.
wait = 0f;
- while (((_secondClient == null || !_secondClient.IsReady) || (_thirdClient == null || !_thirdClient.IsReady)) && wait < 20f)
+ bool allReady;
+ do
{
- wait += 0.25f;
- yield return new WaitForSeconds(0.25f);
+ allReady = true;
+ for (int i = 0; i < _testBots.Count; i++)
+ {
+ if (_testBots[i].Client == null || !_testBots[i].Client.IsReady)
+ {
+ allReady = false;
+ break;
+ }
+ }
+ if (!allReady)
+ {
+ wait += 0.25f;
+ yield return new WaitForSeconds(0.25f);
+ }
+ } while (!allReady && wait < 20f);
+
+ if (!allReady)
+ {
+ Debug.LogWarning("[TestMode] Some test bots not ready, joining the ready ones only.");
}
- if (_secondClient == null || _thirdClient == null || !_secondClient.IsReady || !_thirdClient.IsReady)
+ for (int i = 0; i < _testBots.Count; i++)
{
- Debug.LogWarning("[TestMode] Helper clients are not ready, skipping auto-join.");
- yield break;
+ var bot = _testBots[i];
+ if (bot.Client != null && bot.Client.IsReady)
+ {
+ bot.Network?.JoinLobby(joinCode);
+ bot.Joined = true;
+ }
}
-
- _secondNetwork?.JoinLobby(joinCode);
- _thirdNetwork?.JoinLobby(joinCode);
- Debug.Log($"[TestMode] Helper clients joined lobby with code {joinCode}.");
+ Debug.Log($"[TestMode] {_testBots.Count} bot(s) joined lobby with code {joinCode}.");
}
}
diff --git a/Assets/GameManager/GameManager_Input.cs b/Assets/GameManager/GameManager_Input.cs
index c845931..533198d 100644
--- a/Assets/GameManager/GameManager_Input.cs
+++ b/Assets/GameManager/GameManager_Input.cs
@@ -1,4 +1,4 @@
-using UnityEngine;
+using UnityEngine;
using GeoSus.Client;
using System;
using System.Collections;
@@ -16,6 +16,292 @@ namespace Subsystems
Running,
Failed
}
+
+ ///
+ /// Position source backend. Selectable at runtime via the GPS overlay
+ /// "Source" button so the user can recover when one path misbehaves on
+ /// their phone:
+ /// Auto - JNI: subscribe to gps + network, pick most recent fix.
+ /// GpsOnly - JNI: subscribe to gps only (network's frequent indoor
+ /// fixes don't drown out the slower-but-precise gps fix).
+ /// NetworkOnly - JNI: subscribe to network only (cell tower / WiFi).
+ /// Useful indoors when no satellite lock is possible.
+ /// UnityInput - Unity's Input.location wrapper. Verified to hang on
+ /// Mi 9T / A20e (which is why JNI exists), but works on
+ /// newer Android where the JNI streaming-callbacks path
+ /// silently doesn't fire (MIUI/HyperOS battery saver,
+ /// approximate-vs-precise permission split, minDistance
+ /// gating on stationary phones).
+ /// EditorWasd - WASD-driven simulated position. Available regardless
+ /// of testMode flag so desktop builds and editor sessions
+ /// can navigate the map without real GPS.
+ ///
+ public enum PositionSource
+ {
+ Auto,
+ GpsOnly,
+ NetworkOnly,
+ UnityInput,
+ EditorWasd,
+ }
+
+#if UNITY_ANDROID && !UNITY_EDITOR
+ ///
+ /// Bridges android.location.LocationListener to managed code. The method
+ /// names here must match Java's LocationListener interface exactly so
+ /// AndroidJavaProxy's reflection dispatcher can find them.
+ ///
+ internal class AndroidLocationProxy : AndroidJavaProxy
+ {
+ public AndroidLocationProvider Owner { get; set; }
+ public AndroidLocationProxy() : base("android.location.LocationListener") { }
+
+ // Called by Android each time a new fix arrives from the registered provider.
+ public void onLocationChanged(AndroidJavaObject location)
+ {
+ try
+ {
+ if (location == null) return;
+ double lat = location.Call("getLatitude");
+ double lon = location.Call("getLongitude");
+ long t = location.Call("getTime");
+ string provider = "";
+ try { provider = location.Call("getProvider"); } catch { }
+ // Streaming callbacks are LIVE (never cached). The cached path
+ // calls UpdateLocation directly with isCached=true.
+ Owner?.UpdateLocation(lat, lon, t, provider, isCached: false);
+ }
+ catch (Exception ex)
+ {
+ Debug.LogWarning("[GPS-JNI] onLocationChanged failed: " + ex.Message);
+ }
+ }
+
+ // Required by the LocationListener interface even if we don't use them.
+ // Missing methods cause java.lang.AbstractMethodError at runtime.
+ public void onStatusChanged(string provider, int status, AndroidJavaObject extras) { }
+ public void onProviderEnabled(string provider) { }
+ public void onProviderDisabled(string provider) { }
+ }
+
+ ///
+ /// Direct wrapper around android.location.LocationManager via JNI, used as
+ /// a replacement for Unity's Input.location on Android when the user picks
+ /// Auto/GpsOnly/NetworkOnly. Subscribed providers are configurable so the
+ /// position-source picker can rewire live without restart.
+ ///
+ internal class AndroidLocationProvider
+ {
+ private AndroidJavaObject _activity;
+ private AndroidJavaObject _locationManager;
+ private AndroidLocationProxy _gpsListener;
+ private AndroidLocationProxy _networkListener;
+ private double _lat, _lon;
+ private long _lastTimeMillis;
+ private long _lastLiveTimeMillis; // Time of most recent NON-cached fix.
+ private bool _hasFix;
+ private bool _hasLiveFix; // True once any streaming callback fired.
+ private string _activeProvider = "";
+
+ // Captured at Initialize() so the diagnostic can report
+ // "GPS provider DISABLED, only network enabled" etc.
+ private bool _gpsProviderEnabled;
+ private bool _networkProviderEnabled;
+ private bool _gpsLastKnownExists;
+ private bool _networkLastKnownExists;
+ private string _enabledProvidersList = "";
+
+ // Subscription scope - set in Initialize, used in Shutdown to know
+ // which listeners we registered.
+ private bool _subscribedGps;
+ private bool _subscribedNetwork;
+
+ public bool HasFix => _hasFix;
+ public bool HasLiveFix => _hasLiveFix;
+ public long LastLiveTimeMillis => _lastLiveTimeMillis;
+ public long LastTimeMillis => _lastTimeMillis;
+ public double Lat => _lat;
+ public double Lon => _lon;
+ public string ActiveProvider => _activeProvider;
+ public bool GpsProviderEnabled => _gpsProviderEnabled;
+ public bool NetworkProviderEnabled => _networkProviderEnabled;
+ public bool GpsLastKnownExists => _gpsLastKnownExists;
+ public bool NetworkLastKnownExists => _networkLastKnownExists;
+ public string EnabledProvidersList => _enabledProvidersList;
+ public bool SubscribedGps => _subscribedGps;
+ public bool SubscribedNetwork => _subscribedNetwork;
+
+ public bool Initialize(out string error, bool useGps, bool useNetwork)
+ {
+ error = "";
+ try
+ {
+ using (var unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
+ {
+ _activity = unityPlayer.GetStatic("currentActivity");
+ }
+ if (_activity == null) { error = "no current activity"; return false; }
+
+ _locationManager = _activity.Call("getSystemService", "location");
+ if (_locationManager == null) { error = "getSystemService(\"location\") returned null"; return false; }
+
+ // Capture provider enable state up front so the diagnostic
+ // can distinguish "provider disabled at OS level" from
+ // "provider enabled but produced no fix yet".
+ _gpsProviderEnabled = SafeIsProviderEnabled("gps");
+ _networkProviderEnabled = SafeIsProviderEnabled("network");
+ _enabledProvidersList = SafeGetEnabledProviders();
+
+ Debug.Log($"[GPS-JNI] init useGps={useGps} useNetwork={useNetwork} gps enabled={_gpsProviderEnabled} network enabled={_networkProviderEnabled} all enabled=[{_enabledProvidersList}]");
+
+ // Try cached last-known fixes from the providers we're about
+ // to subscribe to. If the OS already knows where we are
+ // (e.g. from another app that recently used GPS), we get a
+ // fix at zero cost and zero wait time. Tagged isCached so
+ // the diagnostic can mark them and we know we still need
+ // to wait for a streaming callback.
+ if (useNetwork) TryLastKnown("network", out _networkLastKnownExists);
+ if (useGps) TryLastKnown("gps", out _gpsLastKnownExists);
+
+ _subscribedGps = useGps;
+ _subscribedNetwork = useNetwork;
+
+ if (useGps) _gpsListener = new AndroidLocationProxy { Owner = this };
+ if (useNetwork) _networkListener = new AndroidLocationProxy { Owner = this };
+
+ // requestLocationUpdates must be called on a thread with a
+ // Looper. Use the Activity's UI thread, which always has one.
+ // minTime=1000ms, minDistance=0f - we want updates on every
+ // fix the OS produces. Previously this was 1f which gated
+ // out updates from a stationary phone (MIUI/newer Android
+ // are stricter about this and that's the suspected cause of
+ // "via gps (cached)" sticking forever).
+ _activity.Call("runOnUiThread", new AndroidJavaRunnable(() =>
+ {
+ if (useGps)
+ {
+ try { _locationManager.Call("requestLocationUpdates", "gps", 1000L, 0f, _gpsListener); }
+ catch (Exception ex) { Debug.LogWarning("[GPS-JNI] gps subscribe failed: " + ex.Message); }
+ }
+ if (useNetwork)
+ {
+ try { _locationManager.Call("requestLocationUpdates", "network", 1000L, 0f, _networkListener); }
+ catch (Exception ex) { Debug.LogWarning("[GPS-JNI] network subscribe failed: " + ex.Message); }
+ }
+ }));
+
+ return true;
+ }
+ catch (Exception ex)
+ {
+ error = "JNI init exception: " + ex.Message;
+ return false;
+ }
+ }
+
+ void TryLastKnown(string provider, out bool nonNullReturned)
+ {
+ nonNullReturned = false;
+ try
+ {
+ var loc = _locationManager.Call("getLastKnownLocation", provider);
+ if (loc != null)
+ {
+ nonNullReturned = true;
+ double lat = loc.Call("getLatitude");
+ double lon = loc.Call("getLongitude");
+ long t = loc.Call("getTime");
+ UpdateLocation(lat, lon, t, provider, isCached: true);
+ }
+ }
+ catch (Exception ex)
+ {
+ Debug.LogWarning($"[GPS-JNI] getLastKnownLocation({provider}) failed: " + ex.Message);
+ }
+ }
+
+ bool SafeIsProviderEnabled(string provider)
+ {
+ try
+ {
+ return _locationManager.Call("isProviderEnabled", provider);
+ }
+ catch (Exception ex)
+ {
+ Debug.LogWarning($"[GPS-JNI] isProviderEnabled({provider}) failed: " + ex.Message);
+ return false;
+ }
+ }
+
+ // Build a comma-separated list of currently-enabled providers via
+ // LocationManager.getProviders(true). We iterate the returned
+ // java.util.List by index because AndroidJavaObject does not
+ // implement IEnumerable.
+ string SafeGetEnabledProviders()
+ {
+ try
+ {
+ var list = _locationManager.Call("getProviders", true);
+ if (list == null) return "";
+ int size = list.Call("size");
+ var parts = new System.Text.StringBuilder();
+ for (int i = 0; i < size; i++)
+ {
+ var name = list.Call("get", i);
+ if (i > 0) parts.Append(",");
+ parts.Append(name);
+ }
+ return parts.ToString();
+ }
+ catch (Exception ex)
+ {
+ Debug.LogWarning("[GPS-JNI] getProviders failed: " + ex.Message);
+ return "";
+ }
+ }
+
+ public void UpdateLocation(double lat, double lon, long timeMillis, string provider, bool isCached)
+ {
+ // Ignore older fixes if a newer one is already in hand. This lets
+ // both gps + network listeners feed us without ping-ponging
+ // between stale and fresh data.
+ if (timeMillis < _lastTimeMillis) return;
+ _lat = lat;
+ _lon = lon;
+ _lastTimeMillis = timeMillis;
+ // Active-provider name carries cached/live state in the diagnostic
+ // banner so the user can see at a glance whether streaming has
+ // kicked in or we're still on the initial cached snapshot.
+ _activeProvider = (provider ?? "") + (isCached ? " (cached)" : "");
+ _hasFix = true;
+ if (!isCached)
+ {
+ _hasLiveFix = true;
+ _lastLiveTimeMillis = timeMillis;
+ }
+ }
+
+ public void Shutdown()
+ {
+ try
+ {
+ if (_locationManager != null)
+ {
+ if (_gpsListener != null) _locationManager.Call("removeUpdates", _gpsListener);
+ if (_networkListener != null) _locationManager.Call("removeUpdates", _networkListener);
+ }
+ }
+ catch (Exception ex)
+ {
+ Debug.LogWarning("[GPS-JNI] Shutdown failed: " + ex.Message);
+ }
+ _gpsListener = null;
+ _networkListener = null;
+ _locationManager = null;
+ _activity = null;
+ }
+ }
+#endif
public static class PositonExtensions
{
public static Position ToLocal(this Position position, Position center)
@@ -26,7 +312,7 @@ namespace Subsystems
double metersPerDegreeLon = 111320.0 * Math.Cos(center.Lat * Math.PI / 180.0);
float x = (float)(lonDiff * metersPerDegreeLon);
float z = (float)(latDiff * metersPerDegreeLat);
- return new Position(z, x);
+ return new Position(z, x);
}
public static Vector3 ToLocalVector3(this Position position, Position center)
{
@@ -51,6 +337,18 @@ namespace Subsystems
private GameObject _player;
private bool _testMode;
+ // PlayerPrefs key for the user's chosen position source. Persists
+ // across app restarts so a user who flipped to UnityInput because
+ // their phone hated the JNI path doesn't have to flip again every
+ // launch.
+ private const string PrefsSourceKey = "PositionSource_v1";
+ private PositionSource _currentSource = PositionSource.Auto;
+
+ // When the multi-client editor test mode picks a non-host bot as
+ // active, we need the host's WASD path to NOT also move. Set true
+ // by GameManager when active slot != 0.
+ public bool SuppressWasd = false;
+
private GPSState _GPSState = GPSState.Uninitialized;
private float _speed = 0.00001f;
private Position _mapCenter;
@@ -61,9 +359,125 @@ namespace Subsystems
private float _lastPositionSendTime;
private const float _positionKeepAliveSeconds = 1.0f;
+ // Diagnostic state. We capture *why* GPS init failed so the UI can
+ // surface it to the user without requiring logcat. Older Android
+ // phones (Mi 9T, A20e) hit silent failure modes that are impossible
+ // to distinguish from "still warming up" without this.
+ private string _lastGpsError = "";
+ private float _gpsInitStartTime = -1f;
+ // Bump from the original 20s. Cold-start GPS on older Android can
+ // easily exceed 20s indoors or under cloud cover - by the time the
+ // user notices nothing is happening, we've already given up.
+ private const int _gpsInitTimeoutSeconds = 60;
+
+#if UNITY_ANDROID && !UNITY_EDITOR
+ // JNI-backed location provider, used for Auto/GpsOnly/NetworkOnly.
+ // UnityInput uses Input.location instead and leaves this null.
+ private AndroidLocationProvider _androidProvider;
+#endif
+
/// Last known GPS position (for CreateLobby centre point)
public Position? LastKnownPosition => _currentPosition.Lat != 0 || _currentPosition.Lon != 0 ? _currentPosition : (Position?)null;
+ /// Current GPS state machine value (debug/diagnostic).
+ public string GpsStateName => _GPSState.ToString();
+
+ /// Last GPS error reason captured during init (empty if none).
+ public string LastGpsError => _lastGpsError ?? "";
+
+ /// Retry count out of max (debug/diagnostic).
+ public string GpsRetryProgress => $"{_gpsRetryCount}/{_maxGpsRetries}";
+
+ /// Currently selected position source (for UI cycle button).
+ public PositionSource CurrentSource => _currentSource;
+
+ /// Display name for the current source (for UI label).
+ public string CurrentSourceName
+ {
+ get
+ {
+ switch (_currentSource)
+ {
+ case PositionSource.Auto: return "Auto (GPS+Net)";
+ case PositionSource.GpsOnly: return "GPS only";
+ case PositionSource.NetworkOnly: return "Network only";
+ case PositionSource.UnityInput: return "Unity Input";
+ case PositionSource.EditorWasd: return "WASD";
+ default: return _currentSource.ToString();
+ }
+ }
+ }
+
+ ///
+ /// Human-readable one-line GPS status for on-screen overlay. Designed
+ /// to be visible without ADB so users can self-diagnose permission
+ /// vs. timeout vs. device-disabled vs. running-but-no-fix-yet.
+ ///
+ public string GpsDiagnostic
+ {
+ get
+ {
+ if (_currentSource == PositionSource.EditorWasd)
+ {
+ if (_currentPosition.Lat == 0 && _currentPosition.Lon == 0)
+ return "WASD: waiting for map center";
+ return $"WASD lat={_currentPosition.Lat:F5} lon={_currentPosition.Lon:F5}";
+ }
+
+ switch (_GPSState)
+ {
+ case GPSState.Uninitialized:
+ return "Uninitialized (will start on first lobby action)";
+ case GPSState.Initializing:
+ {
+ float elapsed = _gpsInitStartTime >= 0 ? Time.time - _gpsInitStartTime : 0;
+ string providers = "";
+#if UNITY_ANDROID && !UNITY_EDITOR
+ if (_androidProvider != null && !string.IsNullOrEmpty(_androidProvider.EnabledProvidersList))
+ providers = $" providers=[{_androidProvider.EnabledProvidersList}]";
+#endif
+ return $"Initializing ({elapsed:F1}s / max {_gpsInitTimeoutSeconds}s){providers}";
+ }
+ case GPSState.Running:
+ {
+ string suffix = "";
+#if UNITY_ANDROID && !UNITY_EDITOR
+ if (_androidProvider != null)
+ {
+ string p = _androidProvider.ActiveProvider;
+ if (!string.IsNullOrEmpty(p)) suffix = " via " + p;
+ // Show how stale the most recent fix is (ms-level
+ // resolution) so "stuck on cached" is obvious at
+ // a glance: "via gps (cached) [no live, 47s old]".
+ if (!_androidProvider.HasLiveFix)
+ {
+ long now = (long)(DateTime.UtcNow - new DateTime(1970, 1, 1, 0, 0, 0, DateTimeKind.Utc)).TotalMilliseconds;
+ long ageMs = now - _androidProvider.LastTimeMillis;
+ if (_androidProvider.LastTimeMillis > 0 && ageMs > 0)
+ suffix += $" [no live, {ageMs / 1000}s old]";
+ else
+ suffix += " [no live]";
+ }
+ else
+ {
+ long now = (long)(DateTime.UtcNow - new DateTime(1970, 1, 1, 0, 0, 0, DateTimeKind.Utc)).TotalMilliseconds;
+ long ageMs = now - _androidProvider.LastLiveTimeMillis;
+ if (ageMs > 5000) suffix += $" [live {ageMs / 1000}s old]";
+ }
+ }
+#endif
+ if (_currentPosition.Lat == 0 && _currentPosition.Lon == 0)
+ return "Running but no fix yet (waiting for satellites)" + suffix;
+ return $"Running lat={_currentPosition.Lat:F5} lon={_currentPosition.Lon:F5}" + suffix;
+ }
+ case GPSState.Failed:
+ return $"Failed: {(_lastGpsError ?? "unknown")} (retries {GpsRetryProgress})";
+ default:
+ return "?";
+ }
+ }
+ }
+
public GameManager_Input(GameClient gameClient, GameObject player, bool testMode)
{
_gameClient = gameClient;
@@ -73,12 +487,85 @@ namespace Subsystems
var hostGO = new UnityEngine.GameObject("_CoroutineHost");
UnityEngine.Object.DontDestroyOnLoad(hostGO);
_coroutineHost = hostGO.AddComponent();
+
+ // Restore the user's last picked source. Default depends on
+ // platform: editor defaults to EditorWasd (no GPS hardware in
+ // editor anyway); device defaults to Auto.
+ string saved = PlayerPrefs.GetString(PrefsSourceKey, "");
+ if (!string.IsNullOrEmpty(saved) && Enum.TryParse(saved, out PositionSource parsed))
+ {
+ _currentSource = parsed;
+ }
+ else
+ {
+#if UNITY_EDITOR
+ _currentSource = PositionSource.EditorWasd;
+#else
+ _currentSource = PositionSource.Auto;
+#endif
+ }
+
+ // Legacy testMode flag forces EditorWasd. New code paths should
+ // use SwitchPositionSource(EditorWasd) instead, but we keep the
+ // old behavior for backward compatibility with the inspector flag.
+ if (_testMode) _currentSource = PositionSource.EditorWasd;
}
/// Called from OnSceneLoaded when Client.unity loads so the
/// Player capsule (which lives in Client.unity) can be wired at runtime.
public void SetPlayerObject(GameObject player) { _player = player; }
+ ///
+ /// Switch the active position source backend live. Tears down the
+ /// current backend's listeners (JNI proxies, Input.location), resets
+ /// the state machine, and kicks off init for the new source. Persists
+ /// the choice to PlayerPrefs.
+ ///
+ public void SwitchPositionSource(PositionSource newSource)
+ {
+ if (_currentSource == newSource) return;
+ Debug.Log($"[GPS] SwitchPositionSource {_currentSource} -> {newSource}");
+
+ // Tear down whatever's running.
+ ShutdownCurrentBackend();
+
+ _currentSource = newSource;
+ PlayerPrefs.SetString(PrefsSourceKey, newSource.ToString());
+ PlayerPrefs.Save();
+
+ _GPSState = GPSState.Uninitialized;
+ _gpsRetryCount = 0;
+ _lastGpsError = "";
+ _gpsInitStartTime = -1f;
+ // Don't clear _currentPosition - the user has presumably been
+ // playing somewhere. Map markers/avatar position can stay until
+ // the next fix arrives from the new source.
+
+ EnsureGPSStarted();
+ }
+
+ /// Cycle through the available sources for tap-to-cycle UI.
+ public void CycleNextPositionSource()
+ {
+ var values = (PositionSource[])Enum.GetValues(typeof(PositionSource));
+ int idx = Array.IndexOf(values, _currentSource);
+ var next = values[(idx + 1) % values.Length];
+ SwitchPositionSource(next);
+ }
+
+ private void ShutdownCurrentBackend()
+ {
+#if UNITY_ANDROID && !UNITY_EDITOR
+ if (_androidProvider != null)
+ {
+ _androidProvider.Shutdown();
+ _androidProvider = null;
+ }
+#endif
+ // Stop Unity Input.location too, in case it was running.
+ try { Input.location.Stop(); } catch { }
+ }
+
///
/// Kick off GPS initialization if it hasn't started yet. Safe to call
/// repeatedly. Hosts must call this from the lobby setup screen so
@@ -88,10 +575,19 @@ namespace Subsystems
///
public void EnsureGPSStarted()
{
- if (_testMode) return;
+ if (_currentSource == PositionSource.EditorWasd) return;
if (_coroutineHost == null) return;
+ // Allow tapping "Create Lobby" again (or any caller of this
+ // method) to retry from Failed up to _maxGpsRetries times.
if (_GPSState == GPSState.Uninitialized)
+ {
_coroutineHost.StartCoroutine(InitiallizeGPS());
+ }
+ else if (_GPSState == GPSState.Failed && _gpsRetryCount < _maxGpsRetries)
+ {
+ _gpsRetryCount++;
+ _coroutineHost.StartCoroutine(InitiallizeGPS());
+ }
}
public void positionCheck()
{
@@ -101,7 +597,7 @@ namespace Subsystems
try
{
- if (_testMode)
+ if (_currentSource == PositionSource.EditorWasd)
{
if (_currentPosition == new Position(0, 0))
{
@@ -114,7 +610,10 @@ namespace Subsystems
_lastSentPosition = _currentPosition;
}
- TestPlayerPosition();
+ if (!SuppressWasd)
+ TestPlayerPosition();
+ else
+ TrySendCurrentPosition(); // keep-alive only
}
else
{
@@ -194,18 +693,16 @@ namespace Subsystems
{
double x = Input.GetAxis("Horizontal");
double y = Input.GetAxis("Vertical");
- Debug.Log($"Input: {x}, {y}");
_currentPosition = new Position( _lastSentPosition.Lat + y * _speed, _lastSentPosition.Lon + x * _speed);
- Debug.Log($"Current Position: {_currentPosition.Lat}, {_currentPosition.Lon}");
var localCurrent = _currentPosition.ToLocalVector3(_mapCenter);
- Debug.Log($"Local Current Position: {localCurrent}");
var heading = CalculateHeading(_lastSentPosition.ToLocalVector3(_mapCenter), localCurrent);
if (heading != null)
{
- Debug.Log($"Heading: {heading}");
- _player.transform.rotation = Quaternion.Euler(0, (float)heading, 0);
+ if (_player != null)
+ _player.transform.rotation = Quaternion.Euler(0, (float)heading, 0);
}
- _player.transform.position = localCurrent;
+ if (_player != null)
+ _player.transform.position = localCurrent;
try
{
TrySendCurrentPosition();
@@ -228,9 +725,13 @@ namespace Subsystems
IEnumerator InitiallizeGPS()
{
_GPSState = GPSState.Initializing;
+ _gpsInitStartTime = Time.time;
+ _lastGpsError = "";
#if UNITY_ANDROID
- // Request fine location permission if not already granted
+ // Request fine location permission if not already granted.
+ // On Android 12+ a "precise" toggle exists separately from coarse,
+ // but Unity's FineLocation request covers both for our purposes.
if (!UnityEngine.Android.Permission.HasUserAuthorizedPermission(UnityEngine.Android.Permission.FineLocation))
{
UnityEngine.Android.Permission.RequestUserPermission(UnityEngine.Android.Permission.FineLocation);
@@ -241,42 +742,133 @@ namespace Subsystems
yield return new WaitForSeconds(0.5f);
waited += 0.5f;
}
+ if (!UnityEngine.Android.Permission.HasUserAuthorizedPermission(UnityEngine.Android.Permission.FineLocation))
+ {
+ _lastGpsError = "Permission denied (fine location)";
+ Debug.LogError("[GPS] " + _lastGpsError);
+ _GPSState = GPSState.Failed;
+ yield break;
+ }
}
#endif
+#if UNITY_ANDROID && !UNITY_EDITOR
+ // Choose subscription scope based on selected source. UnityInput
+ // skips JNI entirely and falls through to the Input.location path
+ // below (the same path iOS / editor use).
+ if (_currentSource == PositionSource.Auto ||
+ _currentSource == PositionSource.GpsOnly ||
+ _currentSource == PositionSource.NetworkOnly)
+ {
+ bool useGps = (_currentSource != PositionSource.NetworkOnly);
+ bool useNetwork = (_currentSource != PositionSource.GpsOnly);
+
+ if (_androidProvider != null)
+ {
+ _androidProvider.Shutdown();
+ _androidProvider = null;
+ }
+ _androidProvider = new AndroidLocationProvider();
+ if (!_androidProvider.Initialize(out var initError, useGps, useNetwork))
+ {
+ _lastGpsError = "Native LocationManager failed: " + initError;
+ Debug.LogError("[GPS] " + _lastGpsError);
+ _androidProvider = null;
+ _GPSState = GPSState.Failed;
+ yield break;
+ }
+
+ // Fast-fail if neither subscribed provider is enabled at OS
+ // level. Waiting 60s for fixes from disabled providers is
+ // pointless - tell the user immediately what's wrong.
+ bool anyUsableEnabled =
+ (useGps && _androidProvider.GpsProviderEnabled) ||
+ (useNetwork && _androidProvider.NetworkProviderEnabled);
+ if (!anyUsableEnabled)
+ {
+ string which = useGps && useNetwork ? "gps + network"
+ : useGps ? "gps"
+ : "network";
+ _lastGpsError = $"{which} provider DISABLED at OS level. Open Settings > Location and switch it ON. Or tap [Source] to try a different backend.";
+ Debug.LogError("[GPS] " + _lastGpsError);
+ _androidProvider.Shutdown();
+ _androidProvider = null;
+ _GPSState = GPSState.Failed;
+ yield break;
+ }
+
+ // Wait for the first fix (cached or live).
+ int maxWaitJni = _gpsInitTimeoutSeconds;
+ while (!_androidProvider.HasFix && maxWaitJni > 0)
+ {
+ yield return new WaitForSeconds(1);
+ maxWaitJni--;
+ }
+
+ if (!_androidProvider.HasFix)
+ {
+ string enabled = _androidProvider.EnabledProvidersList ?? "";
+ string gpsState = _androidProvider.GpsProviderEnabled ? "ON" : "OFF";
+ string netState = _androidProvider.NetworkProviderEnabled ? "ON" : "OFF";
+ string lastKnown = $"lastKnown[gps={(_androidProvider.GpsLastKnownExists ? "yes" : "no")}, net={(_androidProvider.NetworkLastKnownExists ? "yes" : "no")}]";
+
+ _lastGpsError = $"Timeout {_gpsInitTimeoutSeconds}s on {_currentSource}. enabled=[{enabled}] gps={gpsState} net={netState} {lastKnown}. Try [Source] cycle to switch backends.";
+ Debug.LogError("[GPS] " + _lastGpsError);
+ _androidProvider.Shutdown();
+ _androidProvider = null;
+ _GPSState = GPSState.Failed;
+ yield break;
+ }
+
+ _currentPosition = new Position(_androidProvider.Lat, _androidProvider.Lon);
+ _GPSState = GPSState.Running;
+ _gpsRetryCount = 0;
+ _coroutineHost.StartCoroutine(AndroidGPSService());
+ yield break;
+ }
+
+ // _currentSource == UnityInput on Android: fall through to the
+ // Input.location path below. This is the recovery path for
+ // newer Android phones where JNI's streaming-callbacks don't
+ // fire (MIUI/HyperOS background restrictions, approximate-vs-
+ // precise permission, minDistance gating on stationary phones).
+#endif
+
+ // iOS / editor / non-Android / Android-with-UnityInput-source:
+ // use Unity's Input.location.
if (!Input.location.isEnabledByUser)
{
- Debug.LogError("Location not enabled on device or app does not have permission to access location");
+ _lastGpsError = "Location services not enabled by user";
+ Debug.LogError("[GPS] " + _lastGpsError);
_GPSState = GPSState.Failed;
yield break;
}
- // Starts the location service.
float desiredAccuracyInMeters = 5f;
float updateDistanceInMeters = 1f;
Input.location.Start(desiredAccuracyInMeters, updateDistanceInMeters);
- // Waits until the location service initializes
- int maxWait = 20;
+ int maxWait = _gpsInitTimeoutSeconds;
while (Input.location.status == LocationServiceStatus.Initializing && maxWait > 0)
{
yield return new WaitForSeconds(1);
maxWait--;
}
- // If the service didn't initialize in 20 seconds this cancels location service use.
if (maxWait < 1)
{
+ _lastGpsError = $"Timed out after {_gpsInitTimeoutSeconds}s waiting for first fix (try moving outdoors, or tap [Source] to try a different backend)";
+ Debug.LogError("[GPS] " + _lastGpsError);
_GPSState = GPSState.Failed;
- Debug.LogError("Timed out");
yield break;
}
if (Input.location.status == LocationServiceStatus.Failed)
{
+ _lastGpsError = "Unity Input.location reported Failed status";
+ Debug.LogError("[GPS] " + _lastGpsError);
_GPSState = GPSState.Failed;
- Debug.LogError("Unable to determine device location");
yield break;
}
@@ -284,14 +876,43 @@ namespace Subsystems
_gpsRetryCount = 0;
_coroutineHost.StartCoroutine(GPSService());
}
+
+#if UNITY_ANDROID && !UNITY_EDITOR
+ ///
+ /// Mirrors the JNI provider's most recent fix into _currentPosition
+ /// every 0.5s so the rest of the game (which polls _currentPosition
+ /// indirectly via LastKnownPosition / TrySendCurrentPosition) keeps
+ /// working unchanged. Replaces GPSService on Android.
+ ///
+ IEnumerator AndroidGPSService()
+ {
+ while (_GPSState == GPSState.Running && _androidProvider != null)
+ {
+ if (_androidProvider.HasFix)
+ {
+ _currentPosition = new Position(_androidProvider.Lat, _androidProvider.Lon);
+ }
+ yield return new WaitForSeconds(0.5f);
+ }
+
+ // Loop ended (state != Running or provider disposed). Clean up
+ // listeners so we don't leak across retries.
+ if (_androidProvider != null)
+ {
+ _androidProvider.Shutdown();
+ _androidProvider = null;
+ }
+ }
+#endif
IEnumerator GPSService()
{
while (_GPSState == GPSState.Running)
{
if (Input.location.status == LocationServiceStatus.Failed)
{
+ _lastGpsError = "Location service died after init (provider stopped)";
+ Debug.LogError("[GPS] " + _lastGpsError);
_GPSState = GPSState.Failed;
- Debug.LogError("Unable to determine device location");
yield break;
}
@@ -302,4 +923,4 @@ namespace Subsystems
}
}
}
-}
\ No newline at end of file
+}
diff --git a/Assets/GameManager/GameManager_Map.cs b/Assets/GameManager/GameManager_Map.cs
index 1099cdf..c9c1acc 100644
--- a/Assets/GameManager/GameManager_Map.cs
+++ b/Assets/GameManager/GameManager_Map.cs
@@ -702,6 +702,20 @@ namespace Subsystems{
_bodyMarkers.Clear();
}
+ // ── Player avatar sizing ────────────────────────────────────────────
+ // The default Unity capsule primitive is 2m tall in local space. The
+ // map camera defaults to 150m orthographic-ish height (see
+ // MapCameraController), so anything smaller than ~3m world-size is a
+ // pixel on screen. Original code used scale=0.4 (~0.8m capsule) which
+ // was invisible. Markers (POIs/tasks/bodies) are 8m pillars; players
+ // need to be visibly distinct from those AND from each other. The
+ // local player gets a halo light + larger scale so the user can find
+ // themselves on the map at a glance.
+ private const float kLocalPlayerScale = 4f; // ~8m capsule (matches marker height)
+ private const float kRemotePlayerScale = 2f; // ~4m capsule (smaller than markers)
+ private const float kLocalPlayerHaloRange = 18f;
+ private const float kLocalPlayerHaloIntensity = 2.5f;
+
public void UpdatePlayerAvatars(Dictionary positions, string myUuid)
{
if (_mapCenterPoint == null) return;
@@ -715,20 +729,47 @@ namespace Subsystems{
{
string uuid = kvp.Key;
var info = kvp.Value;
+ bool isLocal = uuid == myUuid;
if (!_playerAvatars.TryGetValue(uuid, out var go) || go == null)
{
go = GameObject.CreatePrimitive(PrimitiveType.Capsule);
go.name = $"Player_{uuid.Substring(0, Mathf.Min(8, uuid.Length))}";
go.transform.parent = _mapCenterPoint?.transform;
- go.transform.localScale = Vector3.one * 0.4f;
+ // Strip the auto-collider - avatars are visual only and the
+ // collider would interact with the map's MeshColliders.
+ var col = go.GetComponent();
+ if (col != null) UnityEngine.Object.Destroy(col);
+
+ float scale = isLocal ? kLocalPlayerScale : kRemotePlayerScale;
+ go.transform.localScale = Vector3.one * scale;
+
+ if (isLocal)
+ {
+ // Halo light around the local player so the user can
+ // find themselves at a glance even at the widest zoom.
+ // Range/intensity tuned so it reads as "this is me"
+ // without bleeding far enough to drown POI markers.
+ var halo = go.AddComponent();
+ halo.color = new Color(0.30f, 1.00f, 0.55f); // matches green capsule color
+ halo.intensity = kLocalPlayerHaloIntensity;
+ halo.range = kLocalPlayerHaloRange;
+ }
+
_playerAvatars[uuid] = go;
}
- go.transform.position = info.Position.ToLocalVector3(_centerPosition) + Vector3.up * 1f;
+
+ // Lift the avatar so the bottom of the capsule sits roughly at
+ // ground level despite the larger scale. Capsule's local pivot
+ // is at center, height = 2 * localScale.y world units, so we
+ // raise by half the local height.
+ float halfHeight = (isLocal ? kLocalPlayerScale : kRemotePlayerScale);
+ go.transform.position = info.Position.ToLocalVector3(_centerPosition)
+ + Vector3.up * halfHeight;
var mr = go.GetComponent();
if (mr)
{
- if (uuid == myUuid) mr.material.color = Color.green;
+ if (isLocal) mr.material.color = new Color(0.30f, 1.00f, 0.55f);
else if (info.State == GeoSus.Client.PlayerState.Dead) mr.material.color = Color.grey;
else mr.material.color = Color.white;
}
diff --git a/Assets/GameManager/GameManager_Network.cs b/Assets/GameManager/GameManager_Network.cs
index ab85b1a..53bedac 100644
--- a/Assets/GameManager/GameManager_Network.cs
+++ b/Assets/GameManager/GameManager_Network.cs
@@ -487,6 +487,15 @@ namespace Subsystems
{
State.Phase = GamePhase.Lobby;
_manager?.uiSubsystem?.HideMeetingPanel();
+ // Bodies survive the scene reload because the marker GameObjects are
+ // parented under MapCenterPoint (which lives in the persistent
+ // Client.unity scene). Without this clear, returning to lobby and
+ // starting a new round leaves stale corpses on the map of the new
+ // round. Server already cleared its `_bodies` set in
+ // ProcessReturnToLobby; this is the client-side mirror that was
+ // missing in HandleVotingClosed's symmetry.
+ _manager?.mapSubsystem?.ClearBodyMarkers();
+ _manager?.mapSubsystem?.ClearSabotageMarkers();
// Unified lobby: regardless of role, return to create.unity.
SceneManager.LoadScene("create", LoadSceneMode.Single);
}
diff --git a/Assets/GameManager/GameManager_Tasks.cs b/Assets/GameManager/GameManager_Tasks.cs
index 0b2845a..d646f6e 100644
--- a/Assets/GameManager/GameManager_Tasks.cs
+++ b/Assets/GameManager/GameManager_Tasks.cs
@@ -25,6 +25,8 @@ namespace Subsystems
private List _tasks = new List();
private bool _minigameOpen;
private string _loadedMinigameScene;
+ private Camera _hostCameraSuspended;
+ private GameObject _hostInGameHudHidden;
// Proximity state (checked every frame in UpdateProximity)
public GeoSus.Client.GameTask NearbyTask { get; private set; }
@@ -190,12 +192,31 @@ namespace Subsystems
// Inform server that task started
_gameClient.Send(new TaskStart { TaskId = entry.ServerTask.TaskId });
+ // Disable the host scene's main camera while the minigame is up.
+ // With both cameras enabled the minigame's UI/3D content would
+ // fight the host's map camera for screen space, and what gets
+ // drawn depends on Camera.depth which isn't guaranteed across
+ // scenes. Restored in FinishMinigame.
+ _hostCameraSuspended = Camera.main;
+ if (_hostCameraSuspended != null) _hostCameraSuspended.enabled = false;
+
+ // Hide the persistent InGame HUD canvas (if present). It lives
+ // in Client.unity and renders Screen Space - Overlay so it would
+ // otherwise stack on top of the minigame's UI regardless of
+ // which scene is active. SetActive(false) is reversible.
+ _hostInGameHudHidden = GameObject.Find("InGame");
+ if (_hostInGameHudHidden != null && _hostInGameHudHidden.activeSelf)
+ _hostInGameHudHidden.SetActive(false);
+ else
+ _hostInGameHudHidden = null; // nothing to restore
+
var op = SceneManager.LoadSceneAsync(entry.MinigameScene, LoadSceneMode.Additive);
if (op == null)
{
Debug.LogError($"[Tasks] LoadSceneAsync returned null for '{entry.MinigameScene}'.");
GameManager.Instance?.uiSubsystem?.ShowToast(
$"Task scene failed to load: {entry.MinigameScene}");
+ if (_hostCameraSuspended != null) { _hostCameraSuspended.enabled = true; _hostCameraSuspended = null; }
_minigameOpen = false;
yield break;
}
@@ -203,8 +224,34 @@ namespace Subsystems
_loadedMinigameScene = entry.MinigameScene;
- // Find the ITask component in the newly loaded scene
+ // CRITICAL: switch the active scene to the loaded minigame.
+ // LoadSceneMode.Additive stacks scenes without changing which one
+ // is "active" - and an inactive scene's RenderSettings, ambient
+ // light, and skybox don't drive rendering. The host (Client.unity)
+ // remains active and its lighting context still applies, which
+ // is the root cause of "task opens to white screen": the
+ // minigame's content loads but its visuals don't take over.
+ // Without SetActiveScene, even minigames that ARE wired up
+ // correctly render against the host's lighting and look broken.
Scene scene = SceneManager.GetSceneByName(entry.MinigameScene);
+ if (scene.IsValid()) SceneManager.SetActiveScene(scene);
+
+ // Diagnostic: count cameras / canvases / lights in the loaded
+ // scene. If the white screen persists after this fix, the
+ // numbers tell us whether the scene is missing rendering bits
+ // (camera=0, canvas=0) or if the issue is elsewhere.
+ int camCount = 0, canvasCount = 0, lightCount = 0;
+ foreach (var root in scene.GetRootGameObjects())
+ {
+ camCount += root.GetComponentsInChildren(true).Length;
+ canvasCount += root.GetComponentsInChildren