Zabiju je
This commit is contained in:
@@ -5,6 +5,7 @@ using UnityEngine;
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using System.Collections.Generic;
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using Subsystems;
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using System.Linq;
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using UnityEngine.SceneManagement;
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namespace Subsystems
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{
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@@ -13,9 +14,20 @@ namespace Subsystems
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private const string _serverAddress = "geosus.honzuvkod.dev";
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private const int _serverPort = 7777;
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private GameClient _gameClient;
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private GameManager_Map _mapSubsystem;
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public async void OpenConection()
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private GameManager _manager; // may be null for test clients
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private bool _pendingMapBuild;
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public GameManager_Network(GameClient gameClient, GameManager manager)
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{
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_gameClient = gameClient;
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_manager = manager;
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RegisterEventHandlers();
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}
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public async void OpenConnection()
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{
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int retries = 0;
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int delayMs = 5000;
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while (true)
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{
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Task<bool> state = _gameClient.ConnectAsync(_serverAddress, _serverPort);
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@@ -25,18 +37,18 @@ namespace Subsystems
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Debug.Log("Connected to server.");
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break;
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}
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else
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retries++;
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if (retries >= 10)
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{
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Debug.Log("Failed to connect to server");
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Debug.LogError("Failed to connect after 10 attempts. Giving up.");
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break;
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}
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await Task.Delay(5000);
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Debug.Log($"Failed to connect (attempt {retries}). Retrying in {delayMs / 1000}s...");
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await Task.Delay(delayMs);
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delayMs = Mathf.Min(delayMs * 2, 30000); // exponential backoff, cap 30s
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}
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}
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public GameManager_Network(GameClient gameClient)
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{
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_gameClient = gameClient;
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RegisterEventHandlers();
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}
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public void RegisterEventHandlers()
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{
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_gameClient.OnConnected += OnConnected;
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@@ -45,117 +57,307 @@ namespace Subsystems
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_gameClient.OnMessage += OnMessage;
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_gameClient.OnGameEvent += OnGameEvent;
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}
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private void OnConnected()
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{
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Debug.Log("Successfully connected to the server.");
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}
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private void OnDisconnected(string reason)
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{
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Debug.Log($"Host disconnected due to {reason}");
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Debug.Log($"Disconnected: {reason}");
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// Auto-reconnect unless the app is quitting
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if (reason != "Disposed" && _manager != null)
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_manager.StartCoroutine(ReconnectAfterDelay(3f));
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}
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private System.Collections.IEnumerator ReconnectAfterDelay(float seconds)
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{
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yield return new UnityEngine.WaitForSeconds(seconds);
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Debug.Log("Attempting to reconnect...");
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OpenConnection();
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}
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private void OnError(string error)
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{
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Debug.LogError($"Network error: {error}");
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}
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private void OnMessage(Message message)
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{
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switch (message.Type)
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{
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case "GameEvent":
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OnGameEvent(message as GameEvent);
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// handled via OnGameEvent
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break;
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case "CreateLobbyResponse":
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Debug.Log("Received CreateLobbyResponse message");
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HandleCreateLobbyResponse(message as CreateLobbyResponse);
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break;
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case "JoinLobbyResponse":
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Debug.Log("Received JoinLobbyResponse message");
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HandleJoinLobbyResponse(message as JoinLobbyResponse);
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break;
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case "PositionBroadcast":
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HandlePositionBroadcast(message as PositionBroadcast);
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break;
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case "Ack":
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Debug.Log("Received Ack message");
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break;
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default:
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Debug.Log("Received message of type: " + message.Type);
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break;
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}
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}
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private void OnGameEvent(GameEvent gameEvent)
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{
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switch (gameEvent.EventType)
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{
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case "PlayerJoined":
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Debug.Log($"Player {gameEvent.GetPayload<PlayerJoinedPayload>().DisplayName} joined");
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break;
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case "PlayerLeft":
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Debug.Log($"Player {gameEvent.GetPayload<PlayerLeftPayload>()} left");
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case "HostChanged":
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// SDK already updates CurrentLobbyState; just refresh UI
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_manager?.uiSubsystem?.NotifyLobbyChanged();
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break;
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case "GameStarting":
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Debug.Log("Game is starting!");
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break;
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case "GameStarted":
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Debug.Log("Game started");
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HandleGameStarting();
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break;
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case "MapDataReady":
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Debug.Log("Map data ready");
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HandleMapDataReady();
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break;
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case "PlayerMapDataReceived":
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Debug.Log("Player map data recieved");
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case "GameStarted":
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HandleGameStarted();
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break;
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case "RoleAssigned":
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HandleRoleAssigned(gameEvent);
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break;
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case "TaskCompleted":
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HandleTaskCompleted(gameEvent);
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break;
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case "PlayerKilled":
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HandlePlayerKilled(gameEvent);
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break;
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case "BodyReported":
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case "EmergencyMeetingCalled":
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HandleMeetingCalled(gameEvent);
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break;
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case "MeetingStarted":
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HandleMeetingStarted(gameEvent);
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break;
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case "VotingClosed":
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HandleVotingClosed(gameEvent);
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break;
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case "GameEnded":
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HandleGameEnded(gameEvent);
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break;
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case "ReturnedToLobby":
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HandleReturnedToLobby();
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break;
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case "SabotageStarted":
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HandleSabotageStarted(gameEvent);
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break;
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case "SabotageRepaired":
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case "SabotageMeltdown":
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_manager?.uiSubsystem?.HideSabotageTimer();
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_manager?.mapSubsystem?.ClearSabotageMarkers();
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break;
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case "MapDataError":
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Debug.Log("Received MapData server error");
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Debug.LogError("Server could not generate map data.");
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break;
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default:
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Debug.Log("Received GameEvent of type: " + gameEvent.EventType);
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Debug.Log("GameEvent: " + gameEvent.EventType);
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break;
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}
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}
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// ── Lobby responses ───────────────────────────────────────────────────
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private void HandleCreateLobbyResponse(CreateLobbyResponse message)
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{
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if (message == null) return;
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if (message.Success)
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{
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Debug.Log("Lobby created successfully. Join Code: " + message.JoinCode + ", Lobby ID: " + message.LobbyId);
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Debug.Log($"Lobby created. Code: {message.JoinCode}, ID: {message.LobbyId}");
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// Navigate to the create/waiting scene
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SceneManager.LoadScene("create", LoadSceneMode.Single);
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// Mark lobby UI dirty so LobbyDisplayUI refreshes once the scene is loaded
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_manager?.uiSubsystem?.NotifyLobbyChanged();
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}
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else
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{
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Debug.LogError("Failed to create lobby: " + message.Error);
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}
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}
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private void HandleJoinLobbyResponse(JoinLobbyResponse message)
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{
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if (message == null) return;
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if (message.Success)
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{
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Debug.Log("Lobby created successfully." + ", Lobby ID: " + message.LobbyId);
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Debug.Log($"Joined lobby: {message.LobbyId}");
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SceneManager.LoadScene("join loading", LoadSceneMode.Single);
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// Mark lobby UI dirty so LobbyDisplayUI refreshes once the scene is loaded
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_manager?.uiSubsystem?.NotifyLobbyChanged();
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}
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else
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{
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Debug.LogError("Failed to create lobby: " + message.Error);
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Debug.LogError("Failed to join lobby: " + message.Error);
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}
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}
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public void CrateLobby(double lat, double lon)
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// ── Game flow events ──────────────────────────────────────────────────
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private void HandleGameStarting()
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{
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_gameClient.CreateLobby(new Position(lat, lon));
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_pendingMapBuild = false;
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// SDK sets Phase = Loading; load Client.unity
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SceneManager.LoadScene("Client", LoadSceneMode.Single);
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}
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private void HandleMapDataReady()
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{
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_pendingMapBuild = true;
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TryBuildMapAndMarkers();
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}
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/// <summary>
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/// Called from GameManager.OnSceneLoaded("Client") after scene objects are bound.
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/// Ensures map construction still happens even if MapDataReady arrived earlier.
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/// </summary>
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public void OnClientSceneReady()
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{
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TryBuildMapAndMarkers();
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}
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private void TryBuildMapAndMarkers()
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{
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if (!_pendingMapBuild) return;
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if (_manager?.mapSubsystem == null) return;
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if (!_manager.mapSubsystem.IsSceneReady) return;
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if (_gameClient?.CurrentLobbyState?.MapData == null) return;
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_manager.mapSubsystem.BuildMap();
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_manager.mapSubsystem.CreateTaskMarkers(_gameClient.MyTasks);
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_pendingMapBuild = false;
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Debug.Log("[Network] Map built and task markers refreshed.");
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}
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private void HandleGameStarted()
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{
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Debug.Log("Game started");
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// Phase is now Playing; GPS loop will start sending positions
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}
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private void HandleRoleAssigned(GameEvent evt)
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{
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var payload = evt.GetPayload<RoleAssignedPayload>();
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if (payload == null || payload.ClientUuid != _gameClient.ClientUuid) return;
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Debug.Log($"Role: {payload.Role}, Tasks: {payload.Tasks?.Count ?? 0}");
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_manager?.taskSubsystem?.Initialize(_gameClient.MyTasks);
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}
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private void HandleTaskCompleted(GameEvent evt)
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{
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var payload = evt.GetPayload<TaskCompletedPayload>();
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if (payload == null) return;
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_manager?.uiSubsystem?.UpdateTaskProgress(payload.TotalCompleted, payload.TotalTasks);
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_manager?.mapSubsystem?.RemoveTaskMarker(payload.TaskId);
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}
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private void HandlePlayerKilled(GameEvent evt)
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{
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var payload = evt.GetPayload<PlayerKilledPayload>();
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if (payload == null) return;
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_manager?.mapSubsystem?.CreateBodyMarker(payload.BodyId, payload.Location);
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if (payload.VictimId == _gameClient.ClientUuid)
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_manager?.uiSubsystem?.OnLocalPlayerDied();
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}
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private void HandleMeetingCalled(GameEvent evt)
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{
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_manager?.uiSubsystem?.ShowMeetingAlert();
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}
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private void HandleMeetingStarted(GameEvent evt)
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{
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var payload = evt.GetPayload<MeetingStartedPayload>();
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if (payload == null) return;
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_manager?.uiSubsystem?.ShowMeetingPanel(_gameClient.CurrentLobbyState?.Players, payload);
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}
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private void HandleVotingClosed(GameEvent evt)
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{
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var payload = evt.GetPayload<VotingClosedPayload>();
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if (payload == null) return;
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_manager?.uiSubsystem?.ShowVoteResult(payload, _gameClient.CurrentLobbyState?.Players);
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_manager?.mapSubsystem?.ClearBodyMarkers();
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}
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private void HandleGameEnded(GameEvent evt)
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{
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var payload = evt.GetPayload<GameEndedPayload>();
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if (payload == null) return;
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_manager?.uiSubsystem?.ShowGameEndPanel(payload, _gameClient.ClientUuid);
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}
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private void HandleReturnedToLobby()
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{
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if (_gameClient.IsOwner)
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SceneManager.LoadScene("create", LoadSceneMode.Single);
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else
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SceneManager.LoadScene("join loading", LoadSceneMode.Single);
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}
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private void HandleSabotageStarted(GameEvent evt)
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{
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var payload = evt.GetPayload<SabotageStartedPayload>();
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if (payload == null) return;
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_manager?.mapSubsystem?.CreateSabotageMarkers(payload.RepairStations);
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if (payload.Type == SabotageType.CriticalMeltdown && payload.Deadline.HasValue)
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_manager?.uiSubsystem?.ShowSabotageTimer(payload.Deadline.Value);
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if (payload.Type == SabotageType.CommsBlackout)
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_manager?.uiSubsystem?.SetCommsBlackout(true);
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}
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private void HandlePositionBroadcast(PositionBroadcast broadcast)
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{
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if (broadcast == null) return;
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_manager?.mapSubsystem?.UpdatePlayerAvatars(_gameClient.PlayerPositions, _gameClient.ClientUuid);
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}
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// ── Send helpers ──────────────────────────────────────────────────────
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public void CreateLobby(double lat, double lon, double radius = 500, int impostorCount = 1, int taskCount = 5)
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{
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_gameClient.CreateLobby(new Position(lat, lon), impostorCount, taskCount, null, radius);
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}
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public void JoinLobby(string joinCode)
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{
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try
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{
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_gameClient.JoinLobby(joinCode);
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}
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catch (System.Exception ex)
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{
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Debug.LogError("Error joining lobby: " + ex.Message);
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}
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try { _gameClient.JoinLobby(joinCode); }
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catch (System.Exception ex) { Debug.LogError("JoinLobby error: " + ex.Message); }
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}
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public void LeaveLobby()
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{
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_gameClient.Disconnect();
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Application.Quit();
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_gameClient.LeaveLobby();
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SceneManager.LoadScene(_manager?.firstMenuScene ?? "main menu asi idk lol", LoadSceneMode.Single);
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}
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public void StartGame()
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{
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_gameClient.StartGame();
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}
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}
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}
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