diff --git a/.gitignore b/.gitignore
index 30ed42f..e39571b 100644
--- a/.gitignore
+++ b/.gitignore
@@ -303,6 +303,7 @@ PublishScripts/
*.nupkg
# NuGet Symbol Packages
*.snupkg
+# The packages folder can be ignored because of Package Restore
# except build/, which is used as an MSBuild target.
!**/[Pp]ackages/build/
# Uncomment if necessary however generally it will be regenerated when needed
diff --git a/.vscode/extensions.json b/.vscode/extensions.json
new file mode 100644
index 0000000..ddb6ff8
--- /dev/null
+++ b/.vscode/extensions.json
@@ -0,0 +1,5 @@
+{
+ "recommendations": [
+ "visualstudiotoolsforunity.vstuc"
+ ]
+}
diff --git a/.vscode/launch.json b/.vscode/launch.json
new file mode 100644
index 0000000..da60e25
--- /dev/null
+++ b/.vscode/launch.json
@@ -0,0 +1,10 @@
+{
+ "version": "0.2.0",
+ "configurations": [
+ {
+ "name": "Attach to Unity",
+ "type": "vstuc",
+ "request": "attach"
+ }
+ ]
+}
\ No newline at end of file
diff --git a/.vscode/settings.json b/.vscode/settings.json
new file mode 100644
index 0000000..b819710
--- /dev/null
+++ b/.vscode/settings.json
@@ -0,0 +1,72 @@
+{
+ "files.exclude": {
+ "**/.DS_Store": true,
+ "**/.git": true,
+ "**/.vs": true,
+ "**/.gitmodules": true,
+ "**/.vsconfig": true,
+ "**/*.booproj": true,
+ "**/*.pidb": true,
+ "**/*.suo": true,
+ "**/*.user": true,
+ "**/*.userprefs": true,
+ "**/*.unityproj": true,
+ "**/*.dll": true,
+ "**/*.exe": true,
+ "**/*.pdf": true,
+ "**/*.mid": true,
+ "**/*.midi": true,
+ "**/*.wav": true,
+ "**/*.gif": true,
+ "**/*.ico": true,
+ "**/*.jpg": true,
+ "**/*.jpeg": true,
+ "**/*.png": true,
+ "**/*.psd": true,
+ "**/*.tga": true,
+ "**/*.tif": true,
+ "**/*.tiff": true,
+ "**/*.3ds": true,
+ "**/*.3DS": true,
+ "**/*.fbx": true,
+ "**/*.FBX": true,
+ "**/*.lxo": true,
+ "**/*.LXO": true,
+ "**/*.ma": true,
+ "**/*.MA": true,
+ "**/*.obj": true,
+ "**/*.OBJ": true,
+ "**/*.asset": true,
+ "**/*.cubemap": true,
+ "**/*.flare": true,
+ "**/*.mat": true,
+ "**/*.meta": true,
+ "**/*.prefab": true,
+ "**/*.unity": true,
+ "build/": true,
+ "Build/": true,
+ "Library/": true,
+ "library/": true,
+ "obj/": true,
+ "Obj/": true,
+ "Logs/": true,
+ "logs/": true,
+ "ProjectSettings/": true,
+ "UserSettings/": true,
+ "temp/": true,
+ "Temp/": true
+ },
+ "files.associations": {
+ "*.asset": "yaml",
+ "*.meta": "yaml",
+ "*.prefab": "yaml",
+ "*.unity": "yaml",
+ },
+ "explorer.fileNesting.enabled": true,
+ "explorer.fileNesting.patterns": {
+ "*.sln": "*.csproj",
+ "*.slnx": "*.csproj"
+ },
+ "dotnet.defaultSolution": "GeoSusGame.slnx",
+ "dotnet.enableWorkspaceBasedDevelopment": false
+}
\ No newline at end of file
diff --git a/Assets/ClientSDK.meta b/Assets/ClientSDK.meta
index a54062d..57cb6ad 100644
--- a/Assets/ClientSDK.meta
+++ b/Assets/ClientSDK.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: 799f52449ae21404c9a7593f6dc28c60
+guid: 50a0b21c151e150428fd2803d6b95db0
folderAsset: yes
DefaultImporter:
externalObjects: {}
diff --git a/Assets/ClientSDK/GameClient.cs b/Assets/ClientSDK/GameClient.cs
index 09fa7f1..4f63cc6 100644
--- a/Assets/ClientSDK/GameClient.cs
+++ b/Assets/ClientSDK/GameClient.cs
@@ -132,7 +132,20 @@ public class GameClient : IDisposable
return false;
}
- public void Disconnect(string reason = "User disconnected")
+ ///
+ /// Tears down the socket and crypto session. When `transient` is true
+ /// (network drop, decrypt-failure cascade, anything we expect to retry),
+ /// the lobby/role/task/state caches are preserved so the post-reconnect
+ /// flow can re-associate via Reconnect(LobbyId). Default false matches
+ /// pre-P9 behavior (full state wipe) for explicit user disconnects.
+ ///
+ /// Critical for the P9 reconnect bug: previously every Disconnect path
+ /// nuked LobbyId, so by the time GameManager_Network's reconnect coroutine
+ /// fired, the client had no idea which lobby it had been in - the
+ /// post-handshake Reconnect call had nothing to send and the server
+ /// answered the next vote/action with NOT_IN_LOBBY.
+ ///
+ public void Disconnect(string reason = "User disconnected", bool transient = false)
{
_cts?.Cancel();
_tcpClient?.Close();
@@ -140,15 +153,22 @@ public class GameClient : IDisposable
_stream = null;
_encryption?.Dispose();
_encryption = null;
-
- LobbyId = null;
- JoinCode = null;
- CurrentLobbyState = null;
- MyRole = null;
- MyTasks.Clear();
- PlayerPositions.Clear();
- Bodies.Clear();
-
+
+ if (!transient)
+ {
+ LobbyId = null;
+ JoinCode = null;
+ CurrentLobbyState = null;
+ MyRole = null;
+ MyTasks.Clear();
+ PlayerPositions.Clear();
+ Bodies.Clear();
+ }
+ // PlayerPositions are stale anyway after a drop, but we keep them so
+ // the UI doesn't blink avatars off-map mid-meeting; the next position
+ // broadcast overwrites them. LastEventId is intentionally preserved
+ // so the Reconnect message can ask the server for missed events.
+
Dispatcher.Post(() => OnDisconnected?.Invoke(reason));
}
@@ -236,7 +256,8 @@ public class GameClient : IDisposable
decryptFailures++;
if (decryptFailures >= 3)
{
- Disconnect("Too many decryption failures");
+ // Transient: keep LobbyId for the reconnect coroutine.
+ Disconnect("Too many decryption failures", transient: true);
return;
}
continue;
@@ -253,7 +274,9 @@ public class GameClient : IDisposable
}
catch (Exception ex) when (!ct.IsCancellationRequested)
{
- Disconnect($"Connection error: {ex.Message}");
+ // Transient: TCP RST / read failure is exactly what reconnect was
+ // designed for. Keep LobbyId so post-reconnect flow can re-attach.
+ Disconnect($"Connection error: {ex.Message}", transient: true);
}
}
@@ -293,7 +316,35 @@ public class GameClient : IDisposable
{
LobbyId = r.LobbyId;
JoinCode = r.JoinCode;
- CurrentLobbyState = r.LobbyState;
+ // Ensure we always have a valid lobby state with the creator as owner
+ if (r.LobbyState != null)
+ {
+ CurrentLobbyState = r.LobbyState;
+ if (string.IsNullOrEmpty(CurrentLobbyState.OwnerId))
+ CurrentLobbyState.OwnerId = ClientUuid;
+ }
+ else
+ {
+ CurrentLobbyState = new LobbyState
+ {
+ LobbyId = r.LobbyId ?? "",
+ JoinCode = r.JoinCode ?? "",
+ OwnerId = ClientUuid
+ };
+ }
+ // Make sure creator appears in the player list
+ if (CurrentLobbyState.Players == null)
+ CurrentLobbyState.Players = new System.Collections.Generic.List();
+ if (!CurrentLobbyState.Players.Any(p => p.ClientUuid == ClientUuid))
+ {
+ CurrentLobbyState.Players.Insert(0, new PlayerInfo
+ {
+ ClientUuid = ClientUuid,
+ DisplayName = DisplayName,
+ IsOwner = true,
+ State = PlayerState.Alive
+ });
+ }
}
break;
@@ -303,6 +354,22 @@ public class GameClient : IDisposable
LobbyId = r.LobbyId;
CurrentLobbyState = r.LobbyState;
JoinCode = r.LobbyState?.JoinCode;
+ // Ensure self is in the player list
+ if (CurrentLobbyState != null)
+ {
+ if (CurrentLobbyState.Players == null)
+ CurrentLobbyState.Players = new System.Collections.Generic.List();
+ if (!CurrentLobbyState.Players.Any(p => p.ClientUuid == ClientUuid))
+ {
+ CurrentLobbyState.Players.Add(new PlayerInfo
+ {
+ ClientUuid = ClientUuid,
+ DisplayName = DisplayName,
+ IsOwner = CurrentLobbyState.OwnerId == ClientUuid,
+ State = PlayerState.Alive
+ });
+ }
+ }
}
break;
@@ -344,7 +411,6 @@ public class GameClient : IDisposable
var joinedPayload = evt.GetPayload();
if (joinedPayload != null && CurrentLobbyState?.Players != null)
{
- // Check if player already exists
bool exists = CurrentLobbyState.Players.Any(p => p.ClientUuid == joinedPayload.ClientUuid);
if (!exists)
{
@@ -352,7 +418,7 @@ public class GameClient : IDisposable
{
ClientUuid = joinedPayload.ClientUuid,
DisplayName = joinedPayload.DisplayName,
- IsOwner = false,
+ IsOwner = joinedPayload.ClientUuid == CurrentLobbyState.OwnerId,
IsReady = false,
State = PlayerState.Alive
});
@@ -465,24 +531,32 @@ public class GameClient : IDisposable
#region Game Actions
- public void CreateLobby(Position? center = null, int impostorCount = 1, int taskCount = 5, string? password = null, double playAreaRadius = 500)
+ 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,
PlayAreaRadius = playAreaRadius,
ImpostorCount = impostorCount,
TaskCount = taskCount,
- Password = password
+ Password = password,
+ Settings = settings,
+ DisplayName = DisplayName
});
}
-
+
public void JoinLobby(string joinCode, string? password = null)
{
Send(new JoinLobby
{
JoinCode = joinCode.ToUpperInvariant(),
- Password = password
+ Password = password,
+ DisplayName = DisplayName
});
}
@@ -491,6 +565,7 @@ public class GameClient : IDisposable
Send(new LeaveLobby());
LobbyId = null;
JoinCode = null;
+ CurrentLobbyState = null;
}
public void StartGame()
diff --git a/Assets/ClientSDK/Protocol.cs b/Assets/ClientSDK/Protocol.cs
index e867ad5..ae6478f 100644
--- a/Assets/ClientSDK/Protocol.cs
+++ b/Assets/ClientSDK/Protocol.cs
@@ -49,6 +49,11 @@ public enum PlayerRole { Crew, Impostor }
public enum PlayerState { Alive, Dead }
[JsonConverter(typeof(StringEnumConverter))]
+// NOTE: `Voting` is reserved-but-unused on the wire as of 2026. The server
+// keeps the entire vote cycle inside `Meeting` and uses MeetingStartedPayload
+// timestamps (DiscussionEndTime / VotingEndTime) to distinguish sub-phases.
+// The enum value is preserved here for serialization compatibility with old
+// saves; new code should not assign it.
public enum GamePhase { Lobby, Loading, Playing, Meeting, Voting, Ended }
[JsonConverter(typeof(StringEnumConverter))]
@@ -184,6 +189,24 @@ public class CreateLobby : Message
[JsonProperty("taskCount")]
public int TaskCount { get; set; } = 5;
+
+ ///
+ /// P13b: optional per-lobby settings overrides supplied by the host.
+ /// Any field left null falls through to the server's current default
+ /// (snapshotted at lobby creation, immutable thereafter for this lobby).
+ ///
+ [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
@@ -209,12 +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
@@ -623,17 +653,26 @@ public class PlayerEjectedPayload
public PlayerRole Role { get; set; }
}
+public class TaskStartedPayload
+{
+ [JsonProperty("clientUuid")]
+ public string ClientUuid { get; set; } = "";
+
+ [JsonProperty("taskId")]
+ public string TaskId { get; set; } = "";
+}
+
public class TaskCompletedPayload
{
[JsonProperty("clientUuid")]
public string ClientUuid { get; set; } = "";
-
+
[JsonProperty("taskId")]
public string TaskId { get; set; } = "";
-
+
[JsonProperty("totalCompleted")]
public int TotalCompleted { get; set; }
-
+
[JsonProperty("totalTasks")]
public int TotalTasks { get; set; }
}
@@ -713,10 +752,10 @@ public class RepairStartedPayload
{
[JsonProperty("sabotageId")]
public string SabotageId { get; set; } = "";
-
+
[JsonProperty("stationId")]
public string StationId { get; set; } = "";
-
+
[JsonProperty("playerId")]
public string PlayerId { get; set; } = "";
}
@@ -725,10 +764,10 @@ public class RepairStoppedPayload
{
[JsonProperty("sabotageId")]
public string SabotageId { get; set; } = "";
-
+
[JsonProperty("stationId")]
public string StationId { get; set; } = "";
-
+
[JsonProperty("playerId")]
public string PlayerId { get; set; } = "";
}
@@ -790,6 +829,162 @@ public class LobbyState
/// True if map data has been loaded (or Overpass is disabled)
[JsonProperty("mapDataReady")]
public bool MapDataReady { get; set; } = true;
+
+ ///
+ /// P13b: full per-lobby settings snapshot. Clients use this for HUD
+ /// (button visibility, countdown timings, etc.) instead of hardcoded
+ /// values. Always populated for new server builds; old client builds
+ /// can ignore the field.
+ ///
+ [JsonProperty("settings")]
+ public GameSettings? Settings { get; set; }
+}
+
+///
+/// P13b: per-lobby gameplay settings on the wire. Server populates this from
+/// its per-lobby snapshot so clients can drive HUD logic from authoritative
+/// values rather than hardcoded constants.
+///
+public class GameSettings
+{
+ // Round shape
+ [JsonProperty("maxPlayers")]
+ public int MaxPlayers { get; set; }
+
+ [JsonProperty("impostorCount")]
+ public int ImpostorCount { get; set; }
+
+ [JsonProperty("taskCount")]
+ public int TaskCount { get; set; }
+
+ [JsonProperty("tiePolicy")]
+ public string TiePolicy { get; set; } = "NoEject";
+
+ // Distances (m)
+ [JsonProperty("killDistanceM")]
+ public double KillDistanceM { get; set; }
+
+ [JsonProperty("reportDistanceM")]
+ public double ReportDistanceM { get; set; }
+
+ [JsonProperty("taskStartDistanceM")]
+ public double TaskStartDistanceM { get; set; }
+
+ [JsonProperty("meetingArrivalRadiusM")]
+ public double MeetingArrivalRadiusM { get; set; }
+
+ [JsonProperty("emergencyMeetingCallRadiusM")]
+ public double EmergencyMeetingCallRadiusM { get; set; }
+
+ [JsonProperty("repairStationDistanceM")]
+ public double RepairStationDistanceM { get; set; }
+
+ // Cooldowns / counts
+ [JsonProperty("killCooldownMs")]
+ public int KillCooldownMs { get; set; }
+
+ [JsonProperty("emergencyMeetingCooldownMs")]
+ public int EmergencyMeetingCooldownMs { get; set; }
+
+ [JsonProperty("maxEmergencyMeetingsPerPlayer")]
+ public int MaxEmergencyMeetingsPerPlayer { get; set; }
+
+ // Meeting phases (ms)
+ [JsonProperty("arrivalBaseMs")]
+ public int ArrivalBaseMs { get; set; }
+
+ [JsonProperty("allowedLateMs")]
+ public int AllowedLateMs { get; set; }
+
+ [JsonProperty("discussionPhaseMs")]
+ public int DiscussionPhaseMs { get; set; }
+
+ [JsonProperty("votingPhaseMs")]
+ public int VotingPhaseMs { get; set; }
+
+ // Sabotage
+ [JsonProperty("sabotageCooldownMs")]
+ public int SabotageCooldownMs { get; set; }
+
+ [JsonProperty("commsBlackoutDurationMs")]
+ public int CommsBlackoutDurationMs { get; set; }
+
+ [JsonProperty("criticalMeltdownDeadlineMs")]
+ public int CriticalMeltdownDeadlineMs { get; set; }
+
+ [JsonProperty("repairStationHoldMs")]
+ public int RepairStationHoldMs { get; set; }
+}
+
+///
+/// P13b: host-supplied overrides at CreateLobby. Every field is nullable so
+/// the host can opt into changing only what they care about; null = use the
+/// server's current default at the moment of lobby creation.
+///
+public class GameSettingsOverrides
+{
+ [JsonProperty("maxPlayers")]
+ public int? MaxPlayers { get; set; }
+
+ [JsonProperty("impostorCount")]
+ public int? ImpostorCount { get; set; }
+
+ [JsonProperty("taskCount")]
+ public int? TaskCount { get; set; }
+
+ [JsonProperty("tiePolicy")]
+ public string? TiePolicy { get; set; }
+
+ [JsonProperty("killDistanceM")]
+ public double? KillDistanceM { get; set; }
+
+ [JsonProperty("reportDistanceM")]
+ public double? ReportDistanceM { get; set; }
+
+ [JsonProperty("taskStartDistanceM")]
+ public double? TaskStartDistanceM { get; set; }
+
+ [JsonProperty("meetingArrivalRadiusM")]
+ public double? MeetingArrivalRadiusM { get; set; }
+
+ [JsonProperty("emergencyMeetingCallRadiusM")]
+ public double? EmergencyMeetingCallRadiusM { get; set; }
+
+ [JsonProperty("repairStationDistanceM")]
+ public double? RepairStationDistanceM { get; set; }
+
+ [JsonProperty("killCooldownMs")]
+ public int? KillCooldownMs { get; set; }
+
+ [JsonProperty("emergencyMeetingCooldownMs")]
+ public int? EmergencyMeetingCooldownMs { get; set; }
+
+ [JsonProperty("maxEmergencyMeetingsPerPlayer")]
+ public int? MaxEmergencyMeetingsPerPlayer { get; set; }
+
+ [JsonProperty("arrivalBaseMs")]
+ public int? ArrivalBaseMs { get; set; }
+
+ [JsonProperty("allowedLateMs")]
+ public int? AllowedLateMs { get; set; }
+
+ [JsonProperty("discussionPhaseMs")]
+ public int? DiscussionPhaseMs { get; set; }
+
+ [JsonProperty("votingPhaseMs")]
+ public int? VotingPhaseMs { get; set; }
+
+ [JsonProperty("sabotageCooldownMs")]
+ public int? SabotageCooldownMs { get; set; }
+
+ [JsonProperty("commsBlackoutDurationMs")]
+ public int? CommsBlackoutDurationMs { get; set; }
+
+ [JsonProperty("criticalMeltdownDeadlineMs")]
+ public int? CriticalMeltdownDeadlineMs { get; set; }
+
+ [JsonProperty("repairStationHoldMs")]
+ public int? RepairStationHoldMs { get; set; }
}
// Map data classes for rendering - compact format from server
diff --git a/Assets/DataTransfer scene and assets.meta b/Assets/DataTransfer scene and assets.meta
new file mode 100644
index 0000000..06b32d4
--- /dev/null
+++ b/Assets/DataTransfer scene and assets.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 16c3692935d75294f9404be0a4ba0039
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/DataTransfer scene and assets/Upload.unity b/Assets/DataTransfer scene and assets/Upload.unity
new file mode 100644
index 0000000..c99aaf7
--- /dev/null
+++ b/Assets/DataTransfer scene and assets/Upload.unity
@@ -0,0 +1,6503 @@
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diff --git a/Assets/DataTransfer scene and assets/sprites/sketch1778443668027.png b/Assets/DataTransfer scene and assets/sprites/sketch1778443668027.png
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new file mode 100644
index 0000000..51565f2
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diff --git a/Assets/GameManager.meta b/Assets/GameManager.meta
index 4f66d36..4511a02 100644
--- a/Assets/GameManager.meta
+++ b/Assets/GameManager.meta
@@ -1,5 +1,5 @@
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diff --git a/Assets/GameManager/GameManager.cs b/Assets/GameManager/GameManager.cs
index 0e82c80..a4540ff 100644
--- a/Assets/GameManager/GameManager.cs
+++ b/Assets/GameManager/GameManager.cs
@@ -4,145 +4,751 @@ using Subsystems;
using System.Collections;
using System;
using TMPro;
-/*
- GameManager - hlavní tøida pro správu hry
- GameManager_Network - subsystém pro správu komunikace se serverem
- GameManager_Game - subsystém pro správu logiky hry (sabotáže, tasky, atd.)
- GameManager_Map - subsystém pro správu mapy a prostøedí
- GameManager_Input - subsystém pro správu vstupu od hráèe
- GameManager_UI - subsystém pro správu uživatelského rozhraní
- GamaManager_Stats - subsystém pro správu statistik pro server
- */
+using UnityEngine.SceneManagement;
public class GameManager : MonoBehaviour
{
- [Header("Subsystems")]
- protected GameManager_Network networkSubsystem;
- protected GameManager_UI uiSubsystem;
- protected GameManager_Map mapSubsystem;
- protected GameManager_Input inputSubsystem;
+ // Singleton
+ public static GameManager Instance { get; private set; }
- protected GameClient gameClient;
+ [Header("Subsystems")]
+ public GameManager_Network networkSubsystem;
+ public GameManager_UI uiSubsystem;
+ public GameManager_Map mapSubsystem;
+ public GameManager_Input inputSubsystem;
+ public GameManager_Tasks taskSubsystem;
+
+ public GameClient gameClient;
[Header("Player Info")]
public string displayName;
- [Header("UI Elements")]
- public Canvas JoinCreateLobby;
- public Canvas InLobby;
- public Canvas LoadingScreen;
- public Canvas GameScreen;
+ [Header("Scene Management")]
+ [SerializeField] public string firstMenuScene = "main menu asi idk lol";
+ [Header("UI Elements (Client.unity)")]
+ // Canvas names in Client.unity — found at runtime in OnSceneLoaded
+ private const string CanvasNameJoinCreate = "LobbySelector";
+ private const string CanvasNameInLobby = "InLobby";
+ private const string CanvasNameLoading = "LoadingScreen";
+ private const string CanvasNameGame = "InGame";
[Header("Map")]
- public GameObject MapCenterPoint;
+ // MapCenterPoint and Player are in Client.unity — wired at runtime in OnSceneLoaded.
+ // buildingSettings/pathwaySettings/areaSettings must be assigned in SampleScene Inspector.
public BuildingSettings buildingSettings;
public PathwaySettings pathwaySettings;
public AreaSettings areaSettings;
- [Header("GPS")]
- public GameObject Player;
+ [Header("Lobby Settings")]
+ public double pendingRadius = 500;
+ public int pendingImpostorCount = 1;
+ public int pendingTaskCount = 5;
+ ///
+ /// P13b/c: full settings overrides accumulated by HostLobbyUI before the
+ /// host taps "Create". Null = host didn't change anything beyond the three
+ /// flat fields above; server falls through to its current defaults for
+ /// every field. Each field is independently nullable so the host can
+ /// opt into changing only what they care about.
+ ///
+ public GameSettingsOverrides pendingSettings;
+
+ [Header("Task Minigames (round-robin)")]
+ // Names MUST match the scene file names in Assets/Scenes (case-sensitive)
+ // and each one MUST be enabled in EditorBuildSettings, or LoadSceneAsync
+ // will silently fail and the task button will appear dead.
+ [SerializeField] public string[] minigameScenes = {
+ "MiniGame-Kabely V10",
+ "MiniGame-insertkeys",
+ "MiniGame-FlappyBird",
+ "MiniGame-ThrowInHole",
+ "MiniGame-Satelit"
+ };
[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()
+ {
+ if (Instance != null && Instance != this)
+ {
+ Destroy(gameObject);
+ return;
+ }
+ 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()
{
- DontDestroyOnLoad(this);
- if (displayName == null || displayName == "")
- {
- displayName = GenerateUsername();
- }
+ // 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);
+ networkSubsystem = new GameManager_Network(gameClient, this);
+ mapSubsystem = new GameManager_Map(gameClient, null, buildingSettings, pathwaySettings, areaSettings);
+ uiSubsystem = new GameManager_UI(gameClient);
+ inputSubsystem = new GameManager_Input(gameClient, null, testMode);
+ taskSubsystem = new GameManager_Tasks(gameClient, minigameScenes, this);
+
if (testMode)
{
- _secondClient = new GameClient(GenerateUUID(), GenerateUsername());
- _secondNetwork = new GameManager_Network(_secondClient);
- _thirdClient = new GameClient(GenerateUUID(), GenerateUsername());
- _thirdNetwork = new GameManager_Network(_thirdClient);
-
- _secondNetwork.OpenConection();
- _thirdNetwork.OpenConection();
- }
- gameClient = new GameClient(GenerateUUID(), displayName);
- uiSubsystem = new GameManager_UI(gameClient, JoinCreateLobby, InLobby, LoadingScreen, GameScreen);
- networkSubsystem = new GameManager_Network(gameClient);
- mapSubsystem = new GameManager_Map(gameClient, MapCenterPoint, buildingSettings, pathwaySettings, areaSettings);
- inputSubsystem = new GameManager_Input(gameClient, Player, testMode);
- networkSubsystem.OpenConection();
- }
- private void Update()
- {
- if (gameClient.CurrentLobbyState != null)
- {
- uiSubsystem.UpdateLobbyUI();
- }
- try
- {
- if (gameClient.CurrentLobbyState.MapDataReady)
+ int n = Mathf.Max(0, testClientCount);
+ for (int i = 0; i < n; i++)
{
- mapSubsystem.BuildMap();
- gameClient.CurrentLobbyState.MapDataReady = false;
+ 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);
}
}
- catch (NullReferenceException ex) { }
- inputSubsystem.positionCheck();
+
+ networkSubsystem.OpenConnection();
+
+ // Start GPS immediately at app launch. Acquiring a fix on a cold
+ // device can take 5-30 seconds; if we wait until CreateLobby is
+ // pressed, the lobby will be seeded with bad coords. Starting here
+ // means the user's normal navigation through the menus gives the
+ // GPS subsystem time to settle.
+ inputSubsystem?.EnsureGPSStarted();
+
+ // Load main menu after GameManager is ready
+ if (!string.IsNullOrEmpty(firstMenuScene))
+ 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;
- protected string GenerateUUID()
- {
- string UUID = System.Guid.NewGuid().ToString();
- Debug.Log(UUID);
- return UUID;
- }
- protected string GenerateUsername()
- {
- string Username = UnityEngine.Random.Range(0,10).ToString() + UnityEngine.Random.Range(0, 10).ToString() + UnityEngine.Random.Range(0, 10).ToString() + UnityEngine.Random.Range(0, 10).ToString();
- Debug.Log(Username);
- return Username;
- }
- public void CreateLobbyButton()
- {
- networkSubsystem.CrateLobby(50.7727264, 15.0719876);
- if (testMode)
+ 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)
{
- StartCoroutine(ConnectTestClients());
+ 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);
}
}
- public void JoinLobbyButton()
+
+ private void Update()
{
- TMP_InputField joinCode = JoinCreateLobby.transform.Find("InputCode").GetComponent();
- if (joinCode.text != null && joinCode.text != "")
+ // Tick the SDK dispatcher so callbacks fire on main thread
+ gameClient?.Update();
+ if (testMode)
{
- networkSubsystem.JoinLobby(joinCode.text);
+ for (int i = 0; i < _testBots.Count; i++)
+ _testBots[i].Client?.Update();
+ HandleTestBotInput();
+ }
+
+ if (gameClient?.CurrentLobbyState != null)
+ {
+ uiSubsystem?.UpdateLobbyUI();
+ taskSubsystem?.UpdateProximity();
+ }
+ if (gameClient?.MyRole == PlayerRole.Impostor)
+ 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
{
- Debug.Log("Join code is empty!");
+ // 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;
+ }
+ }
}
}
+
+
+ void OnEnable()
+ {
+ SceneManager.sceneLoaded += OnSceneLoaded;
+ }
+ void OnDisable()
+ {
+ SceneManager.sceneLoaded -= OnSceneLoaded;
+ }
+
+ ///
+ /// After Client.unity loads, re-bind all canvas/HUD references because
+ /// those GameObjects don't exist in the Art menu scenes.
+ ///
+ private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
+ {
+ if (scene.name == "Client")
+ {
+ var roots = scene.GetRootGameObjects();
+
+ // Find a root or deep GameObject by name in the loaded scene
+ GameObject FindGO(string n) {
+ foreach (var go in roots) {
+ if (go.name == n) return go;
+ var found = go.transform.Find(n);
+ if (found != null) return found.gameObject;
+ }
+ return null;
+ }
+ Canvas FindCanvas(string n) {
+ var go = FindGO(n);
+ return go != null ? go.GetComponent