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? 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bones: [] + spriteID: 5e97eb03825dee720800000000000000 + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spriteCustomMetadata: + entries: [] + nameFileIdTable: {} + mipmapLimitGroupName: + pSDRemoveMatte: 0 + userData: + assetBundleName: + assetBundleVariant: 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 @@ fileFormatVersion: 2 -guid: 5fd2bf33031fe9d4ea3439b41d7f4b97 +guid: bbd26b895bc2b894b8989c08d9fd9197 folderAsset: yes DefaultImporter: externalObjects: {} 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() : null; + } + + // ── Build HUD BEFORE BindClientScene so FindTMP/Find can locate new elements ── + var inGameGO = FindGO("InGame"); + if (inGameGO != null) + { + var builder = inGameGO.GetComponent() + ?? inGameGO.AddComponent(); + builder.BuildNow(); + } + + // ── Wire canvases (after HUD is built) ── + // Apply our standard CanvasScaler (1080x1920 reference, match=0.5) + // to every canvas in the scene before binding so layouts scale + // identically across phones and tablets without per-device tweaks. + var cJoin = FindCanvas(CanvasNameJoinCreate); + var cLobby = FindCanvas(CanvasNameInLobby); + var cLoad = FindCanvas(CanvasNameLoading); + var cGame = FindCanvas(CanvasNameGame); + InGameHUDBuilder.ConfigureCanvasScaler(cJoin); + InGameHUDBuilder.ConfigureCanvasScaler(cLobby); + InGameHUDBuilder.ConfigureCanvasScaler(cLoad); + InGameHUDBuilder.ConfigureCanvasScaler(cGame); + uiSubsystem?.BindClientScene(cJoin, cLobby, cLoad, cGame); + + // ── Wire map center point and player capsule ── + var mapCenter = FindGO("MapCenterPoint"); + var player = FindGO("Capsule"); + mapSubsystem?.SetMapCenterPoint(mapCenter); + inputSubsystem?.SetPlayerObject(player); + + // ── Attach camera controller to Main Camera ── + var mainCamGO = FindGO("Main Camera"); + if (mainCamGO != null) + { + var camCtrl = mainCamGO.GetComponent() + ?? mainCamGO.AddComponent(); + camCtrl.SetTarget(player); + } + + // If MapDataReady arrived before Client scene finished loading, + // this will build the map now that scene references are valid. + networkSubsystem?.OnClientSceneReady(); + } + else if (scene.name == "create" || scene.name == "join loading") + { + // Lobby scene just loaded — ensure LobbyDisplayUI refreshes once + // its Start() has run and registered itself (happens before Update). + uiSubsystem?.NotifyLobbyChanged(); + } + } + + private float _killCooldownSeconds = 0f; + private const float KillCooldownDuration = 20f; + + private void UpdateKillCooldown() + { + if (_killCooldownSeconds > 0) + { + _killCooldownSeconds -= Time.deltaTime; + // Mirror into GameState so UI reads from the single source of truth + if (networkSubsystem?.State != null) + networkSubsystem.State.KillCooldownRemaining = _killCooldownSeconds; + uiSubsystem?.SetKillCooldownText($"Kill: {Mathf.CeilToInt(_killCooldownSeconds)}s"); + } + else + { + _killCooldownSeconds = 0f; + if (networkSubsystem?.State != null) + networkSubsystem.State.KillCooldownRemaining = 0; + uiSubsystem?.SetKillCooldownText(""); + } + } + + /// + /// Called by the ActionButton. Routes to kill / report / emergency / use-task + /// depending on current proximity state. + /// + public void PerformAction() + { + if (uiSubsystem == null || uiSubsystem.IsPlayerDead) return; + + bool isImpostor = gameClient?.MyRole == PlayerRole.Impostor; + + // P13b: pull per-lobby distances from the server-snapshotted settings + // instead of hardcoding 5m for every check. ?? fallback keeps the + // pre-P13b behavior on old server builds that don't ship settings. + var settings = networkSubsystem?.State?.Settings; + double reportDist = settings?.ReportDistanceM ?? 5.0; + double emergencyDist = settings?.EmergencyMeetingCallRadiusM ?? 5.0; + double killDist = settings?.KillDistanceM ?? 5.0; + + // 1. Nearby task → USE + var nearbyTask = taskSubsystem?.NearbyTask; + if (nearbyTask != null && !isImpostor) + { + taskSubsystem.TriggerNearbyTask(); + return; + } + + // 2. Nearby body → REPORT + if (!uiSubsystem.IsCommsBlackout) + { + var nearbyBody = gameClient?.FindNearbyBody(reportDist); + if (nearbyBody != null) + { + gameClient.ReportBody(nearbyBody.BodyId); + return; + } + + // 3. Near map centre → EMERGENCY + if (gameClient?.CurrentLobbyState?.MapData != null) + { + double distToCenter = gameClient.MyPosition.DistanceTo(gameClient.CurrentLobbyState.MapData.Center); + if (distToCenter <= emergencyDist) + { + gameClient.CallEmergencyMeeting(); + return; + } + } + } + + // 4. Impostor kill + if (isImpostor && _killCooldownSeconds <= 0) + { + var targetUuid = gameClient?.FindNearbyPlayer(killDist); + if (!string.IsNullOrEmpty(targetUuid)) + { + gameClient.Kill(targetUuid); + _killCooldownSeconds = KillCooldownDuration; + } + } + } + + /// Called by Impostor sabotage buttons. + public void StartSabotage(int typeIndex) + { + gameClient?.Send(new GeoSus.Client.StartSabotage { SabotageType = (SabotageType)typeIndex }); + } + + /// Called by the meeting vote buttons. Pass null to skip. + public void CastVote(string targetUuid) + { + gameClient?.Vote(targetUuid); + } + + protected string GenerateUUID() + { + return System.Guid.NewGuid().ToString(); + } + protected string GenerateUsername() + { + return "Player" + UnityEngine.Random.Range(1000, 9999).ToString(); + } + + /// + /// Pull the nickname input field's current text into displayName + + /// gameClient.DisplayName + PlayerPrefs before sending a network + /// action. Defensive against any TMP_InputField / soft-keyboard race + /// where the user types and immediately taps a button: onValueChanged + /// normally fires before the click handler in the same frame, but + /// some Android keyboards batch text events oddly. Call this at the + /// top of any Create/Join/Rename flow. No-op if the input field + /// doesn't exist in the current scene. + /// + private void CommitNicknameFromInput() + { + var nameGO = GameObject.Find("name"); + if (nameGO == null) return; + var field = nameGO.GetComponent(); + if (field == null) return; + // Force the InputField to flush any pending soft-keyboard text. + // ForceLabelUpdate() is harmless if there's nothing pending. + field.ForceLabelUpdate(); + string typed = (field.text ?? "").Trim(); + if (string.IsNullOrEmpty(typed)) return; + if (typed == displayName) return; // already in sync, skip the writes + displayName = typed; + if (gameClient != null) gameClient.DisplayName = typed; + PlayerPrefs.SetString("PlayerName", typed); + PlayerPrefs.Save(); + } + + // Called by HostLobbyUI + public void CreateLobbyButton() + { + CommitNicknameFromInput(); + // Refuse to create a lobby without a real GPS fix. The previous + // behavior of silently using a hardcoded Czechia fallback meant the + // game always started at the same place no matter where the host was, + // and the player capsule would spawn miles away in coordinate space + // because they're at their real GPS while the map was built around + // the fallback. Both bugs share this single gate. + if (inputSubsystem?.LastKnownPosition == null) + { + // testMode bypasses the GPS gate entirely so debug runs still work. + if (!testMode) + { + // Surface the actual GPS state in both logs and the toast + // instead of the generic "Waiting for GPS fix..." that hides + // permission/timeout/device-disabled distinctions. + string diag = inputSubsystem?.GpsDiagnostic ?? "no input subsystem"; + Debug.LogWarning("[GameManager] CreateLobby blocked. " + diag); + uiSubsystem?.ShowToast("Cannot create lobby. " + diag); + inputSubsystem?.EnsureGPSStarted(); + return; + } + } + + var pos = inputSubsystem?.LastKnownPosition; + double lat = pos?.Lat ?? 0; + double lon = pos?.Lon ?? 0; + networkSubsystem.CreateLobby(lat, lon, pendingRadius, pendingImpostorCount, pendingTaskCount, pendingSettings); + if (testMode) StartCoroutine(ConnectTestClients()); + } + + // Called by JoinLobbyUI with the code from the input field + public void JoinLobbyButton(string code) + { + CommitNicknameFromInput(); + if (!string.IsNullOrEmpty(code)) + networkSubsystem.JoinLobby(code); + else + Debug.LogWarning("Join code is empty!"); + } + public void LeaveLobbyButton() { networkSubsystem.LeaveLobby(); } + public void StartGameButton() { networkSubsystem.StartGame(); } + void OnApplicationQuit() { - gameClient.Disconnect(); - _secondClient?.Disconnect(); - _thirdClient?.Disconnect(); + gameClient?.Disconnect(); + for (int i = 0; i < _testBots.Count; i++) + _testBots[i].Client?.Disconnect(); } + IEnumerator ConnectTestClients() { - yield return new WaitForSeconds(2f); - _secondNetwork.JoinLobby(gameClient.CurrentLobbyState.JoinCode); - _thirdNetwork.JoinLobby(gameClient.CurrentLobbyState.JoinCode); + if (_testBots.Count == 0) yield break; + + // Wait until host lobby code exists + float wait = 0f; + while ((gameClient?.CurrentLobbyState == null || string.IsNullOrEmpty(gameClient.CurrentLobbyState.JoinCode)) && wait < 20f) + { + wait += 0.25f; + yield return new WaitForSeconds(0.25f); + } + + var joinCode = gameClient?.CurrentLobbyState?.JoinCode; + if (string.IsNullOrEmpty(joinCode)) + { + Debug.LogWarning("[TestMode] Could not join test bots: join code not available."); + yield break; + } + + // Wait until every bot's client has finished its TCP handshake. + // IsReady flips once ClientHello + ClientHelloAck round-trip. + wait = 0f; + bool allReady; + do + { + allReady = true; + for (int i = 0; i < _testBots.Count; i++) + { + if (_testBots[i].Client == null || !_testBots[i].Client.IsReady) + { + allReady = false; + break; + } + } + if (!allReady) + { + wait += 0.25f; + yield return new WaitForSeconds(0.25f); + } + } while (!allReady && wait < 20f); + + if (!allReady) + { + Debug.LogWarning("[TestMode] Some test bots not ready, joining the ready ones only."); + } + + for (int i = 0; i < _testBots.Count; i++) + { + var bot = _testBots[i]; + if (bot.Client != null && bot.Client.IsReady) + { + bot.Network?.JoinLobby(joinCode); + bot.Joined = true; + } + } + Debug.Log($"[TestMode] {_testBots.Count} bot(s) joined lobby with code {joinCode}."); } } diff --git a/Assets/GameManager/GameManager_Network.cs b/Assets/GameManager/GameManager_Network.cs index 8b12e3f..53bedac 100644 --- a/Assets/GameManager/GameManager_Network.cs +++ b/Assets/GameManager/GameManager_Network.cs @@ -5,6 +5,7 @@ using UnityEngine; using System.Collections.Generic; using Subsystems; using System.Linq; +using UnityEngine.SceneManagement; namespace Subsystems { @@ -13,9 +14,34 @@ namespace Subsystems private const string _serverAddress = "geosus.honzuvkod.dev"; private const int _serverPort = 7777; private GameClient _gameClient; - private GameManager_Map _mapSubsystem; - public async void OpenConection() + private GameManager _manager; + private bool _pendingMapBuild; + + /// + /// Authoritative game state; written here, read by GameManager_UI. + /// + public GameState State { get; } = new GameState(); + + public GameManager_Network(GameClient gameClient, GameManager manager) { + _gameClient = gameClient; + _manager = manager; + RegisterEventHandlers(); + } + + public async void OpenConnection() + { + // Snapshot the lobby we believed we were in BEFORE the new connect + // attempt. If the client SDK preserved it across a transient drop + // (P9 fix), this is non-null and we'll send a Reconnect message + // post-handshake to re-associate with the lobby on the server side. + // Without it, the next CastVote / TaskComplete / etc. would arrive + // on a fresh connection the server doesn't recognize and bounce + // with NOT_IN_LOBBY. + var rejoinLobbyId = _gameClient.LobbyId; + + int retries = 0; + int delayMs = 5000; while (true) { Task state = _gameClient.ConnectAsync(_serverAddress, _serverPort); @@ -23,139 +49,544 @@ namespace Subsystems if (state.Result) { Debug.Log("Connected to server."); + + // Re-attach to the prior lobby if we had one. Server-side + // HandleReconnectAsync will replay missed events and ack + // with a ReconnectResponse carrying the snapshot. + if (!string.IsNullOrEmpty(rejoinLobbyId)) + { + Debug.Log($"Re-associating with lobby {rejoinLobbyId} after reconnect."); + _gameClient.Reconnect(rejoinLobbyId); + } break; } - else + retries++; + if (retries >= 10) { - Debug.Log("Failed to connect to server"); + Debug.LogError("Failed to connect after 10 attempts. Giving up."); + break; } - await Task.Delay(5000); + Debug.Log($"Failed to connect (attempt {retries}). Retrying in {delayMs / 1000}s..."); + await Task.Delay(delayMs); + delayMs = Mathf.Min(delayMs * 2, 30000); } } - public GameManager_Network(GameClient gameClient) - { - _gameClient = gameClient; - RegisterEventHandlers(); - } + public void RegisterEventHandlers() { - _gameClient.OnConnected += OnConnected; + _gameClient.OnConnected += OnConnected; _gameClient.OnDisconnected += OnDisconnected; - _gameClient.OnError += OnError; - _gameClient.OnMessage += OnMessage; - _gameClient.OnGameEvent += OnGameEvent; + _gameClient.OnError += OnError; + _gameClient.OnMessage += OnMessage; + _gameClient.OnGameEvent += OnGameEvent; } + private void OnConnected() { Debug.Log("Successfully connected to the server."); + // Tear the reconnect overlay down once the socket is healthy. + // No-op if it wasn't shown. + _manager?.uiSubsystem?.HideReconnecting(); } + + private void OnError(string e) => Debug.LogError($"Network error: {e}"); + private void OnDisconnected(string reason) { - Debug.Log($"Host disconnected due to {reason}"); + Debug.Log($"Disconnected: {reason}"); + // Show the reconnect overlay only if the user is mid-game; we + // don't want it flashing during a clean shutdown ("Disposed") or + // before a real game has started. + if (reason != "Disposed" && State.Phase != GamePhase.Lobby) + _manager?.uiSubsystem?.ShowReconnecting(); + + if (reason != "Disposed" && _manager != null) + _manager.StartCoroutine(ReconnectAfterDelay(3f)); } - private void OnError(string error) + + private IEnumerator ReconnectAfterDelay(float seconds) { - Debug.LogError($"Network error: {error}"); + yield return new UnityEngine.WaitForSeconds(seconds); + Debug.Log("Attempting to reconnect..."); + OpenConnection(); } + private void OnMessage(Message message) { switch (message.Type) { - case "GameEvent": - OnGameEvent(message as GameEvent); - break; case "CreateLobbyResponse": - Debug.Log("Received CreateLobbyResponse message"); HandleCreateLobbyResponse(message as CreateLobbyResponse); break; case "JoinLobbyResponse": - Debug.Log("Received JoinLobbyResponse message"); HandleJoinLobbyResponse(message as JoinLobbyResponse); break; + case "PositionBroadcast": + HandlePositionBroadcast(message as PositionBroadcast); + break; + case "Error": + HandleErrorMessage(message as ErrorMessage); + break; case "Ack": - Debug.Log("Received Ack message"); + case "GameEvent": break; default: Debug.Log("Received message of type: " + message.Type); break; } } + + /// + /// P9 defensive path: if the server tells us NOT_IN_LOBBY but we still + /// believe we have a lobby (LobbyId preserved across the transient + /// disconnect), the lobby association on the server's side of the new + /// connection is missing - typically a race between OpenConnection's + /// Reconnect call and an in-flight action message that beat it. Retry + /// the Reconnect; if the second attempt also bounces, the lobby really + /// is gone and we'll surface the error to the user. + /// + private void HandleErrorMessage(ErrorMessage err) + { + if (err == null) return; + Debug.Log($"Server error: code={err.ErrorCode} text={err.ErrorText}"); + + if (err.ErrorCode == "NOT_IN_LOBBY" && !string.IsNullOrEmpty(_gameClient.LobbyId)) + { + Debug.Log($"NOT_IN_LOBBY but we still have LobbyId={_gameClient.LobbyId}; resending Reconnect."); + _gameClient.Reconnect(_gameClient.LobbyId); + } + } + private void OnGameEvent(GameEvent gameEvent) { + // Always sync player list from lobby state after any event + SyncPlayersFromLobby(); + switch (gameEvent.EventType) { case "PlayerJoined": - Debug.Log($"Player {gameEvent.GetPayload().DisplayName} joined"); - break; case "PlayerLeft": - Debug.Log($"Player {gameEvent.GetPayload()} left"); + case "HostChanged": + _manager?.uiSubsystem?.NotifyLobbyChanged(); break; + case "GameStarting": - Debug.Log("Game is starting!"); - break; - case "GameStarted": - Debug.Log("Game started"); + State.Phase = GamePhase.Loading; + HandleGameStarting(); break; + case "MapDataReady": - Debug.Log("Map data ready"); + HandleMapDataReady(); break; - case "PlayerMapDataReceived": - Debug.Log("Player map data recieved"); + + case "GameStarted": + State.Phase = GamePhase.Playing; break; + + case "RoleAssigned": + HandleRoleAssigned(gameEvent); + break; + + case "TaskCompleted": + HandleTaskCompleted(gameEvent); + break; + + case "PlayerKilled": + HandlePlayerKilled(gameEvent); + break; + + case "BodyReported": + case "EmergencyMeetingCalled": + Toast("Meeting called! Head to the meeting point."); + break; + + case "MeetingStarted": + HandleMeetingStarted(gameEvent); + break; + + case "PlayerArrivedAtMeeting": + HandlePlayerArrivedAtMeeting(gameEvent); + break; + + case "PlayerVoted": + HandlePlayerVoted(gameEvent); + break; + + case "VotingClosed": + HandleVotingClosed(gameEvent); + break; + + case "GameEnded": + HandleGameEnded(gameEvent); + break; + + case "ReturnedToLobby": + HandleReturnedToLobby(); + break; + + case "SabotageStarted": + HandleSabotageStarted(gameEvent); + break; + + case "RepairStarted": + HandleRepairStarted(gameEvent); + break; + + case "RepairStopped": + HandleRepairStopped(gameEvent); + break; + + case "SabotageRepaired": + case "SabotageMeltdown": + case "SabotageExpired": + State.ActiveSabotage = null; + State.ActiveRepairs.Clear(); + _manager?.uiSubsystem?.HideSabotageTimer(); + _manager?.mapSubsystem?.ClearSabotageMarkers(); + break; + + case "TaskStarted": + // Server now broadcasts when a player begins a task. Phase 1 + // only acks; Phase 2/3 will surface this to other players. + break; + case "MapDataError": - Debug.Log("Received MapData server error"); + HandleMapDataError(gameEvent); break; + default: - Debug.Log("Received GameEvent of type: " + gameEvent.EventType); + Debug.Log("GameEvent: " + gameEvent.EventType); break; } } + + // ── Lobby responses ─────────────────────────────────────────────────── + private void HandleCreateLobbyResponse(CreateLobbyResponse message) { + if (message == null) return; if (message.Success) { - Debug.Log("Lobby created successfully. Join Code: " + message.JoinCode + ", Lobby ID: " + message.LobbyId); + Debug.Log($"Lobby created. Code: {message.JoinCode}"); + // P13b: snapshot the server's authoritative settings into + // GameState so HUD / proximity code can read distances and + // cooldowns from a single source of truth instead of hardcodes. + State.Settings = _gameClient.CurrentLobbyState?.Settings; + SceneManager.LoadScene("create", LoadSceneMode.Single); + _manager?.uiSubsystem?.NotifyLobbyChanged(); } else { Debug.LogError("Failed to create lobby: " + message.Error); } } + private void HandleJoinLobbyResponse(JoinLobbyResponse message) { + if (message == null) return; if (message.Success) { - Debug.Log("Lobby created successfully." + ", Lobby ID: " + message.LobbyId); + Debug.Log($"Joined lobby: {message.LobbyId}"); + // P13b: same settings snapshot path as host. Joiners read the + // server's snapshot taken at lobby creation; they cannot edit. + State.Settings = _gameClient.CurrentLobbyState?.Settings; + // Unified lobby: both host and joiners land on create.unity. + // LobbyDisplayUI handles the role split internally (start + // button for host, waiting text for joiners). + SceneManager.LoadScene("create", LoadSceneMode.Single); + _manager?.uiSubsystem?.NotifyLobbyChanged(); } else { - Debug.LogError("Failed to create lobby: " + message.Error); + Debug.LogError("Failed to join lobby: " + message.Error); } } - public void CrateLobby(double lat, double lon) + + // ── Game flow ───────────────────────────────────────────────────────── + + private void HandleGameStarting() { - _gameClient.CreateLobby(new Position(lat, lon)); + _pendingMapBuild = false; + // Reset per-game state + State.MyRole = null; + State.IsDead = false; + State.MyTasks = new List(); + State.MyCompletedTaskIds = new HashSet(); + State.TotalCompleted = 0; + State.TotalRequired = 0; + State.ActiveMeeting = null; + State.LastVoteResult = null; + State.VotedPlayerIds = new HashSet(); + State.ActiveSabotage = null; + State.GameEndData = null; + State.KillCooldownRemaining = 0; + SceneManager.LoadScene("Client", LoadSceneMode.Single); } + + private void HandleMapDataReady() + { + _pendingMapBuild = true; + TryBuildMapAndMarkers(); + } + + public void OnClientSceneReady() + { + TryBuildMapAndMarkers(); + } + + private void TryBuildMapAndMarkers() + { + if (!_pendingMapBuild) return; + if (_manager?.mapSubsystem == null || !_manager.mapSubsystem.IsSceneReady) return; + if (_gameClient?.CurrentLobbyState?.MapData == null) return; + + _manager.mapSubsystem.BuildMap(); + _manager.mapSubsystem.CreateTaskMarkers(_gameClient.MyTasks); + _pendingMapBuild = false; + Debug.Log("[Network] Map built."); + } + + private void HandleRoleAssigned(GameEvent evt) + { + var payload = evt.GetPayload(); + if (payload == null || payload.ClientUuid != _gameClient.ClientUuid) return; + + State.MyRole = payload.Role; + State.MyTasks = payload.Tasks ?? new List(); + State.MyCompletedTaskIds.Clear(); + + Debug.Log($"Role: {payload.Role}, Tasks: {State.MyTasks.Count}"); + _manager?.taskSubsystem?.Initialize(State.MyTasks); + } + + private void HandleTaskCompleted(GameEvent evt) + { + var payload = evt.GetPayload(); + if (payload == null) return; + + // Track if it's our task + if (payload.ClientUuid == _gameClient.ClientUuid) + State.MyCompletedTaskIds.Add(payload.TaskId); + + State.TotalCompleted = payload.TotalCompleted; + State.TotalRequired = payload.TotalTasks; + + _manager?.uiSubsystem?.UpdateTaskProgress(payload.TotalCompleted, payload.TotalTasks); + _manager?.mapSubsystem?.RemoveTaskMarker(payload.TaskId); + } + + private void HandlePlayerKilled(GameEvent evt) + { + var payload = evt.GetPayload(); + if (payload == null) return; + + _manager?.mapSubsystem?.CreateBodyMarker(payload.BodyId, payload.Location); + + if (payload.VictimId == _gameClient.ClientUuid) + { + State.IsDead = true; + _manager?.uiSubsystem?.OnLocalPlayerDied(); + } + + // Update player state in our list + var p = State.Players.Find(x => x.ClientUuid == payload.VictimId); + if (p != null) p.State = PlayerState.Dead; + } + + private void HandleMeetingStarted(GameEvent evt) + { + var payload = evt.GetPayload(); + if (payload == null) return; + + State.Phase = GamePhase.Meeting; + State.ActiveMeeting = payload; + State.VotedPlayerIds = new HashSet(); + State.ArrivedPlayerIds = new HashSet(); + State.VoterTargets = new Dictionary(); + State.VoteTallies = new Dictionary(); + State.MyVoteTarget = null; + State.LastVoteResult = null; + + SyncPlayersFromLobby(); + _manager?.uiSubsystem?.ShowMeetingPanel(State.Players, payload); + } + + private void HandlePlayerArrivedAtMeeting(GameEvent evt) + { + var payload = evt.GetPayload(); + if (payload == null) return; + State.ArrivedPlayerIds.Add(payload.ClientUuid); + } + + private void HandlePlayerVoted(GameEvent evt) + { + var payload = evt.GetPayload(); + if (payload == null) return; + + // Server allows vote changes within a 2s rate limit, so we always + // overwrite the voter's previous target rather than appending. + string target = payload.TargetId ?? GameState.VoteSkip; + + State.VotedPlayerIds.Add(payload.VoterId); + State.VoterTargets[payload.VoterId] = target; + RecomputeVoteTallies(); + + if (payload.VoterId == _gameClient.ClientUuid) + State.MyVoteTarget = target; + } + + private void RecomputeVoteTallies() + { + State.VoteTallies.Clear(); + foreach (var t in State.VoterTargets.Values) + { + if (string.IsNullOrEmpty(t)) continue; + State.VoteTallies.TryGetValue(t, out var count); + State.VoteTallies[t] = count + 1; + } + } + + private void HandleVotingClosed(GameEvent evt) + { + var payload = evt.GetPayload(); + if (payload == null) return; + + State.Phase = GamePhase.Playing; + State.ActiveMeeting = null; + State.LastVoteResult = payload; + + // Mark ejected player dead in our list + if (!string.IsNullOrEmpty(payload.EjectedPlayerId)) + { + var p = State.Players.Find(x => x.ClientUuid == payload.EjectedPlayerId); + if (p != null) p.State = PlayerState.Dead; + } + + _manager?.uiSubsystem?.ShowVoteResult(payload, State.Players); + _manager?.mapSubsystem?.ClearBodyMarkers(); + } + + private void HandleGameEnded(GameEvent evt) + { + var payload = evt.GetPayload(); + if (payload == null) return; + + State.Phase = GamePhase.Ended; + State.GameEndData = payload; + + // If the round ended while the meeting/vote-result overlay was + // still up (e.g. ejection won the game outright), the auto-close + // coroutine would otherwise fire 5s later and tear down the + // meeting panel while the GameEndPanel sits on top - leaving a + // glimpse of the dead overlay during the transition. + _manager?.uiSubsystem?.HideMeetingPanel(); + _manager?.uiSubsystem?.ShowGameEndPanel(payload, _gameClient.ClientUuid); + } + + private void HandleReturnedToLobby() + { + State.Phase = GamePhase.Lobby; + _manager?.uiSubsystem?.HideMeetingPanel(); + // Bodies survive the scene reload because the marker GameObjects are + // parented under MapCenterPoint (which lives in the persistent + // Client.unity scene). Without this clear, returning to lobby and + // starting a new round leaves stale corpses on the map of the new + // round. Server already cleared its `_bodies` set in + // ProcessReturnToLobby; this is the client-side mirror that was + // missing in HandleVotingClosed's symmetry. + _manager?.mapSubsystem?.ClearBodyMarkers(); + _manager?.mapSubsystem?.ClearSabotageMarkers(); + // Unified lobby: regardless of role, return to create.unity. + SceneManager.LoadScene("create", LoadSceneMode.Single); + } + + private void HandleSabotageStarted(GameEvent evt) + { + var payload = evt.GetPayload(); + if (payload == null) return; + + State.ActiveSabotage = payload; + State.ActiveRepairs.Clear(); + + _manager?.mapSubsystem?.CreateSabotageMarkers(payload.RepairStations); + if (payload.Type == SabotageType.CriticalMeltdown && payload.Deadline.HasValue) + _manager?.uiSubsystem?.ShowSabotageTimer(payload.Deadline.Value); + if (payload.Type == SabotageType.CommsBlackout) + _manager?.uiSubsystem?.SetCommsBlackout(true); + } + + private void HandleRepairStarted(GameEvent evt) + { + var payload = evt.GetPayload(); + if (payload == null || string.IsNullOrEmpty(payload.StationId)) return; + State.ActiveRepairs.Add(payload.StationId); + } + + private void HandleRepairStopped(GameEvent evt) + { + // A player abandoned a repair station mid-fix. The station is no + // longer counted as active for the simultaneous-repair coaching; + // the marker stays on the map until the sabotage resolves. + var payload = evt.GetPayload(); + if (payload != null && !string.IsNullOrEmpty(payload.StationId)) + State.ActiveRepairs.Remove(payload.StationId); + } + + private void HandleMapDataError(GameEvent evt) + { + // Server failed to fetch Overpass data. Without this the loading + // screen would hang forever. Drop back to lobby and surface the + // failure so the player can re-host or try a different center. + Debug.LogError("[Network] Server could not generate map data."); + State.Phase = GamePhase.Lobby; + _manager?.uiSubsystem?.ShowToast("Map fetch failed. Returning to lobby."); + LeaveLobby(); + } + + private void HandlePositionBroadcast(PositionBroadcast broadcast) + { + if (broadcast == null) return; + _manager?.mapSubsystem?.UpdatePlayerAvatars(_gameClient.PlayerPositions, _gameClient.ClientUuid); + } + + // ── Helpers ─────────────────────────────────────────────────────────── + + private void SyncPlayersFromLobby() + { + var lobby = _gameClient.CurrentLobbyState; + if (lobby?.Players != null) + State.Players = lobby.Players; + } + + private void Toast(string message) + { + State.ToastMessage = message; + State.ToastExpiry = UnityEngine.Time.time + 4f; + } + + // ── Send helpers ────────────────────────────────────────────────────── + + public void CreateLobby(double lat, double lon, double radius = 500, int impostorCount = 1, int taskCount = 5, GameSettingsOverrides settings = null) + { + _gameClient.CreateLobby(new Position(lat, lon), impostorCount, taskCount, null, radius, settings); + } + public void JoinLobby(string joinCode) { - try - { - _gameClient.JoinLobby(joinCode); - } - catch (System.Exception ex) - { - Debug.LogError("Error joining lobby: " + ex.Message); - } + try { _gameClient.JoinLobby(joinCode); } + catch (System.Exception ex) { Debug.LogError("JoinLobby error: " + ex.Message); } } + public void LeaveLobby() { - _gameClient.Disconnect(); - Application.Quit(); + _gameClient.LeaveLobby(); + State.Phase = GamePhase.Lobby; + SceneManager.LoadScene(_manager?.firstMenuScene ?? "main menu asi idk lol", LoadSceneMode.Single); } + public void StartGame() { _gameClient.StartGame(); - } } } diff --git a/Assets/GameManager/GameManager_Tasks.cs b/Assets/GameManager/GameManager_Tasks.cs new file mode 100644 index 0000000..d646f6e --- /dev/null +++ b/Assets/GameManager/GameManager_Tasks.cs @@ -0,0 +1,328 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; +using GeoSus.Client; + +namespace Subsystems +{ + /// + /// Round-robin task-to-minigame assignment, proximity detection, additive scene launch. + /// + public class GameManager_Tasks + { + private class TaskEntry + { + public GeoSus.Client.GameTask ServerTask; + public string MinigameScene; + public bool Completed; + } + + private GameClient _gameClient; + private string[] _minigameScenes; + private MonoBehaviour _host; // GameManager MonoBehaviour for coroutines + private List _tasks = new List(); + private bool _minigameOpen; + private string _loadedMinigameScene; + private Camera _hostCameraSuspended; + private GameObject _hostInGameHudHidden; + + // Proximity state (checked every frame in UpdateProximity) + public GeoSus.Client.GameTask NearbyTask { get; private set; } + + // P13b: per-check distances pulled from the server-snapshotted lobby + // settings (null-fallback to 5m matches the old hardcoded behavior). + // Different actions use different fields so a host can tune e.g. a + // long-range "spotter" task radius without also widening kill range. + private const float ProximityRadiusFallback = 5f; + + public GameManager_Tasks(GameClient gameClient, string[] minigameScenes, MonoBehaviour host) + { + _gameClient = gameClient; + _minigameScenes = minigameScenes ?? new string[0]; + _host = host; + } + + /// Called by Network subsystem when RoleAssigned fires. + public void Initialize(List serverTasks) + { + _tasks.Clear(); + if (_minigameScenes.Length == 0) return; + + for (int i = 0; i < serverTasks.Count; i++) + { + _tasks.Add(new TaskEntry + { + ServerTask = serverTasks[i], + MinigameScene = _minigameScenes[i % _minigameScenes.Length], + Completed = false + }); + } + + // Create map markers + GameManager.Instance?.mapSubsystem?.CreateTaskMarkers(serverTasks); + Debug.Log($"[Tasks] Initialized {_tasks.Count} tasks."); + } + + /// Called every frame from GameManager.Update(). + public void UpdateProximity() + { + if (_minigameOpen) return; + + // P13b: distances now come from the per-lobby settings snapshot + // instead of one hardcoded 5m radius for everything. ?? fallback + // matches the old behavior when running against an old server. + var state = GameManager.Instance?.networkSubsystem?.State; + var settings = state?.Settings; + double taskDist = settings?.TaskStartDistanceM ?? ProximityRadiusFallback; + double reportDist = settings?.ReportDistanceM ?? ProximityRadiusFallback; + double emergencyDist = settings?.EmergencyMeetingCallRadiusM?? ProximityRadiusFallback; + double killDist = settings?.KillDistanceM ?? ProximityRadiusFallback; + + NearbyTask = null; + var myPos = _gameClient.MyPosition; + if (myPos.Lat == 0 && myPos.Lon == 0) return; + + foreach (var entry in _tasks) + { + if (entry.Completed) continue; + double dist = myPos.DistanceTo(entry.ServerTask.Location); + if (dist <= taskDist) + { + NearbyTask = entry.ServerTask; + break; + } + } + + // Drive the action button in UI + var ui = GameManager.Instance?.uiSubsystem; + if (ui == null || ui.IsPlayerDead) return; + + bool isImpostor = _gameClient.MyRole == GeoSus.Client.PlayerRole.Impostor; + + if (!isImpostor && NearbyTask != null) + { + ui.SetActionButton("USE", true, () => GameManager.Instance?.PerformAction()); + return; + } + + // Check body proximity + if (!ui.IsCommsBlackout) + { + var body = _gameClient.FindNearbyBody(reportDist); + if (body != null) + { + ui.SetActionButton("REPORT", true, () => GameManager.Instance?.PerformAction()); + return; + } + + // Emergency meeting proximity + if (_gameClient.CurrentLobbyState?.MapData != null) + { + double dist = myPos.DistanceTo(_gameClient.CurrentLobbyState.MapData.Center); + if (dist <= emergencyDist) + { + ui.SetActionButton("EMERGENCY", true, () => GameManager.Instance?.PerformAction()); + return; + } + } + } + + // Impostor kill + if (isImpostor) + { + var target = _gameClient.FindNearbyPlayer(killDist); + if (!string.IsNullOrEmpty(target)) + { + ui.SetActionButton("KILL", true, () => GameManager.Instance?.PerformAction()); + // Hide sabotage menu while a kill is on offer (cleaner HUD). + ui.SetSabotageMenuVisible(false); + return; + } + } + + // Nothing nearby + ui.SetActionButton("", false); + + // P13g: persistent sabotage menu for impostors when no proximity + // action is on offer. Hidden when state isn't suitable - dead, + // not-impostor, in meeting, sabotage already active, or comms + // blackout (the impostor's own sabotage triggers a UI lock). + bool inPlayingPhase = state != null && state.Phase == GeoSus.Client.GamePhase.Playing; + bool sabotageActive = state?.ActiveSabotage != null; + bool showSabMenu = isImpostor && !ui.IsPlayerDead && inPlayingPhase && + !sabotageActive && !ui.IsCommsBlackout; + ui.SetSabotageMenuVisible(showSabMenu); + } + + /// Called externally (e.g., GameManager.PerformAction) to launch the nearby task. + public void TriggerNearbyTask() + { + OnUsePressed(); + } + + private void OnUsePressed() + { + if (NearbyTask == null || _minigameOpen) return; + var entry = _tasks.Find(t => t.ServerTask.TaskId == NearbyTask.TaskId); + if (entry != null) _host.StartCoroutine(LaunchMinigame(entry)); + } + + private IEnumerator LaunchMinigame(TaskEntry entry) + { + _minigameOpen = true; + Debug.Log($"[Tasks] Launching minigame '{entry.MinigameScene}' for task '{entry.ServerTask.Name}'"); + + // Validate that the scene name resolves to a build-included scene. + // LoadSceneAsync silently returns null when the scene name doesn't + // match (case-sensitive) or isn't in EditorBuildSettings, which + // leaves the action button looking dead from the player's POV. + if (string.IsNullOrEmpty(entry.MinigameScene) || + !Application.CanStreamedLevelBeLoaded(entry.MinigameScene)) + { + Debug.LogError($"[Tasks] Minigame scene '{entry.MinigameScene}' is not loadable. " + + $"Check the scene name (case-sensitive) and that it's enabled in Build Settings."); + GameManager.Instance?.uiSubsystem?.ShowToast( + $"Task scene missing: {entry.MinigameScene}"); + _minigameOpen = false; + yield break; + } + + // Inform server that task started + _gameClient.Send(new TaskStart { TaskId = entry.ServerTask.TaskId }); + + // Disable the host scene's main camera while the minigame is up. + // With both cameras enabled the minigame's UI/3D content would + // fight the host's map camera for screen space, and what gets + // drawn depends on Camera.depth which isn't guaranteed across + // scenes. Restored in FinishMinigame. + _hostCameraSuspended = Camera.main; + if (_hostCameraSuspended != null) _hostCameraSuspended.enabled = false; + + // Hide the persistent InGame HUD canvas (if present). It lives + // in Client.unity and renders Screen Space - Overlay so it would + // otherwise stack on top of the minigame's UI regardless of + // which scene is active. SetActive(false) is reversible. + _hostInGameHudHidden = GameObject.Find("InGame"); + if (_hostInGameHudHidden != null && _hostInGameHudHidden.activeSelf) + _hostInGameHudHidden.SetActive(false); + else + _hostInGameHudHidden = null; // nothing to restore + + var op = SceneManager.LoadSceneAsync(entry.MinigameScene, LoadSceneMode.Additive); + if (op == null) + { + Debug.LogError($"[Tasks] LoadSceneAsync returned null for '{entry.MinigameScene}'."); + GameManager.Instance?.uiSubsystem?.ShowToast( + $"Task scene failed to load: {entry.MinigameScene}"); + if (_hostCameraSuspended != null) { _hostCameraSuspended.enabled = true; _hostCameraSuspended = null; } + _minigameOpen = false; + yield break; + } + yield return op; + + _loadedMinigameScene = entry.MinigameScene; + + // CRITICAL: switch the active scene to the loaded minigame. + // LoadSceneMode.Additive stacks scenes without changing which one + // is "active" - and an inactive scene's RenderSettings, ambient + // light, and skybox don't drive rendering. The host (Client.unity) + // remains active and its lighting context still applies, which + // is the root cause of "task opens to white screen": the + // minigame's content loads but its visuals don't take over. + // Without SetActiveScene, even minigames that ARE wired up + // correctly render against the host's lighting and look broken. + Scene scene = SceneManager.GetSceneByName(entry.MinigameScene); + if (scene.IsValid()) SceneManager.SetActiveScene(scene); + + // Diagnostic: count cameras / canvases / lights in the loaded + // scene. If the white screen persists after this fix, the + // numbers tell us whether the scene is missing rendering bits + // (camera=0, canvas=0) or if the issue is elsewhere. + int camCount = 0, canvasCount = 0, lightCount = 0; + foreach (var root in scene.GetRootGameObjects()) + { + camCount += root.GetComponentsInChildren(true).Length; + canvasCount += root.GetComponentsInChildren(true).Length; + lightCount += root.GetComponentsInChildren(true).Length; + } + Debug.Log($"[Tasks] Loaded '{entry.MinigameScene}': cameras={camCount}, " + + $"canvases={canvasCount}, lights={lightCount}, " + + $"activeScene={SceneManager.GetActiveScene().name}"); + + // Find the ITask component in the newly loaded scene + ITask taskComponent = null; + foreach (var root in scene.GetRootGameObjects()) + { + taskComponent = root.GetComponentInChildren(); + if (taskComponent != null) break; + } + + if (taskComponent == null) + { + Debug.LogWarning($"[Tasks] No ITask found in '{entry.MinigameScene}'. " + + $"Either the minigame's controller script isn't attached to a GameObject in the scene, " + + $"or the script doesn't implement ITask. Auto-completing."); + yield return FinishMinigame(entry, true); + yield break; + } + + // Set task metadata + taskComponent.TaskID = entry.ServerTask.TaskId; + taskComponent.TaskName = entry.ServerTask.Name; + taskComponent.TaskLocation = (entry.ServerTask.Location.Lat, entry.ServerTask.Location.Lon); + + bool done = false; + taskComponent.Initialize(t => { done = true; }); + + // Wait for completion or exit + yield return new WaitUntil(() => done); + + yield return FinishMinigame(entry, done); + } + + private IEnumerator FinishMinigame(TaskEntry entry, bool completed) + { + if (completed) + { + entry.Completed = true; + _gameClient.CompleteTask(entry.ServerTask.TaskId); + Debug.Log($"[Tasks] Task '{entry.ServerTask.Name}' completed."); + } + else + { + Debug.Log($"[Tasks] Task '{entry.ServerTask.Name}' exited without completion."); + } + + // Unload minigame scene. Switch the active scene back to the + // host BEFORE the unload so we don't end up with no active + // scene mid-frame (Unity will complain and lighting flickers). + if (!string.IsNullOrEmpty(_loadedMinigameScene)) + { + var hostScene = SceneManager.GetSceneByName("Client"); + if (hostScene.IsValid()) SceneManager.SetActiveScene(hostScene); + + var unload = SceneManager.UnloadSceneAsync(_loadedMinigameScene); + yield return unload; + _loadedMinigameScene = null; + } + + // Re-enable the host camera that was suspended during the minigame. + if (_hostCameraSuspended != null) + { + _hostCameraSuspended.enabled = true; + _hostCameraSuspended = null; + } + + // Re-show the InGame HUD canvas hidden at minigame entry. + if (_hostInGameHudHidden != null) + { + _hostInGameHudHidden.SetActive(true); + _hostInGameHudHidden = null; + } + + _minigameOpen = false; + } + } +} diff --git a/Assets/GameManager/GameManager_Tasks.cs.meta b/Assets/GameManager/GameManager_Tasks.cs.meta new file mode 100644 index 0000000..f80d734 --- /dev/null +++ b/Assets/GameManager/GameManager_Tasks.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 27a123dbda9eef8ba4815c0c0d30b6fb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GameManager/GameManager_UI.cs b/Assets/GameManager/GameManager_UI.cs index ddc1d65..edda9c6 100644 --- a/Assets/GameManager/GameManager_UI.cs +++ b/Assets/GameManager/GameManager_UI.cs @@ -1,71 +1,934 @@ using UnityEngine; +using UnityEngine.UI; using Subsystems; using GeoSus.Client; -using System.ComponentModel; -using System.Threading; +using System.Collections.Generic; +using System; +using System.Linq; +using TMPro; namespace Subsystems { + /// + /// Reads from GameManager_Network.State (the authoritative GameState) and drives + /// all in-game canvas panels. No business logic lives here. + /// public class GameManager_UI { private GameClient _gameClient; - private Canvas _CreateJoinLobby; - private Canvas _InLobby; - private Canvas _LoadingScreen; - private Canvas _GameScreen; - public GameManager_UI(GameClient gameClient, Canvas CreateJoinLobby, Canvas InLobby, Canvas LoadingScreen, Canvas GameScreen) + private GameState _state => GameManager.Instance?.networkSubsystem?.State; + + // ── Canvas refs (wired by BindClientScene from Client.unity) ────────── + public Canvas ClientCreateJoinLobby; + public Canvas ClientInLobby; + public Canvas ClientLoadingScreen; + public Canvas ClientGameScreen; + + // ── HUD element refs (resolved once in BindClientScene) ─────────────── + private TMP_Text _roleText; + private TMP_Text _taskListText; + private TMP_Text _taskProgressText; + private Button _actionButton; + private TMP_Text _actionButtonText; + private TMP_Text _killCooldownText; + private GameObject _sabotagePanel; + private TMP_Text _sabotageTimerText; + private GameObject _meetingPanel; + private TMP_Text _meetingHeader; + private TMP_Text _meetingPhaseLabel; + private TMP_Text _meetingPhaseCountdown; + private Image _meetingPhaseProgressBar; + private TMP_Text _myVoteIndicator; + private GameObject _meetingScrollGO; + private Transform _meetingScrollContent; + private TMP_Text _meetingFallbackText; + private GameObject _voteResultPanel; + private TMP_Text _voteResultText; + private Button _skipButton; + private GameObject _gameEndPanel; + private TMP_Text _gameEndText; + private RectTransform _returnToLobbyBtn; + private TMP_Text _toastText; + private GameObject _toastGO; + private GameObject _reconnectOverlay; + + // ── Internal state ──────────────────────────────────────────────────── + private bool _isDead; + private bool _commsBlackout; + private DateTime _sabotageMeltdownDeadline; + private bool _sabotageTimerActive; + private volatile bool _lobbyDirty; + + // Meeting vote-row references rebuilt each meeting + private readonly List _voteRows = new List(); + private string _pendingVoteResultDisplay; // shown after voting + private Coroutine _meetingCloseCoroutine; // tracked so phase changes can cancel it + + public GameManager_UI(GameClient gameClient) { _gameClient = gameClient; } + + public void NotifyLobbyChanged() => _lobbyDirty = true; + public bool IsCommsBlackout => _commsBlackout; + public bool IsPlayerDead => _isDead; + + // ── Scene binding ───────────────────────────────────────────────────── + + public void BindClientScene(Canvas createJoin, Canvas inLobby, Canvas loading, Canvas game) { - _gameClient = gameClient; - _CreateJoinLobby = CreateJoinLobby; - _LoadingScreen = LoadingScreen; - _GameScreen = GameScreen; - _InLobby = InLobby; - _CreateJoinLobby.enabled = true; - _InLobby.enabled = false; - _GameScreen.enabled = false; - _LoadingScreen.enabled = false; + ClientCreateJoinLobby = createJoin; + ClientInLobby = inLobby; + ClientLoadingScreen = loading; + ClientGameScreen = game; + + foreach (var c in new[] { createJoin, inLobby, loading, game }) + EnsureCanvasReady(c); + + if (createJoin) createJoin.gameObject.SetActive(false); + if (inLobby) inLobby.gameObject.SetActive(false); + if (loading) loading.gameObject.SetActive(false); + if (game) game.gameObject.SetActive(false); + + if (game == null) return; + var t = game.transform; + + _roleText = FindTMP(t, "Role"); + _taskListText = FindTMP(t, "TaskList"); + _taskProgressText = FindTMP(t, "TaskProgress"); + _killCooldownText = FindTMP(t, "KillCooldown"); + _sabotageTimerText = FindTMP(t, "SabotageTimer"); + _gameEndText = FindTMP(t, "GameEndText"); + _toastText = FindTMP(t, "Toast"); + _meetingHeader = FindTMP(t, "MeetingHeader"); + _meetingPhaseLabel = FindTMP(t, "MeetingPhaseLabel"); + _meetingPhaseCountdown = FindTMP(t, "MeetingPhaseCountdown"); + _myVoteIndicator = FindTMP(t, "MyVoteIndicator"); + _meetingFallbackText = FindTMP(t, "MeetingPlayerList"); + _voteResultText = FindTMP(t, "VoteResult"); + _meetingScrollContent = FindTransform(t, "MeetingContent"); + _meetingScrollGO = FindTransformGO(t, "_MeetingScroll"); + + var progressBarGO = FindTransformGO(t, "MeetingPhaseProgressBar"); + if (progressBarGO != null) _meetingPhaseProgressBar = progressBarGO.GetComponent(); + + var skipGO = FindTransformGO(t, "SkipButton"); + if (skipGO != null) _skipButton = skipGO.GetComponent