Added better GPS handling, Improved test mode, Fixed naming of players not being broadcast until a new HelloClient, Fixed lobby restarts, Fixed task handling
This commit is contained in:
@@ -1,4 +1,4 @@
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using UnityEngine;
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using UnityEngine;
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using GeoSus.Client;
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using System;
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using System.Collections;
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@@ -16,6 +16,292 @@ namespace Subsystems
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Running,
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Failed
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}
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/// <summary>
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/// Position source backend. Selectable at runtime via the GPS overlay
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/// "Source" button so the user can recover when one path misbehaves on
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/// their phone:
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/// Auto - JNI: subscribe to gps + network, pick most recent fix.
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/// GpsOnly - JNI: subscribe to gps only (network's frequent indoor
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/// fixes don't drown out the slower-but-precise gps fix).
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/// NetworkOnly - JNI: subscribe to network only (cell tower / WiFi).
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/// Useful indoors when no satellite lock is possible.
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/// UnityInput - Unity's Input.location wrapper. Verified to hang on
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/// Mi 9T / A20e (which is why JNI exists), but works on
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/// newer Android where the JNI streaming-callbacks path
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/// silently doesn't fire (MIUI/HyperOS battery saver,
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/// approximate-vs-precise permission split, minDistance
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/// gating on stationary phones).
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/// EditorWasd - WASD-driven simulated position. Available regardless
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/// of testMode flag so desktop builds and editor sessions
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/// can navigate the map without real GPS.
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/// </summary>
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public enum PositionSource
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{
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Auto,
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GpsOnly,
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NetworkOnly,
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UnityInput,
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EditorWasd,
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}
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#if UNITY_ANDROID && !UNITY_EDITOR
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/// <summary>
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/// Bridges android.location.LocationListener to managed code. The method
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/// names here must match Java's LocationListener interface exactly so
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/// AndroidJavaProxy's reflection dispatcher can find them.
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/// </summary>
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internal class AndroidLocationProxy : AndroidJavaProxy
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{
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public AndroidLocationProvider Owner { get; set; }
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public AndroidLocationProxy() : base("android.location.LocationListener") { }
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// Called by Android each time a new fix arrives from the registered provider.
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public void onLocationChanged(AndroidJavaObject location)
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{
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try
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{
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if (location == null) return;
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double lat = location.Call<double>("getLatitude");
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double lon = location.Call<double>("getLongitude");
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long t = location.Call<long>("getTime");
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string provider = "";
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try { provider = location.Call<string>("getProvider"); } catch { }
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// Streaming callbacks are LIVE (never cached). The cached path
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// calls UpdateLocation directly with isCached=true.
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Owner?.UpdateLocation(lat, lon, t, provider, isCached: false);
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}
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catch (Exception ex)
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{
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Debug.LogWarning("[GPS-JNI] onLocationChanged failed: " + ex.Message);
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}
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}
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// Required by the LocationListener interface even if we don't use them.
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// Missing methods cause java.lang.AbstractMethodError at runtime.
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public void onStatusChanged(string provider, int status, AndroidJavaObject extras) { }
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public void onProviderEnabled(string provider) { }
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public void onProviderDisabled(string provider) { }
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}
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/// <summary>
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/// Direct wrapper around android.location.LocationManager via JNI, used as
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/// a replacement for Unity's Input.location on Android when the user picks
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/// Auto/GpsOnly/NetworkOnly. Subscribed providers are configurable so the
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/// position-source picker can rewire live without restart.
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/// </summary>
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internal class AndroidLocationProvider
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{
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private AndroidJavaObject _activity;
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private AndroidJavaObject _locationManager;
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private AndroidLocationProxy _gpsListener;
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private AndroidLocationProxy _networkListener;
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private double _lat, _lon;
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private long _lastTimeMillis;
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private long _lastLiveTimeMillis; // Time of most recent NON-cached fix.
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private bool _hasFix;
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private bool _hasLiveFix; // True once any streaming callback fired.
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private string _activeProvider = "";
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// Captured at Initialize() so the diagnostic can report
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// "GPS provider DISABLED, only network enabled" etc.
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private bool _gpsProviderEnabled;
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private bool _networkProviderEnabled;
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private bool _gpsLastKnownExists;
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private bool _networkLastKnownExists;
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private string _enabledProvidersList = "";
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// Subscription scope - set in Initialize, used in Shutdown to know
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// which listeners we registered.
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private bool _subscribedGps;
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private bool _subscribedNetwork;
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public bool HasFix => _hasFix;
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public bool HasLiveFix => _hasLiveFix;
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public long LastLiveTimeMillis => _lastLiveTimeMillis;
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public long LastTimeMillis => _lastTimeMillis;
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public double Lat => _lat;
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public double Lon => _lon;
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public string ActiveProvider => _activeProvider;
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public bool GpsProviderEnabled => _gpsProviderEnabled;
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public bool NetworkProviderEnabled => _networkProviderEnabled;
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public bool GpsLastKnownExists => _gpsLastKnownExists;
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public bool NetworkLastKnownExists => _networkLastKnownExists;
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public string EnabledProvidersList => _enabledProvidersList;
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public bool SubscribedGps => _subscribedGps;
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public bool SubscribedNetwork => _subscribedNetwork;
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public bool Initialize(out string error, bool useGps, bool useNetwork)
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{
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error = "";
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try
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{
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using (var unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
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{
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_activity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
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}
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if (_activity == null) { error = "no current activity"; return false; }
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_locationManager = _activity.Call<AndroidJavaObject>("getSystemService", "location");
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if (_locationManager == null) { error = "getSystemService(\"location\") returned null"; return false; }
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// Capture provider enable state up front so the diagnostic
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// can distinguish "provider disabled at OS level" from
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// "provider enabled but produced no fix yet".
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_gpsProviderEnabled = SafeIsProviderEnabled("gps");
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_networkProviderEnabled = SafeIsProviderEnabled("network");
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_enabledProvidersList = SafeGetEnabledProviders();
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Debug.Log($"[GPS-JNI] init useGps={useGps} useNetwork={useNetwork} gps enabled={_gpsProviderEnabled} network enabled={_networkProviderEnabled} all enabled=[{_enabledProvidersList}]");
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// Try cached last-known fixes from the providers we're about
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// to subscribe to. If the OS already knows where we are
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// (e.g. from another app that recently used GPS), we get a
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// fix at zero cost and zero wait time. Tagged isCached so
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// the diagnostic can mark them and we know we still need
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// to wait for a streaming callback.
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if (useNetwork) TryLastKnown("network", out _networkLastKnownExists);
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if (useGps) TryLastKnown("gps", out _gpsLastKnownExists);
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_subscribedGps = useGps;
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_subscribedNetwork = useNetwork;
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if (useGps) _gpsListener = new AndroidLocationProxy { Owner = this };
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if (useNetwork) _networkListener = new AndroidLocationProxy { Owner = this };
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// requestLocationUpdates must be called on a thread with a
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// Looper. Use the Activity's UI thread, which always has one.
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// minTime=1000ms, minDistance=0f - we want updates on every
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// fix the OS produces. Previously this was 1f which gated
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// out updates from a stationary phone (MIUI/newer Android
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// are stricter about this and that's the suspected cause of
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// "via gps (cached)" sticking forever).
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_activity.Call("runOnUiThread", new AndroidJavaRunnable(() =>
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{
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if (useGps)
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{
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try { _locationManager.Call("requestLocationUpdates", "gps", 1000L, 0f, _gpsListener); }
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catch (Exception ex) { Debug.LogWarning("[GPS-JNI] gps subscribe failed: " + ex.Message); }
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}
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if (useNetwork)
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{
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try { _locationManager.Call("requestLocationUpdates", "network", 1000L, 0f, _networkListener); }
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catch (Exception ex) { Debug.LogWarning("[GPS-JNI] network subscribe failed: " + ex.Message); }
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}
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}));
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return true;
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}
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catch (Exception ex)
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{
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error = "JNI init exception: " + ex.Message;
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return false;
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}
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}
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void TryLastKnown(string provider, out bool nonNullReturned)
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{
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nonNullReturned = false;
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try
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{
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var loc = _locationManager.Call<AndroidJavaObject>("getLastKnownLocation", provider);
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if (loc != null)
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{
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nonNullReturned = true;
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double lat = loc.Call<double>("getLatitude");
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double lon = loc.Call<double>("getLongitude");
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long t = loc.Call<long>("getTime");
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UpdateLocation(lat, lon, t, provider, isCached: true);
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}
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}
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catch (Exception ex)
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{
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Debug.LogWarning($"[GPS-JNI] getLastKnownLocation({provider}) failed: " + ex.Message);
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}
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}
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bool SafeIsProviderEnabled(string provider)
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{
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try
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{
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return _locationManager.Call<bool>("isProviderEnabled", provider);
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}
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catch (Exception ex)
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{
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Debug.LogWarning($"[GPS-JNI] isProviderEnabled({provider}) failed: " + ex.Message);
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return false;
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}
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}
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// Build a comma-separated list of currently-enabled providers via
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// LocationManager.getProviders(true). We iterate the returned
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// java.util.List by index because AndroidJavaObject does not
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// implement IEnumerable.
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string SafeGetEnabledProviders()
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{
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try
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{
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var list = _locationManager.Call<AndroidJavaObject>("getProviders", true);
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if (list == null) return "";
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int size = list.Call<int>("size");
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var parts = new System.Text.StringBuilder();
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for (int i = 0; i < size; i++)
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{
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var name = list.Call<string>("get", i);
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if (i > 0) parts.Append(",");
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parts.Append(name);
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}
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return parts.ToString();
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}
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catch (Exception ex)
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{
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Debug.LogWarning("[GPS-JNI] getProviders failed: " + ex.Message);
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return "";
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}
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}
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public void UpdateLocation(double lat, double lon, long timeMillis, string provider, bool isCached)
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{
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// Ignore older fixes if a newer one is already in hand. This lets
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// both gps + network listeners feed us without ping-ponging
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// between stale and fresh data.
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if (timeMillis < _lastTimeMillis) return;
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_lat = lat;
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_lon = lon;
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_lastTimeMillis = timeMillis;
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// Active-provider name carries cached/live state in the diagnostic
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// banner so the user can see at a glance whether streaming has
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// kicked in or we're still on the initial cached snapshot.
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_activeProvider = (provider ?? "") + (isCached ? " (cached)" : "");
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_hasFix = true;
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if (!isCached)
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{
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_hasLiveFix = true;
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_lastLiveTimeMillis = timeMillis;
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}
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}
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public void Shutdown()
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{
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try
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{
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if (_locationManager != null)
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{
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if (_gpsListener != null) _locationManager.Call("removeUpdates", _gpsListener);
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if (_networkListener != null) _locationManager.Call("removeUpdates", _networkListener);
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}
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}
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catch (Exception ex)
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{
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Debug.LogWarning("[GPS-JNI] Shutdown failed: " + ex.Message);
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}
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_gpsListener = null;
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_networkListener = null;
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_locationManager = null;
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_activity = null;
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}
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}
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#endif
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public static class PositonExtensions
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{
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public static Position ToLocal(this Position position, Position center)
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@@ -26,7 +312,7 @@ namespace Subsystems
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double metersPerDegreeLon = 111320.0 * Math.Cos(center.Lat * Math.PI / 180.0);
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float x = (float)(lonDiff * metersPerDegreeLon);
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float z = (float)(latDiff * metersPerDegreeLat);
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return new Position(z, x);
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return new Position(z, x);
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}
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public static Vector3 ToLocalVector3(this Position position, Position center)
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{
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@@ -51,6 +337,18 @@ namespace Subsystems
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private GameObject _player;
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private bool _testMode;
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// PlayerPrefs key for the user's chosen position source. Persists
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// across app restarts so a user who flipped to UnityInput because
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// their phone hated the JNI path doesn't have to flip again every
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// launch.
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private const string PrefsSourceKey = "PositionSource_v1";
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private PositionSource _currentSource = PositionSource.Auto;
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// When the multi-client editor test mode picks a non-host bot as
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// active, we need the host's WASD path to NOT also move. Set true
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// by GameManager when active slot != 0.
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public bool SuppressWasd = false;
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private GPSState _GPSState = GPSState.Uninitialized;
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private float _speed = 0.00001f;
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private Position _mapCenter;
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@@ -61,9 +359,125 @@ namespace Subsystems
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private float _lastPositionSendTime;
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private const float _positionKeepAliveSeconds = 1.0f;
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// Diagnostic state. We capture *why* GPS init failed so the UI can
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// surface it to the user without requiring logcat. Older Android
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// phones (Mi 9T, A20e) hit silent failure modes that are impossible
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// to distinguish from "still warming up" without this.
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private string _lastGpsError = "";
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private float _gpsInitStartTime = -1f;
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// Bump from the original 20s. Cold-start GPS on older Android can
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// easily exceed 20s indoors or under cloud cover - by the time the
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// user notices nothing is happening, we've already given up.
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private const int _gpsInitTimeoutSeconds = 60;
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#if UNITY_ANDROID && !UNITY_EDITOR
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// JNI-backed location provider, used for Auto/GpsOnly/NetworkOnly.
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// UnityInput uses Input.location instead and leaves this null.
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private AndroidLocationProvider _androidProvider;
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#endif
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/// <summary>Last known GPS position (for CreateLobby centre point)</summary>
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public Position? LastKnownPosition => _currentPosition.Lat != 0 || _currentPosition.Lon != 0 ? _currentPosition : (Position?)null;
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/// <summary>Current GPS state machine value (debug/diagnostic).</summary>
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public string GpsStateName => _GPSState.ToString();
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/// <summary>Last GPS error reason captured during init (empty if none).</summary>
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public string LastGpsError => _lastGpsError ?? "";
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/// <summary>Retry count out of max (debug/diagnostic).</summary>
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public string GpsRetryProgress => $"{_gpsRetryCount}/{_maxGpsRetries}";
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/// <summary>Currently selected position source (for UI cycle button).</summary>
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public PositionSource CurrentSource => _currentSource;
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/// <summary>Display name for the current source (for UI label).</summary>
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public string CurrentSourceName
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{
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get
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{
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switch (_currentSource)
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{
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case PositionSource.Auto: return "Auto (GPS+Net)";
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case PositionSource.GpsOnly: return "GPS only";
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case PositionSource.NetworkOnly: return "Network only";
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case PositionSource.UnityInput: return "Unity Input";
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case PositionSource.EditorWasd: return "WASD";
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default: return _currentSource.ToString();
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}
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}
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}
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/// <summary>
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/// Human-readable one-line GPS status for on-screen overlay. Designed
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/// to be visible without ADB so users can self-diagnose permission
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/// vs. timeout vs. device-disabled vs. running-but-no-fix-yet.
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/// </summary>
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public string GpsDiagnostic
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{
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get
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{
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if (_currentSource == PositionSource.EditorWasd)
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{
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if (_currentPosition.Lat == 0 && _currentPosition.Lon == 0)
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return "WASD: waiting for map center";
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return $"WASD lat={_currentPosition.Lat:F5} lon={_currentPosition.Lon:F5}";
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}
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switch (_GPSState)
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{
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case GPSState.Uninitialized:
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return "Uninitialized (will start on first lobby action)";
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case GPSState.Initializing:
|
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{
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float elapsed = _gpsInitStartTime >= 0 ? Time.time - _gpsInitStartTime : 0;
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string providers = "";
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#if UNITY_ANDROID && !UNITY_EDITOR
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if (_androidProvider != null && !string.IsNullOrEmpty(_androidProvider.EnabledProvidersList))
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providers = $" providers=[{_androidProvider.EnabledProvidersList}]";
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#endif
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return $"Initializing ({elapsed:F1}s / max {_gpsInitTimeoutSeconds}s){providers}";
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}
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case GPSState.Running:
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{
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string suffix = "";
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#if UNITY_ANDROID && !UNITY_EDITOR
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if (_androidProvider != null)
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{
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string p = _androidProvider.ActiveProvider;
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if (!string.IsNullOrEmpty(p)) suffix = " via " + p;
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// Show how stale the most recent fix is (ms-level
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// resolution) so "stuck on cached" is obvious at
|
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// a glance: "via gps (cached) [no live, 47s old]".
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if (!_androidProvider.HasLiveFix)
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{
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long now = (long)(DateTime.UtcNow - new DateTime(1970, 1, 1, 0, 0, 0, DateTimeKind.Utc)).TotalMilliseconds;
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long ageMs = now - _androidProvider.LastTimeMillis;
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if (_androidProvider.LastTimeMillis > 0 && ageMs > 0)
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suffix += $" [no live, {ageMs / 1000}s old]";
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else
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suffix += " [no live]";
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}
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else
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{
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long now = (long)(DateTime.UtcNow - new DateTime(1970, 1, 1, 0, 0, 0, DateTimeKind.Utc)).TotalMilliseconds;
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long ageMs = now - _androidProvider.LastLiveTimeMillis;
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if (ageMs > 5000) suffix += $" [live {ageMs / 1000}s old]";
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}
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}
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#endif
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if (_currentPosition.Lat == 0 && _currentPosition.Lon == 0)
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return "Running but no fix yet (waiting for satellites)" + suffix;
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return $"Running lat={_currentPosition.Lat:F5} lon={_currentPosition.Lon:F5}" + suffix;
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}
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case GPSState.Failed:
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return $"Failed: {(_lastGpsError ?? "unknown")} (retries {GpsRetryProgress})";
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default:
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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<CoroutineHost>();
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
/// <summary>Called from OnSceneLoaded when Client.unity loads so the
|
||||
/// Player capsule (which lives in Client.unity) can be wired at runtime.</summary>
|
||||
public void SetPlayerObject(GameObject player) { _player = player; }
|
||||
|
||||
/// <summary>
|
||||
/// 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.
|
||||
/// </summary>
|
||||
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();
|
||||
}
|
||||
|
||||
/// <summary>Cycle through the available sources for tap-to-cycle UI.</summary>
|
||||
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 { }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 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
|
||||
/// </summary>
|
||||
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
|
||||
/// <summary>
|
||||
/// 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.
|
||||
/// </summary>
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user