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diff --git a/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/.cmake/api/v1/query/client-agp/codemodel-v2 b/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/.cmake/api/v1/query/client-agp/codemodel-v2
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diff --git a/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/.cmake/api/v1/reply/cache-v2-96fe8a0fe12909ee3fe6.json b/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/.cmake/api/v1/reply/cache-v2-96fe8a0fe12909ee3fe6.json
new file mode 100644
index 0000000..cd8a1f3
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+
+#if defined(__CRAYXT_COMPUTE_LINUX_TARGET)
+char const *info_cray = "INFO" ":" "compiler_wrapper[CrayPrgEnv]";
+#endif
+
+#define STRINGIFY_HELPER(X) #X
+#define STRINGIFY(X) STRINGIFY_HELPER(X)
+
+/* Identify known platforms by name. */
+#if defined(__linux) || defined(__linux__) || defined(linux)
+# define PLATFORM_ID "Linux"
+
+#elif defined(__MSYS__)
+# define PLATFORM_ID "MSYS"
+
+#elif defined(__CYGWIN__)
+# define PLATFORM_ID "Cygwin"
+
+#elif defined(__MINGW32__)
+# define PLATFORM_ID "MinGW"
+
+#elif defined(__APPLE__)
+# define PLATFORM_ID "Darwin"
+
+#elif defined(_WIN32) || defined(__WIN32__) || defined(WIN32)
+# define PLATFORM_ID "Windows"
+
+#elif defined(__FreeBSD__) || defined(__FreeBSD)
+# define PLATFORM_ID "FreeBSD"
+
+#elif defined(__NetBSD__) || defined(__NetBSD)
+# define PLATFORM_ID "NetBSD"
+
+#elif defined(__OpenBSD__) || defined(__OPENBSD)
+# define PLATFORM_ID "OpenBSD"
+
+#elif defined(__sun) || defined(sun)
+# define PLATFORM_ID "SunOS"
+
+#elif defined(_AIX) || defined(__AIX) || defined(__AIX__) || defined(__aix) || defined(__aix__)
+# define PLATFORM_ID "AIX"
+
+#elif defined(__hpux) || defined(__hpux__)
+# define PLATFORM_ID "HP-UX"
+
+#elif defined(__HAIKU__)
+# define PLATFORM_ID "Haiku"
+
+#elif defined(__BeOS) || defined(__BEOS__) || defined(_BEOS)
+# define PLATFORM_ID "BeOS"
+
+#elif defined(__QNX__) || defined(__QNXNTO__)
+# define PLATFORM_ID "QNX"
+
+#elif defined(__tru64) || defined(_tru64) || defined(__TRU64__)
+# define PLATFORM_ID "Tru64"
+
+#elif defined(__riscos) || defined(__riscos__)
+# define PLATFORM_ID "RISCos"
+
+#elif defined(__sinix) || defined(__sinix__) || defined(__SINIX__)
+# define PLATFORM_ID "SINIX"
+
+#elif defined(__UNIX_SV__)
+# define PLATFORM_ID "UNIX_SV"
+
+#elif defined(__bsdos__)
+# define PLATFORM_ID "BSDOS"
+
+#elif defined(_MPRAS) || defined(MPRAS)
+# define PLATFORM_ID "MP-RAS"
+
+#elif defined(__osf) || defined(__osf__)
+# define PLATFORM_ID "OSF1"
+
+#elif defined(_SCO_SV) || defined(SCO_SV) || defined(sco_sv)
+# define PLATFORM_ID "SCO_SV"
+
+#elif defined(__ultrix) || defined(__ultrix__) || defined(_ULTRIX)
+# define PLATFORM_ID "ULTRIX"
+
+#elif defined(__XENIX__) || defined(_XENIX) || defined(XENIX)
+# define PLATFORM_ID "Xenix"
+
+#elif defined(__WATCOMC__)
+# if defined(__LINUX__)
+# define PLATFORM_ID "Linux"
+
+# elif defined(__DOS__)
+# define PLATFORM_ID "DOS"
+
+# elif defined(__OS2__)
+# define PLATFORM_ID "OS2"
+
+# elif defined(__WINDOWS__)
+# define PLATFORM_ID "Windows3x"
+
+# elif defined(__VXWORKS__)
+# define PLATFORM_ID "VxWorks"
+
+# else /* unknown platform */
+# define PLATFORM_ID
+# endif
+
+#elif defined(__INTEGRITY)
+# if defined(INT_178B)
+# define PLATFORM_ID "Integrity178"
+
+# else /* regular Integrity */
+# define PLATFORM_ID "Integrity"
+# endif
+
+#else /* unknown platform */
+# define PLATFORM_ID
+
+#endif
+
+/* For windows compilers MSVC and Intel we can determine
+ the architecture of the compiler being used. This is because
+ the compilers do not have flags that can change the architecture,
+ but rather depend on which compiler is being used
+*/
+#if defined(_WIN32) && defined(_MSC_VER)
+# if defined(_M_IA64)
+# define ARCHITECTURE_ID "IA64"
+
+# elif defined(_M_ARM64EC)
+# define ARCHITECTURE_ID "ARM64EC"
+
+# elif defined(_M_X64) || defined(_M_AMD64)
+# define ARCHITECTURE_ID "x64"
+
+# elif defined(_M_IX86)
+# define ARCHITECTURE_ID "X86"
+
+# elif defined(_M_ARM64)
+# define ARCHITECTURE_ID "ARM64"
+
+# elif defined(_M_ARM)
+# if _M_ARM == 4
+# define ARCHITECTURE_ID "ARMV4I"
+# elif _M_ARM == 5
+# define ARCHITECTURE_ID "ARMV5I"
+# else
+# define ARCHITECTURE_ID "ARMV" STRINGIFY(_M_ARM)
+# endif
+
+# elif defined(_M_MIPS)
+# define ARCHITECTURE_ID "MIPS"
+
+# elif defined(_M_SH)
+# define ARCHITECTURE_ID "SHx"
+
+# else /* unknown architecture */
+# define ARCHITECTURE_ID ""
+# endif
+
+#elif defined(__WATCOMC__)
+# if defined(_M_I86)
+# define ARCHITECTURE_ID "I86"
+
+# elif defined(_M_IX86)
+# define ARCHITECTURE_ID "X86"
+
+# else /* unknown architecture */
+# define ARCHITECTURE_ID ""
+# endif
+
+#elif defined(__IAR_SYSTEMS_ICC__) || defined(__IAR_SYSTEMS_ICC)
+# if defined(__ICCARM__)
+# define ARCHITECTURE_ID "ARM"
+
+# elif defined(__ICCRX__)
+# define ARCHITECTURE_ID "RX"
+
+# elif defined(__ICCRH850__)
+# define ARCHITECTURE_ID "RH850"
+
+# elif defined(__ICCRL78__)
+# define ARCHITECTURE_ID "RL78"
+
+# elif defined(__ICCRISCV__)
+# define ARCHITECTURE_ID "RISCV"
+
+# elif defined(__ICCAVR__)
+# define ARCHITECTURE_ID "AVR"
+
+# elif defined(__ICC430__)
+# define ARCHITECTURE_ID "MSP430"
+
+# elif defined(__ICCV850__)
+# define ARCHITECTURE_ID "V850"
+
+# elif defined(__ICC8051__)
+# define ARCHITECTURE_ID "8051"
+
+# elif defined(__ICCSTM8__)
+# define ARCHITECTURE_ID "STM8"
+
+# else /* unknown architecture */
+# define ARCHITECTURE_ID ""
+# endif
+
+#elif defined(__ghs__)
+# if defined(__PPC64__)
+# define ARCHITECTURE_ID "PPC64"
+
+# elif defined(__ppc__)
+# define ARCHITECTURE_ID "PPC"
+
+# elif defined(__ARM__)
+# define ARCHITECTURE_ID "ARM"
+
+# elif defined(__x86_64__)
+# define ARCHITECTURE_ID "x64"
+
+# elif defined(__i386__)
+# define ARCHITECTURE_ID "X86"
+
+# else /* unknown architecture */
+# define ARCHITECTURE_ID ""
+# endif
+
+#elif defined(__TI_COMPILER_VERSION__)
+# if defined(__TI_ARM__)
+# define ARCHITECTURE_ID "ARM"
+
+# elif defined(__MSP430__)
+# define ARCHITECTURE_ID "MSP430"
+
+# elif defined(__TMS320C28XX__)
+# define ARCHITECTURE_ID "TMS320C28x"
+
+# elif defined(__TMS320C6X__) || defined(_TMS320C6X)
+# define ARCHITECTURE_ID "TMS320C6x"
+
+# else /* unknown architecture */
+# define ARCHITECTURE_ID ""
+# endif
+
+#else
+# define ARCHITECTURE_ID
+#endif
+
+/* Convert integer to decimal digit literals. */
+#define DEC(n) \
+ ('0' + (((n) / 10000000)%10)), \
+ ('0' + (((n) / 1000000)%10)), \
+ ('0' + (((n) / 100000)%10)), \
+ ('0' + (((n) / 10000)%10)), \
+ ('0' + (((n) / 1000)%10)), \
+ ('0' + (((n) / 100)%10)), \
+ ('0' + (((n) / 10)%10)), \
+ ('0' + ((n) % 10))
+
+/* Convert integer to hex digit literals. */
+#define HEX(n) \
+ ('0' + ((n)>>28 & 0xF)), \
+ ('0' + ((n)>>24 & 0xF)), \
+ ('0' + ((n)>>20 & 0xF)), \
+ ('0' + ((n)>>16 & 0xF)), \
+ ('0' + ((n)>>12 & 0xF)), \
+ ('0' + ((n)>>8 & 0xF)), \
+ ('0' + ((n)>>4 & 0xF)), \
+ ('0' + ((n) & 0xF))
+
+/* Construct a string literal encoding the version number. */
+#ifdef COMPILER_VERSION
+char const* info_version = "INFO" ":" "compiler_version[" COMPILER_VERSION "]";
+
+/* Construct a string literal encoding the version number components. */
+#elif defined(COMPILER_VERSION_MAJOR)
+char const info_version[] = {
+ 'I', 'N', 'F', 'O', ':',
+ 'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','[',
+ COMPILER_VERSION_MAJOR,
+# ifdef COMPILER_VERSION_MINOR
+ '.', COMPILER_VERSION_MINOR,
+# ifdef COMPILER_VERSION_PATCH
+ '.', COMPILER_VERSION_PATCH,
+# ifdef COMPILER_VERSION_TWEAK
+ '.', COMPILER_VERSION_TWEAK,
+# endif
+# endif
+# endif
+ ']','\0'};
+#endif
+
+/* Construct a string literal encoding the internal version number. */
+#ifdef COMPILER_VERSION_INTERNAL
+char const info_version_internal[] = {
+ 'I', 'N', 'F', 'O', ':',
+ 'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','_',
+ 'i','n','t','e','r','n','a','l','[',
+ COMPILER_VERSION_INTERNAL,']','\0'};
+#elif defined(COMPILER_VERSION_INTERNAL_STR)
+char const* info_version_internal = "INFO" ":" "compiler_version_internal[" COMPILER_VERSION_INTERNAL_STR "]";
+#endif
+
+/* Construct a string literal encoding the version number components. */
+#ifdef SIMULATE_VERSION_MAJOR
+char const info_simulate_version[] = {
+ 'I', 'N', 'F', 'O', ':',
+ 's','i','m','u','l','a','t','e','_','v','e','r','s','i','o','n','[',
+ SIMULATE_VERSION_MAJOR,
+# ifdef SIMULATE_VERSION_MINOR
+ '.', SIMULATE_VERSION_MINOR,
+# ifdef SIMULATE_VERSION_PATCH
+ '.', SIMULATE_VERSION_PATCH,
+# ifdef SIMULATE_VERSION_TWEAK
+ '.', SIMULATE_VERSION_TWEAK,
+# endif
+# endif
+# endif
+ ']','\0'};
+#endif
+
+/* Construct the string literal in pieces to prevent the source from
+ getting matched. Store it in a pointer rather than an array
+ because some compilers will just produce instructions to fill the
+ array rather than assigning a pointer to a static array. */
+char const* info_platform = "INFO" ":" "platform[" PLATFORM_ID "]";
+char const* info_arch = "INFO" ":" "arch[" ARCHITECTURE_ID "]";
+
+
+
+#if !defined(__STDC__) && !defined(__clang__)
+# if defined(_MSC_VER) || defined(__ibmxl__) || defined(__IBMC__)
+# define C_VERSION "90"
+# else
+# define C_VERSION
+# endif
+#elif __STDC_VERSION__ > 201710L
+# define C_VERSION "23"
+#elif __STDC_VERSION__ >= 201710L
+# define C_VERSION "17"
+#elif __STDC_VERSION__ >= 201000L
+# define C_VERSION "11"
+#elif __STDC_VERSION__ >= 199901L
+# define C_VERSION "99"
+#else
+# define C_VERSION "90"
+#endif
+const char* info_language_standard_default =
+ "INFO" ":" "standard_default[" C_VERSION "]";
+
+const char* info_language_extensions_default = "INFO" ":" "extensions_default["
+/* !defined(_MSC_VER) to exclude Clang's MSVC compatibility mode. */
+#if (defined(__clang__) || defined(__GNUC__) || \
+ defined(__TI_COMPILER_VERSION__)) && \
+ !defined(__STRICT_ANSI__) && !defined(_MSC_VER)
+ "ON"
+#else
+ "OFF"
+#endif
+"]";
+
+/*--------------------------------------------------------------------------*/
+
+#ifdef ID_VOID_MAIN
+void main() {}
+#else
+# if defined(__CLASSIC_C__)
+int main(argc, argv) int argc; char *argv[];
+# else
+int main(int argc, char* argv[])
+# endif
+{
+ int require = 0;
+ require += info_compiler[argc];
+ require += info_platform[argc];
+ require += info_arch[argc];
+#ifdef COMPILER_VERSION_MAJOR
+ require += info_version[argc];
+#endif
+#ifdef COMPILER_VERSION_INTERNAL
+ require += info_version_internal[argc];
+#endif
+#ifdef SIMULATE_ID
+ require += info_simulate[argc];
+#endif
+#ifdef SIMULATE_VERSION_MAJOR
+ require += info_simulate_version[argc];
+#endif
+#if defined(__CRAYXT_COMPUTE_LINUX_TARGET)
+ require += info_cray[argc];
+#endif
+ require += info_language_standard_default[argc];
+ require += info_language_extensions_default[argc];
+ (void)argv;
+ return require;
+}
+#endif
diff --git a/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/CMakeFiles/3.22.1-g37088a8-dirty/CompilerIdC/CMakeCCompilerId.o b/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/CMakeFiles/3.22.1-g37088a8-dirty/CompilerIdC/CMakeCCompilerId.o
new file mode 100644
index 0000000..c428ede
Binary files /dev/null and b/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/CMakeFiles/3.22.1-g37088a8-dirty/CompilerIdC/CMakeCCompilerId.o differ
diff --git a/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/CMakeFiles/3.22.1-g37088a8-dirty/CompilerIdCXX/CMakeCXXCompilerId.cpp b/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/CMakeFiles/3.22.1-g37088a8-dirty/CompilerIdCXX/CMakeCXXCompilerId.cpp
new file mode 100644
index 0000000..25c62a8
--- /dev/null
+++ b/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/CMakeFiles/3.22.1-g37088a8-dirty/CompilerIdCXX/CMakeCXXCompilerId.cpp
@@ -0,0 +1,791 @@
+/* This source file must have a .cpp extension so that all C++ compilers
+ recognize the extension without flags. Borland does not know .cxx for
+ example. */
+#ifndef __cplusplus
+# error "A C compiler has been selected for C++."
+#endif
+
+#if !defined(__has_include)
+/* If the compiler does not have __has_include, pretend the answer is
+ always no. */
+# define __has_include(x) 0
+#endif
+
+
+/* Version number components: V=Version, R=Revision, P=Patch
+ Version date components: YYYY=Year, MM=Month, DD=Day */
+
+#if defined(__COMO__)
+# define COMPILER_ID "Comeau"
+ /* __COMO_VERSION__ = VRR */
+# define COMPILER_VERSION_MAJOR DEC(__COMO_VERSION__ / 100)
+# define COMPILER_VERSION_MINOR DEC(__COMO_VERSION__ % 100)
+
+#elif defined(__INTEL_COMPILER) || defined(__ICC)
+# define COMPILER_ID "Intel"
+# if defined(_MSC_VER)
+# define SIMULATE_ID "MSVC"
+# endif
+# if defined(__GNUC__)
+# define SIMULATE_ID "GNU"
+# endif
+ /* __INTEL_COMPILER = VRP prior to 2021, and then VVVV for 2021 and later,
+ except that a few beta releases use the old format with V=2021. */
+# if __INTEL_COMPILER < 2021 || __INTEL_COMPILER == 202110 || __INTEL_COMPILER == 202111
+# define COMPILER_VERSION_MAJOR DEC(__INTEL_COMPILER/100)
+# define COMPILER_VERSION_MINOR DEC(__INTEL_COMPILER/10 % 10)
+# if defined(__INTEL_COMPILER_UPDATE)
+# define COMPILER_VERSION_PATCH DEC(__INTEL_COMPILER_UPDATE)
+# else
+# define COMPILER_VERSION_PATCH DEC(__INTEL_COMPILER % 10)
+# endif
+# else
+# define COMPILER_VERSION_MAJOR DEC(__INTEL_COMPILER)
+# define COMPILER_VERSION_MINOR DEC(__INTEL_COMPILER_UPDATE)
+ /* The third version component from --version is an update index,
+ but no macro is provided for it. */
+# define COMPILER_VERSION_PATCH DEC(0)
+# endif
+# if defined(__INTEL_COMPILER_BUILD_DATE)
+ /* __INTEL_COMPILER_BUILD_DATE = YYYYMMDD */
+# define COMPILER_VERSION_TWEAK DEC(__INTEL_COMPILER_BUILD_DATE)
+# endif
+# if defined(_MSC_VER)
+ /* _MSC_VER = VVRR */
+# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
+# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
+# endif
+# if defined(__GNUC__)
+# define SIMULATE_VERSION_MAJOR DEC(__GNUC__)
+# elif defined(__GNUG__)
+# define SIMULATE_VERSION_MAJOR DEC(__GNUG__)
+# endif
+# if defined(__GNUC_MINOR__)
+# define SIMULATE_VERSION_MINOR DEC(__GNUC_MINOR__)
+# endif
+# if defined(__GNUC_PATCHLEVEL__)
+# define SIMULATE_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__)
+# endif
+
+#elif (defined(__clang__) && defined(__INTEL_CLANG_COMPILER)) || defined(__INTEL_LLVM_COMPILER)
+# define COMPILER_ID "IntelLLVM"
+#if defined(_MSC_VER)
+# define SIMULATE_ID "MSVC"
+#endif
+#if defined(__GNUC__)
+# define SIMULATE_ID "GNU"
+#endif
+/* __INTEL_LLVM_COMPILER = VVVVRP prior to 2021.2.0, VVVVRRPP for 2021.2.0 and
+ * later. Look for 6 digit vs. 8 digit version number to decide encoding.
+ * VVVV is no smaller than the current year when a version is released.
+ */
+#if __INTEL_LLVM_COMPILER < 1000000L
+# define COMPILER_VERSION_MAJOR DEC(__INTEL_LLVM_COMPILER/100)
+# define COMPILER_VERSION_MINOR DEC(__INTEL_LLVM_COMPILER/10 % 10)
+# define COMPILER_VERSION_PATCH DEC(__INTEL_LLVM_COMPILER % 10)
+#else
+# define COMPILER_VERSION_MAJOR DEC(__INTEL_LLVM_COMPILER/10000)
+# define COMPILER_VERSION_MINOR DEC(__INTEL_LLVM_COMPILER/100 % 100)
+# define COMPILER_VERSION_PATCH DEC(__INTEL_LLVM_COMPILER % 100)
+#endif
+#if defined(_MSC_VER)
+ /* _MSC_VER = VVRR */
+# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
+# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
+#endif
+#if defined(__GNUC__)
+# define SIMULATE_VERSION_MAJOR DEC(__GNUC__)
+#elif defined(__GNUG__)
+# define SIMULATE_VERSION_MAJOR DEC(__GNUG__)
+#endif
+#if defined(__GNUC_MINOR__)
+# define SIMULATE_VERSION_MINOR DEC(__GNUC_MINOR__)
+#endif
+#if defined(__GNUC_PATCHLEVEL__)
+# define SIMULATE_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__)
+#endif
+
+#elif defined(__PATHCC__)
+# define COMPILER_ID "PathScale"
+# define COMPILER_VERSION_MAJOR DEC(__PATHCC__)
+# define COMPILER_VERSION_MINOR DEC(__PATHCC_MINOR__)
+# if defined(__PATHCC_PATCHLEVEL__)
+# define COMPILER_VERSION_PATCH DEC(__PATHCC_PATCHLEVEL__)
+# endif
+
+#elif defined(__BORLANDC__) && defined(__CODEGEARC_VERSION__)
+# define COMPILER_ID "Embarcadero"
+# define COMPILER_VERSION_MAJOR HEX(__CODEGEARC_VERSION__>>24 & 0x00FF)
+# define COMPILER_VERSION_MINOR HEX(__CODEGEARC_VERSION__>>16 & 0x00FF)
+# define COMPILER_VERSION_PATCH DEC(__CODEGEARC_VERSION__ & 0xFFFF)
+
+#elif defined(__BORLANDC__)
+# define COMPILER_ID "Borland"
+ /* __BORLANDC__ = 0xVRR */
+# define COMPILER_VERSION_MAJOR HEX(__BORLANDC__>>8)
+# define COMPILER_VERSION_MINOR HEX(__BORLANDC__ & 0xFF)
+
+#elif defined(__WATCOMC__) && __WATCOMC__ < 1200
+# define COMPILER_ID "Watcom"
+ /* __WATCOMC__ = VVRR */
+# define COMPILER_VERSION_MAJOR DEC(__WATCOMC__ / 100)
+# define COMPILER_VERSION_MINOR DEC((__WATCOMC__ / 10) % 10)
+# if (__WATCOMC__ % 10) > 0
+# define COMPILER_VERSION_PATCH DEC(__WATCOMC__ % 10)
+# endif
+
+#elif defined(__WATCOMC__)
+# define COMPILER_ID "OpenWatcom"
+ /* __WATCOMC__ = VVRP + 1100 */
+# define COMPILER_VERSION_MAJOR DEC((__WATCOMC__ - 1100) / 100)
+# define COMPILER_VERSION_MINOR DEC((__WATCOMC__ / 10) % 10)
+# if (__WATCOMC__ % 10) > 0
+# define COMPILER_VERSION_PATCH DEC(__WATCOMC__ % 10)
+# endif
+
+#elif defined(__SUNPRO_CC)
+# define COMPILER_ID "SunPro"
+# if __SUNPRO_CC >= 0x5100
+ /* __SUNPRO_CC = 0xVRRP */
+# define COMPILER_VERSION_MAJOR HEX(__SUNPRO_CC>>12)
+# define COMPILER_VERSION_MINOR HEX(__SUNPRO_CC>>4 & 0xFF)
+# define COMPILER_VERSION_PATCH HEX(__SUNPRO_CC & 0xF)
+# else
+ /* __SUNPRO_CC = 0xVRP */
+# define COMPILER_VERSION_MAJOR HEX(__SUNPRO_CC>>8)
+# define COMPILER_VERSION_MINOR HEX(__SUNPRO_CC>>4 & 0xF)
+# define COMPILER_VERSION_PATCH HEX(__SUNPRO_CC & 0xF)
+# endif
+
+#elif defined(__HP_aCC)
+# define COMPILER_ID "HP"
+ /* __HP_aCC = VVRRPP */
+# define COMPILER_VERSION_MAJOR DEC(__HP_aCC/10000)
+# define COMPILER_VERSION_MINOR DEC(__HP_aCC/100 % 100)
+# define COMPILER_VERSION_PATCH DEC(__HP_aCC % 100)
+
+#elif defined(__DECCXX)
+# define COMPILER_ID "Compaq"
+ /* __DECCXX_VER = VVRRTPPPP */
+# define COMPILER_VERSION_MAJOR DEC(__DECCXX_VER/10000000)
+# define COMPILER_VERSION_MINOR DEC(__DECCXX_VER/100000 % 100)
+# define COMPILER_VERSION_PATCH DEC(__DECCXX_VER % 10000)
+
+#elif defined(__IBMCPP__) && defined(__COMPILER_VER__)
+# define COMPILER_ID "zOS"
+ /* __IBMCPP__ = VRP */
+# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100)
+# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10)
+# define COMPILER_VERSION_PATCH DEC(__IBMCPP__ % 10)
+
+#elif defined(__ibmxl__) && defined(__clang__)
+# define COMPILER_ID "XLClang"
+# define COMPILER_VERSION_MAJOR DEC(__ibmxl_version__)
+# define COMPILER_VERSION_MINOR DEC(__ibmxl_release__)
+# define COMPILER_VERSION_PATCH DEC(__ibmxl_modification__)
+# define COMPILER_VERSION_TWEAK DEC(__ibmxl_ptf_fix_level__)
+
+
+#elif defined(__IBMCPP__) && !defined(__COMPILER_VER__) && __IBMCPP__ >= 800
+# define COMPILER_ID "XL"
+ /* __IBMCPP__ = VRP */
+# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100)
+# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10)
+# define COMPILER_VERSION_PATCH DEC(__IBMCPP__ % 10)
+
+#elif defined(__IBMCPP__) && !defined(__COMPILER_VER__) && __IBMCPP__ < 800
+# define COMPILER_ID "VisualAge"
+ /* __IBMCPP__ = VRP */
+# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100)
+# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10)
+# define COMPILER_VERSION_PATCH DEC(__IBMCPP__ % 10)
+
+#elif defined(__NVCOMPILER)
+# define COMPILER_ID "NVHPC"
+# define COMPILER_VERSION_MAJOR DEC(__NVCOMPILER_MAJOR__)
+# define COMPILER_VERSION_MINOR DEC(__NVCOMPILER_MINOR__)
+# if defined(__NVCOMPILER_PATCHLEVEL__)
+# define COMPILER_VERSION_PATCH DEC(__NVCOMPILER_PATCHLEVEL__)
+# endif
+
+#elif defined(__PGI)
+# define COMPILER_ID "PGI"
+# define COMPILER_VERSION_MAJOR DEC(__PGIC__)
+# define COMPILER_VERSION_MINOR DEC(__PGIC_MINOR__)
+# if defined(__PGIC_PATCHLEVEL__)
+# define COMPILER_VERSION_PATCH DEC(__PGIC_PATCHLEVEL__)
+# endif
+
+#elif defined(_CRAYC)
+# define COMPILER_ID "Cray"
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+# define COMPILER_VERSION_MINOR DEC(_RELEASE_MINOR)
+
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+# define COMPILER_VERSION_PATCH DEC(__TI_COMPILER_VERSION__ % 1000)
+
+#elif defined(__CLANG_FUJITSU)
+# define COMPILER_ID "FujitsuClang"
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+# define COMPILER_VERSION_MINOR DEC(__FCC_minor__)
+# define COMPILER_VERSION_PATCH DEC(__FCC_patchlevel__)
+# define COMPILER_VERSION_INTERNAL_STR __clang_version__
+
+
+#elif defined(__FUJITSU)
+# define COMPILER_ID "Fujitsu"
+# if defined(__FCC_version__)
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+# elif defined(__FCC_major__)
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+# define COMPILER_VERSION_MINOR DEC(__FCC_minor__)
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+# if defined(__fcc_version)
+# define COMPILER_VERSION_INTERNAL DEC(__fcc_version)
+# elif defined(__FCC_VERSION)
+# define COMPILER_VERSION_INTERNAL DEC(__FCC_VERSION)
+# endif
+
+
+#elif defined(__ghs__)
+# define COMPILER_ID "GHS"
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+# ifdef __GHS_VERSION_NUMBER
+# define COMPILER_VERSION_MAJOR DEC(__GHS_VERSION_NUMBER / 100)
+# define COMPILER_VERSION_MINOR DEC(__GHS_VERSION_NUMBER / 10 % 10)
+# define COMPILER_VERSION_PATCH DEC(__GHS_VERSION_NUMBER % 10)
+# endif
+
+#elif defined(__SCO_VERSION__)
+# define COMPILER_ID "SCO"
+
+#elif defined(__ARMCC_VERSION) && !defined(__clang__)
+# define COMPILER_ID "ARMCC"
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+ /* __ARMCC_VERSION = VRRPPPP */
+ # define COMPILER_VERSION_MAJOR DEC(__ARMCC_VERSION/1000000)
+ # define COMPILER_VERSION_MINOR DEC(__ARMCC_VERSION/10000 % 100)
+ # define COMPILER_VERSION_PATCH DEC(__ARMCC_VERSION % 10000)
+#else
+ /* __ARMCC_VERSION = VRPPPP */
+ # define COMPILER_VERSION_MAJOR DEC(__ARMCC_VERSION/100000)
+ # define COMPILER_VERSION_MINOR DEC(__ARMCC_VERSION/10000 % 10)
+ # define COMPILER_VERSION_PATCH DEC(__ARMCC_VERSION % 10000)
+#endif
+
+
+#elif defined(__clang__) && defined(__apple_build_version__)
+# define COMPILER_ID "AppleClang"
+# if defined(_MSC_VER)
+# define SIMULATE_ID "MSVC"
+# endif
+# define COMPILER_VERSION_MAJOR DEC(__clang_major__)
+# define COMPILER_VERSION_MINOR DEC(__clang_minor__)
+# define COMPILER_VERSION_PATCH DEC(__clang_patchlevel__)
+# if defined(_MSC_VER)
+ /* _MSC_VER = VVRR */
+# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
+# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
+# endif
+# define COMPILER_VERSION_TWEAK DEC(__apple_build_version__)
+
+#elif defined(__clang__) && defined(__ARMCOMPILER_VERSION)
+# define COMPILER_ID "ARMClang"
+ # define COMPILER_VERSION_MAJOR DEC(__ARMCOMPILER_VERSION/1000000)
+ # define COMPILER_VERSION_MINOR DEC(__ARMCOMPILER_VERSION/10000 % 100)
+ # define COMPILER_VERSION_PATCH DEC(__ARMCOMPILER_VERSION % 10000)
+# define COMPILER_VERSION_INTERNAL DEC(__ARMCOMPILER_VERSION)
+
+#elif defined(__clang__)
+# define COMPILER_ID "Clang"
+# if defined(_MSC_VER)
+# define SIMULATE_ID "MSVC"
+# endif
+# define COMPILER_VERSION_MAJOR DEC(__clang_major__)
+# define COMPILER_VERSION_MINOR DEC(__clang_minor__)
+# define COMPILER_VERSION_PATCH DEC(__clang_patchlevel__)
+# if defined(_MSC_VER)
+ /* _MSC_VER = VVRR */
+# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
+# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
+# endif
+
+#elif defined(__GNUC__) || defined(__GNUG__)
+# define COMPILER_ID "GNU"
+# if defined(__GNUC__)
+# define COMPILER_VERSION_MAJOR DEC(__GNUC__)
+# else
+# define COMPILER_VERSION_MAJOR DEC(__GNUG__)
+# endif
+# if defined(__GNUC_MINOR__)
+# define COMPILER_VERSION_MINOR DEC(__GNUC_MINOR__)
+# endif
+# if defined(__GNUC_PATCHLEVEL__)
+# define COMPILER_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__)
+# endif
+
+#elif defined(_MSC_VER)
+# define COMPILER_ID "MSVC"
+ /* _MSC_VER = VVRR */
+# define COMPILER_VERSION_MAJOR DEC(_MSC_VER / 100)
+# define COMPILER_VERSION_MINOR DEC(_MSC_VER % 100)
+# if defined(_MSC_FULL_VER)
+# if _MSC_VER >= 1400
+ /* _MSC_FULL_VER = VVRRPPPPP */
+# define COMPILER_VERSION_PATCH DEC(_MSC_FULL_VER % 100000)
+# else
+ /* _MSC_FULL_VER = VVRRPPPP */
+# define COMPILER_VERSION_PATCH DEC(_MSC_FULL_VER % 10000)
+# endif
+# endif
+# if defined(_MSC_BUILD)
+# define COMPILER_VERSION_TWEAK DEC(_MSC_BUILD)
+# endif
+
+#elif defined(__VISUALDSPVERSION__) || defined(__ADSPBLACKFIN__) || defined(__ADSPTS__) || defined(__ADSP21000__)
+# define COMPILER_ID "ADSP"
+#if defined(__VISUALDSPVERSION__)
+ /* __VISUALDSPVERSION__ = 0xVVRRPP00 */
+# define COMPILER_VERSION_MAJOR HEX(__VISUALDSPVERSION__>>24)
+# define COMPILER_VERSION_MINOR HEX(__VISUALDSPVERSION__>>16 & 0xFF)
+# define COMPILER_VERSION_PATCH HEX(__VISUALDSPVERSION__>>8 & 0xFF)
+#endif
+
+#elif defined(__IAR_SYSTEMS_ICC__) || defined(__IAR_SYSTEMS_ICC)
+# define COMPILER_ID "IAR"
+# if defined(__VER__) && defined(__ICCARM__)
+# define COMPILER_VERSION_MAJOR DEC((__VER__) / 1000000)
+# define COMPILER_VERSION_MINOR DEC(((__VER__) / 1000) % 1000)
+# define COMPILER_VERSION_PATCH DEC((__VER__) % 1000)
+# define COMPILER_VERSION_INTERNAL DEC(__IAR_SYSTEMS_ICC__)
+# elif defined(__VER__) && (defined(__ICCAVR__) || defined(__ICCRX__) || defined(__ICCRH850__) || defined(__ICCRL78__) || defined(__ICC430__) || defined(__ICCRISCV__) || defined(__ICCV850__) || defined(__ICC8051__) || defined(__ICCSTM8__))
+# define COMPILER_VERSION_MAJOR DEC((__VER__) / 100)
+# define COMPILER_VERSION_MINOR DEC((__VER__) - (((__VER__) / 100)*100))
+# define COMPILER_VERSION_PATCH DEC(__SUBVERSION__)
+# define COMPILER_VERSION_INTERNAL DEC(__IAR_SYSTEMS_ICC__)
+# endif
+
+
+/* These compilers are either not known or too old to define an
+ identification macro. Try to identify the platform and guess that
+ it is the native compiler. */
+#elif defined(__hpux) || defined(__hpua)
+# define COMPILER_ID "HP"
+
+#else /* unknown compiler */
+# define COMPILER_ID ""
+#endif
+
+/* Construct the string literal in pieces to prevent the source from
+ getting matched. Store it in a pointer rather than an array
+ because some compilers will just produce instructions to fill the
+ array rather than assigning a pointer to a static array. */
+char const* info_compiler = "INFO" ":" "compiler[" COMPILER_ID "]";
+#ifdef SIMULATE_ID
+char const* info_simulate = "INFO" ":" "simulate[" SIMULATE_ID "]";
+#endif
+
+#ifdef __QNXNTO__
+char const* qnxnto = "INFO" ":" "qnxnto[]";
+#endif
+
+#if defined(__CRAYXT_COMPUTE_LINUX_TARGET)
+char const *info_cray = "INFO" ":" "compiler_wrapper[CrayPrgEnv]";
+#endif
+
+#define STRINGIFY_HELPER(X) #X
+#define STRINGIFY(X) STRINGIFY_HELPER(X)
+
+/* Identify known platforms by name. */
+#if defined(__linux) || defined(__linux__) || defined(linux)
+# define PLATFORM_ID "Linux"
+
+#elif defined(__MSYS__)
+# define PLATFORM_ID "MSYS"
+
+#elif defined(__CYGWIN__)
+# define PLATFORM_ID "Cygwin"
+
+#elif defined(__MINGW32__)
+# define PLATFORM_ID "MinGW"
+
+#elif defined(__APPLE__)
+# define PLATFORM_ID "Darwin"
+
+#elif defined(_WIN32) || defined(__WIN32__) || defined(WIN32)
+# define PLATFORM_ID "Windows"
+
+#elif defined(__FreeBSD__) || defined(__FreeBSD)
+# define PLATFORM_ID "FreeBSD"
+
+#elif defined(__NetBSD__) || defined(__NetBSD)
+# define PLATFORM_ID "NetBSD"
+
+#elif defined(__OpenBSD__) || defined(__OPENBSD)
+# define PLATFORM_ID "OpenBSD"
+
+#elif defined(__sun) || defined(sun)
+# define PLATFORM_ID "SunOS"
+
+#elif defined(_AIX) || defined(__AIX) || defined(__AIX__) || defined(__aix) || defined(__aix__)
+# define PLATFORM_ID "AIX"
+
+#elif defined(__hpux) || defined(__hpux__)
+# define PLATFORM_ID "HP-UX"
+
+#elif defined(__HAIKU__)
+# define PLATFORM_ID "Haiku"
+
+#elif defined(__BeOS) || defined(__BEOS__) || defined(_BEOS)
+# define PLATFORM_ID "BeOS"
+
+#elif defined(__QNX__) || defined(__QNXNTO__)
+# define PLATFORM_ID "QNX"
+
+#elif defined(__tru64) || defined(_tru64) || defined(__TRU64__)
+# define PLATFORM_ID "Tru64"
+
+#elif defined(__riscos) || defined(__riscos__)
+# define PLATFORM_ID "RISCos"
+
+#elif defined(__sinix) || defined(__sinix__) || defined(__SINIX__)
+# define PLATFORM_ID "SINIX"
+
+#elif defined(__UNIX_SV__)
+# define PLATFORM_ID "UNIX_SV"
+
+#elif defined(__bsdos__)
+# define PLATFORM_ID "BSDOS"
+
+#elif defined(_MPRAS) || defined(MPRAS)
+# define PLATFORM_ID "MP-RAS"
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+#elif defined(__osf) || defined(__osf__)
+# define PLATFORM_ID "OSF1"
+
+#elif defined(_SCO_SV) || defined(SCO_SV) || defined(sco_sv)
+# define PLATFORM_ID "SCO_SV"
+
+#elif defined(__ultrix) || defined(__ultrix__) || defined(_ULTRIX)
+# define PLATFORM_ID "ULTRIX"
+
+#elif defined(__XENIX__) || defined(_XENIX) || defined(XENIX)
+# define PLATFORM_ID "Xenix"
+
+#elif defined(__WATCOMC__)
+# if defined(__LINUX__)
+# define PLATFORM_ID "Linux"
+
+# elif defined(__DOS__)
+# define PLATFORM_ID "DOS"
+
+# elif defined(__OS2__)
+# define PLATFORM_ID "OS2"
+
+# elif defined(__WINDOWS__)
+# define PLATFORM_ID "Windows3x"
+
+# elif defined(__VXWORKS__)
+# define PLATFORM_ID "VxWorks"
+
+# else /* unknown platform */
+# define PLATFORM_ID
+# endif
+
+#elif defined(__INTEGRITY)
+# if defined(INT_178B)
+# define PLATFORM_ID "Integrity178"
+
+# else /* regular Integrity */
+# define PLATFORM_ID "Integrity"
+# endif
+
+#else /* unknown platform */
+# define PLATFORM_ID
+
+#endif
+
+/* For windows compilers MSVC and Intel we can determine
+ the architecture of the compiler being used. This is because
+ the compilers do not have flags that can change the architecture,
+ but rather depend on which compiler is being used
+*/
+#if defined(_WIN32) && defined(_MSC_VER)
+# if defined(_M_IA64)
+# define ARCHITECTURE_ID "IA64"
+
+# elif defined(_M_ARM64EC)
+# define ARCHITECTURE_ID "ARM64EC"
+
+# elif defined(_M_X64) || defined(_M_AMD64)
+# define ARCHITECTURE_ID "x64"
+
+# elif defined(_M_IX86)
+# define ARCHITECTURE_ID "X86"
+
+# elif defined(_M_ARM64)
+# define ARCHITECTURE_ID "ARM64"
+
+# elif defined(_M_ARM)
+# if _M_ARM == 4
+# define ARCHITECTURE_ID "ARMV4I"
+# elif _M_ARM == 5
+# define ARCHITECTURE_ID "ARMV5I"
+# else
+# define ARCHITECTURE_ID "ARMV" STRINGIFY(_M_ARM)
+# endif
+
+# elif defined(_M_MIPS)
+# define ARCHITECTURE_ID "MIPS"
+
+# elif defined(_M_SH)
+# define ARCHITECTURE_ID "SHx"
+
+# else /* unknown architecture */
+# define ARCHITECTURE_ID ""
+# endif
+
+#elif defined(__WATCOMC__)
+# if defined(_M_I86)
+# define ARCHITECTURE_ID "I86"
+
+# elif defined(_M_IX86)
+# define ARCHITECTURE_ID "X86"
+
+# else /* unknown architecture */
+# define ARCHITECTURE_ID ""
+# endif
+
+#elif defined(__IAR_SYSTEMS_ICC__) || defined(__IAR_SYSTEMS_ICC)
+# if defined(__ICCARM__)
+# define ARCHITECTURE_ID "ARM"
+
+# elif defined(__ICCRX__)
+# define ARCHITECTURE_ID "RX"
+
+# elif defined(__ICCRH850__)
+# define ARCHITECTURE_ID "RH850"
+
+# elif defined(__ICCRL78__)
+# define ARCHITECTURE_ID "RL78"
+
+# elif defined(__ICCRISCV__)
+# define ARCHITECTURE_ID "RISCV"
+
+# elif defined(__ICCAVR__)
+# define ARCHITECTURE_ID "AVR"
+
+# elif defined(__ICC430__)
+# define ARCHITECTURE_ID "MSP430"
+
+# elif defined(__ICCV850__)
+# define ARCHITECTURE_ID "V850"
+
+# elif defined(__ICC8051__)
+# define ARCHITECTURE_ID "8051"
+
+# elif defined(__ICCSTM8__)
+# define ARCHITECTURE_ID "STM8"
+
+# else /* unknown architecture */
+# define ARCHITECTURE_ID ""
+# endif
+
+#elif defined(__ghs__)
+# if defined(__PPC64__)
+# define ARCHITECTURE_ID "PPC64"
+
+# elif defined(__ppc__)
+# define ARCHITECTURE_ID "PPC"
+
+# elif defined(__ARM__)
+# define ARCHITECTURE_ID "ARM"
+
+# elif defined(__x86_64__)
+# define ARCHITECTURE_ID "x64"
+
+# elif defined(__i386__)
+# define ARCHITECTURE_ID "X86"
+
+# else /* unknown architecture */
+# define ARCHITECTURE_ID ""
+# endif
+
+#elif defined(__TI_COMPILER_VERSION__)
+# if defined(__TI_ARM__)
+# define ARCHITECTURE_ID "ARM"
+
+# elif defined(__MSP430__)
+# define ARCHITECTURE_ID "MSP430"
+
+# elif defined(__TMS320C28XX__)
+# define ARCHITECTURE_ID "TMS320C28x"
+
+# elif defined(__TMS320C6X__) || defined(_TMS320C6X)
+# define ARCHITECTURE_ID "TMS320C6x"
+
+# else /* unknown architecture */
+# define ARCHITECTURE_ID ""
+# endif
+
+#else
+# define ARCHITECTURE_ID
+#endif
+
+/* Convert integer to decimal digit literals. */
+#define DEC(n) \
+ ('0' + (((n) / 10000000)%10)), \
+ ('0' + (((n) / 1000000)%10)), \
+ ('0' + (((n) / 100000)%10)), \
+ ('0' + (((n) / 10000)%10)), \
+ ('0' + (((n) / 1000)%10)), \
+ ('0' + (((n) / 100)%10)), \
+ ('0' + (((n) / 10)%10)), \
+ ('0' + ((n) % 10))
+
+/* Convert integer to hex digit literals. */
+#define HEX(n) \
+ ('0' + ((n)>>28 & 0xF)), \
+ ('0' + ((n)>>24 & 0xF)), \
+ ('0' + ((n)>>20 & 0xF)), \
+ ('0' + ((n)>>16 & 0xF)), \
+ ('0' + ((n)>>12 & 0xF)), \
+ ('0' + ((n)>>8 & 0xF)), \
+ ('0' + ((n)>>4 & 0xF)), \
+ ('0' + ((n) & 0xF))
+
+/* Construct a string literal encoding the version number. */
+#ifdef COMPILER_VERSION
+char const* info_version = "INFO" ":" "compiler_version[" COMPILER_VERSION "]";
+
+/* Construct a string literal encoding the version number components. */
+#elif defined(COMPILER_VERSION_MAJOR)
+char const info_version[] = {
+ 'I', 'N', 'F', 'O', ':',
+ 'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','[',
+ COMPILER_VERSION_MAJOR,
+# ifdef COMPILER_VERSION_MINOR
+ '.', COMPILER_VERSION_MINOR,
+# ifdef COMPILER_VERSION_PATCH
+ '.', COMPILER_VERSION_PATCH,
+# ifdef COMPILER_VERSION_TWEAK
+ '.', COMPILER_VERSION_TWEAK,
+# endif
+# endif
+# endif
+ ']','\0'};
+#endif
+
+/* Construct a string literal encoding the internal version number. */
+#ifdef COMPILER_VERSION_INTERNAL
+char const info_version_internal[] = {
+ 'I', 'N', 'F', 'O', ':',
+ 'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','_',
+ 'i','n','t','e','r','n','a','l','[',
+ COMPILER_VERSION_INTERNAL,']','\0'};
+#elif defined(COMPILER_VERSION_INTERNAL_STR)
+char const* info_version_internal = "INFO" ":" "compiler_version_internal[" COMPILER_VERSION_INTERNAL_STR "]";
+#endif
+
+/* Construct a string literal encoding the version number components. */
+#ifdef SIMULATE_VERSION_MAJOR
+char const info_simulate_version[] = {
+ 'I', 'N', 'F', 'O', ':',
+ 's','i','m','u','l','a','t','e','_','v','e','r','s','i','o','n','[',
+ SIMULATE_VERSION_MAJOR,
+# ifdef SIMULATE_VERSION_MINOR
+ '.', SIMULATE_VERSION_MINOR,
+# ifdef SIMULATE_VERSION_PATCH
+ '.', SIMULATE_VERSION_PATCH,
+# ifdef SIMULATE_VERSION_TWEAK
+ '.', SIMULATE_VERSION_TWEAK,
+# endif
+# endif
+# endif
+ ']','\0'};
+#endif
+
+/* Construct the string literal in pieces to prevent the source from
+ getting matched. Store it in a pointer rather than an array
+ because some compilers will just produce instructions to fill the
+ array rather than assigning a pointer to a static array. */
+char const* info_platform = "INFO" ":" "platform[" PLATFORM_ID "]";
+char const* info_arch = "INFO" ":" "arch[" ARCHITECTURE_ID "]";
+
+
+
+#if defined(__INTEL_COMPILER) && defined(_MSVC_LANG) && _MSVC_LANG < 201403L
+# if defined(__INTEL_CXX11_MODE__)
+# if defined(__cpp_aggregate_nsdmi)
+# define CXX_STD 201402L
+# else
+# define CXX_STD 201103L
+# endif
+# else
+# define CXX_STD 199711L
+# endif
+#elif defined(_MSC_VER) && defined(_MSVC_LANG)
+# define CXX_STD _MSVC_LANG
+#else
+# define CXX_STD __cplusplus
+#endif
+
+const char* info_language_standard_default = "INFO" ":" "standard_default["
+#if CXX_STD > 202002L
+ "23"
+#elif CXX_STD > 201703L
+ "20"
+#elif CXX_STD >= 201703L
+ "17"
+#elif CXX_STD >= 201402L
+ "14"
+#elif CXX_STD >= 201103L
+ "11"
+#else
+ "98"
+#endif
+"]";
+
+const char* info_language_extensions_default = "INFO" ":" "extensions_default["
+/* !defined(_MSC_VER) to exclude Clang's MSVC compatibility mode. */
+#if (defined(__clang__) || defined(__GNUC__) || \
+ defined(__TI_COMPILER_VERSION__)) && \
+ !defined(__STRICT_ANSI__) && !defined(_MSC_VER)
+ "ON"
+#else
+ "OFF"
+#endif
+"]";
+
+/*--------------------------------------------------------------------------*/
+
+int main(int argc, char* argv[])
+{
+ int require = 0;
+ require += info_compiler[argc];
+ require += info_platform[argc];
+#ifdef COMPILER_VERSION_MAJOR
+ require += info_version[argc];
+#endif
+#ifdef COMPILER_VERSION_INTERNAL
+ require += info_version_internal[argc];
+#endif
+#ifdef SIMULATE_ID
+ require += info_simulate[argc];
+#endif
+#ifdef SIMULATE_VERSION_MAJOR
+ require += info_simulate_version[argc];
+#endif
+#if defined(__CRAYXT_COMPUTE_LINUX_TARGET)
+ require += info_cray[argc];
+#endif
+ require += info_language_standard_default[argc];
+ require += info_language_extensions_default[argc];
+ (void)argv;
+ return require;
+}
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+# Generated by "Ninja" Generator, CMake Version 3.22
+
+# This file contains all the rules used to get the outputs files
+# built from the input files.
+# It is included in the main 'build.ninja'.
+
+# =============================================================================
+# Project: Unity
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+E:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp\GameActivity\UGAInput.h
+E:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp\GameActivity\UGASoftKeyboard.h
+E:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp\GameActivity\UGASoftKeyboardCallbacks.h
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+E:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp\GameActivity\UGAVersion.h
+E:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp\GameActivity\UnityToGACallbacks.h
+E:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp\GameActivity\UnityToGAConfigurationCallbacks.h
+E:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp\GameActivity\UnityToGAKeyEventCallbacks.h
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+ OBJECT_FILE_DIR = GameActivity\CMakeFiles\game.dir
+ TARGET_COMPILE_PDB = GameActivity\CMakeFiles\game.dir\
+ TARGET_PDB = E:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\build\intermediates\cxx\RelWithDebInfo\6b10225s\obj\arm64-v8a\libgame.pdb
+
+build GameActivity/CMakeFiles/game.dir/UGAEntry.cpp.o: CXX_COMPILER__game_RelWithDebInfo E$:/Code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity/UGAEntry.cpp || cmake_object_order_depends_target_game
+ DEFINES = -DEXTERNAL_GAME_ACTIVITY_CODE -Dgame_EXPORTS
+ DEP_FILE = GameActivity\CMakeFiles\game.dir\UGAEntry.cpp.o.d
+ FLAGS = -g -DANDROID -fdata-sections -ffunction-sections -funwind-tables -fstack-protector-strong -no-canonical-prefixes -D__BIONIC_NO_PAGE_SIZE_MACRO -D_FORTIFY_SOURCE=2 -Wformat -Werror=format-security -Wall -Wextra -pedantic -Werror -O2 -g -DNDEBUG -fPIC
+ INCLUDES = -IE:/Code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity -isystem C:/Users/jracek/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/include
+ OBJECT_DIR = GameActivity\CMakeFiles\game.dir
+ OBJECT_FILE_DIR = GameActivity\CMakeFiles\game.dir
+ TARGET_COMPILE_PDB = GameActivity\CMakeFiles\game.dir\
+ TARGET_PDB = E:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\build\intermediates\cxx\RelWithDebInfo\6b10225s\obj\arm64-v8a\libgame.pdb
+
+build GameActivity/CMakeFiles/game.dir/UGAInput.cpp.o: CXX_COMPILER__game_RelWithDebInfo E$:/Code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity/UGAInput.cpp || cmake_object_order_depends_target_game
+ DEFINES = -DEXTERNAL_GAME_ACTIVITY_CODE -Dgame_EXPORTS
+ DEP_FILE = GameActivity\CMakeFiles\game.dir\UGAInput.cpp.o.d
+ FLAGS = -g -DANDROID -fdata-sections -ffunction-sections -funwind-tables -fstack-protector-strong -no-canonical-prefixes -D__BIONIC_NO_PAGE_SIZE_MACRO -D_FORTIFY_SOURCE=2 -Wformat -Werror=format-security -Wall -Wextra -pedantic -Werror -O2 -g -DNDEBUG -fPIC
+ INCLUDES = -IE:/Code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity -isystem C:/Users/jracek/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/include
+ OBJECT_DIR = GameActivity\CMakeFiles\game.dir
+ OBJECT_FILE_DIR = GameActivity\CMakeFiles\game.dir
+ TARGET_COMPILE_PDB = GameActivity\CMakeFiles\game.dir\
+ TARGET_PDB = E:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\build\intermediates\cxx\RelWithDebInfo\6b10225s\obj\arm64-v8a\libgame.pdb
+
+build GameActivity/CMakeFiles/game.dir/UGAInputKeyEvent.cpp.o: CXX_COMPILER__game_RelWithDebInfo E$:/Code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity/UGAInputKeyEvent.cpp || cmake_object_order_depends_target_game
+ DEFINES = -DEXTERNAL_GAME_ACTIVITY_CODE -Dgame_EXPORTS
+ DEP_FILE = GameActivity\CMakeFiles\game.dir\UGAInputKeyEvent.cpp.o.d
+ FLAGS = -g -DANDROID -fdata-sections -ffunction-sections -funwind-tables -fstack-protector-strong -no-canonical-prefixes -D__BIONIC_NO_PAGE_SIZE_MACRO -D_FORTIFY_SOURCE=2 -Wformat -Werror=format-security -Wall -Wextra -pedantic -Werror -O2 -g -DNDEBUG -fPIC
+ INCLUDES = -IE:/Code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity -isystem C:/Users/jracek/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/include
+ OBJECT_DIR = GameActivity\CMakeFiles\game.dir
+ OBJECT_FILE_DIR = GameActivity\CMakeFiles\game.dir
+ TARGET_COMPILE_PDB = GameActivity\CMakeFiles\game.dir\
+ TARGET_PDB = E:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\build\intermediates\cxx\RelWithDebInfo\6b10225s\obj\arm64-v8a\libgame.pdb
+
+build GameActivity/CMakeFiles/game.dir/UGAInputMotionEvent.cpp.o: CXX_COMPILER__game_RelWithDebInfo E$:/Code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity/UGAInputMotionEvent.cpp || cmake_object_order_depends_target_game
+ DEFINES = -DEXTERNAL_GAME_ACTIVITY_CODE -Dgame_EXPORTS
+ DEP_FILE = GameActivity\CMakeFiles\game.dir\UGAInputMotionEvent.cpp.o.d
+ FLAGS = -g -DANDROID -fdata-sections -ffunction-sections -funwind-tables -fstack-protector-strong -no-canonical-prefixes -D__BIONIC_NO_PAGE_SIZE_MACRO -D_FORTIFY_SOURCE=2 -Wformat -Werror=format-security -Wall -Wextra -pedantic -Werror -O2 -g -DNDEBUG -fPIC
+ INCLUDES = -IE:/Code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity -isystem C:/Users/jracek/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/include
+ OBJECT_DIR = GameActivity\CMakeFiles\game.dir
+ OBJECT_FILE_DIR = GameActivity\CMakeFiles\game.dir
+ TARGET_COMPILE_PDB = GameActivity\CMakeFiles\game.dir\
+ TARGET_PDB = E:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\build\intermediates\cxx\RelWithDebInfo\6b10225s\obj\arm64-v8a\libgame.pdb
+
+build GameActivity/CMakeFiles/game.dir/UGASoftKeyboard.cpp.o: CXX_COMPILER__game_RelWithDebInfo E$:/Code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity/UGASoftKeyboard.cpp || cmake_object_order_depends_target_game
+ DEFINES = -DEXTERNAL_GAME_ACTIVITY_CODE -Dgame_EXPORTS
+ DEP_FILE = GameActivity\CMakeFiles\game.dir\UGASoftKeyboard.cpp.o.d
+ FLAGS = -g -DANDROID -fdata-sections -ffunction-sections -funwind-tables -fstack-protector-strong -no-canonical-prefixes -D__BIONIC_NO_PAGE_SIZE_MACRO -D_FORTIFY_SOURCE=2 -Wformat -Werror=format-security -Wall -Wextra -pedantic -Werror -O2 -g -DNDEBUG -fPIC
+ INCLUDES = -IE:/Code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity -isystem C:/Users/jracek/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/include
+ OBJECT_DIR = GameActivity\CMakeFiles\game.dir
+ OBJECT_FILE_DIR = GameActivity\CMakeFiles\game.dir
+ TARGET_COMPILE_PDB = GameActivity\CMakeFiles\game.dir\
+ TARGET_PDB = E:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\build\intermediates\cxx\RelWithDebInfo\6b10225s\obj\arm64-v8a\libgame.pdb
+
+
+# =============================================================================
+# Link build statements for SHARED_LIBRARY target game
+
+
+#############################################
+# Link the shared library E:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\build\intermediates\cxx\RelWithDebInfo\6b10225s\obj\arm64-v8a\libgame.so
+
+build E$:/Code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/build/intermediates/cxx/RelWithDebInfo/6b10225s/obj/arm64-v8a/libgame.so: CXX_SHARED_LIBRARY_LINKER__game_RelWithDebInfo GameActivity/CMakeFiles/game.dir/UGAApplication.cpp.o GameActivity/CMakeFiles/game.dir/UGAConfiguration.cpp.o GameActivity/CMakeFiles/game.dir/UGADebug.cpp.o GameActivity/CMakeFiles/game.dir/UGAEntry.cpp.o GameActivity/CMakeFiles/game.dir/UGAInput.cpp.o GameActivity/CMakeFiles/game.dir/UGAInputKeyEvent.cpp.o GameActivity/CMakeFiles/game.dir/UGAInputMotionEvent.cpp.o GameActivity/CMakeFiles/game.dir/UGASoftKeyboard.cpp.o | C$:/Users/jracek/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/libs/android.arm64-v8a/libgame-activity_static.a
+ LANGUAGE_COMPILE_FLAGS = -g -DANDROID -fdata-sections -ffunction-sections -funwind-tables -fstack-protector-strong -no-canonical-prefixes -D__BIONIC_NO_PAGE_SIZE_MACRO -D_FORTIFY_SOURCE=2 -Wformat -Werror=format-security -Wall -Wextra -pedantic -Werror -O2 -g -DNDEBUG
+ LINK_FLAGS = -Wl,-z,max-page-size=16384 -Wl,--build-id=sha1 -Wl,--no-rosegment -Wl,--no-undefined-version -Wl,--fatal-warnings -Wl,--no-undefined -Qunused-arguments -Wl,--gc-sections
+ LINK_LIBRARIES = -landroid C:/Users/jracek/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/libs/android.arm64-v8a/libgame-activity_static.a -llog -lc++ -latomic -lm
+ OBJECT_DIR = GameActivity\CMakeFiles\game.dir
+ POST_BUILD = cd .
+ PRE_LINK = cd .
+ SONAME = libgame.so
+ SONAME_FLAG = -Wl,-soname,
+ TARGET_COMPILE_PDB = GameActivity\CMakeFiles\game.dir\
+ TARGET_FILE = E:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\build\intermediates\cxx\RelWithDebInfo\6b10225s\obj\arm64-v8a\libgame.so
+ TARGET_PDB = E:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\build\intermediates\cxx\RelWithDebInfo\6b10225s\obj\arm64-v8a\libgame.pdb
+
+
+#############################################
+# Utility command for edit_cache
+
+build GameActivity/CMakeFiles/edit_cache.util: CUSTOM_COMMAND
+ COMMAND = cmd.exe /C "cd /D E:\Code\GeoSus\GeoSusGame\.utmp\RelWithDebInfo\6b10225s\arm64-v8a\GameActivity && "C:\Program Files\Unity\Hub\Editor\6000.2.8f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\cmake\3.22.1\bin\cmake.exe" -E echo "No interactive CMake dialog available.""
+ DESC = No interactive CMake dialog available...
+ restat = 1
+
+build GameActivity/edit_cache: phony GameActivity/CMakeFiles/edit_cache.util
+
+
+#############################################
+# Utility command for rebuild_cache
+
+build GameActivity/CMakeFiles/rebuild_cache.util: CUSTOM_COMMAND
+ COMMAND = cmd.exe /C "cd /D E:\Code\GeoSus\GeoSusGame\.utmp\RelWithDebInfo\6b10225s\arm64-v8a\GameActivity && "C:\Program Files\Unity\Hub\Editor\6000.2.8f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\cmake\3.22.1\bin\cmake.exe" --regenerate-during-build -SE:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp -BE:\Code\GeoSus\GeoSusGame\.utmp\RelWithDebInfo\6b10225s\arm64-v8a"
+ DESC = Running CMake to regenerate build system...
+ pool = console
+ restat = 1
+
+build GameActivity/rebuild_cache: phony GameActivity/CMakeFiles/rebuild_cache.util
+
+# =============================================================================
+# Target aliases.
+
+build game: phony E$:/Code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/build/intermediates/cxx/RelWithDebInfo/6b10225s/obj/arm64-v8a/libgame.so
+
+build libgame.so: phony E$:/Code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/build/intermediates/cxx/RelWithDebInfo/6b10225s/obj/arm64-v8a/libgame.so
+
+# =============================================================================
+# Folder targets.
+
+# =============================================================================
+
+#############################################
+# Folder: E:/Code/GeoSus/GeoSusGame/.utmp/RelWithDebInfo/6b10225s/arm64-v8a
+
+build all: phony GameActivity/all
+
+# =============================================================================
+
+#############################################
+# Folder: E:/Code/GeoSus/GeoSusGame/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/GameActivity
+
+build GameActivity/all: phony E$:/Code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/build/intermediates/cxx/RelWithDebInfo/6b10225s/obj/arm64-v8a/libgame.so
+
+# =============================================================================
+# Built-in targets
+
+
+#############################################
+# Re-run CMake if any of its inputs changed.
+
+build build.ninja: RERUN_CMAKE | C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/build/cmake/abis.cmake C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/build/cmake/android-legacy.toolchain.cmake C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/build/cmake/android.toolchain.cmake C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/build/cmake/flags.cmake C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/build/cmake/hooks/pre/Android-Clang.cmake C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/build/cmake/hooks/pre/Android-Determine.cmake C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/build/cmake/hooks/pre/Android-Initialize.cmake C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/build/cmake/hooks/pre/Android.cmake C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/build/cmake/hooks/pre/Determine-Compiler.cmake C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/build/cmake/platforms.cmake C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/CMakeCCompiler.cmake.in C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/CMakeCCompilerABI.c C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/CMakeCInformation.cmake C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/CMakeCXXCompiler.cmake.in C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/CMakeCXXCompilerABI.cpp C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/CMakeCXXInformation.cmake C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/CMakeCommonLanguageInclude.cmake C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/CMakeCompilerIdDetection.cmake C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/CMakeDetermineCCompiler.cmake C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/CMakeDetermineCXXCompiler.cmake C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/CMakeDetermineCompileFeatures.cmake C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/CMakeDetermineCompiler.cmake C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/CMakeDetermineCompilerABI.cmake C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/CMakeDetermineCompilerId.cmake C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/CMakeDetermineSystem.cmake C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/CMakeFindBinUtils.cmake C$:/Program$ 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Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/CMakeSystem.cmake.in C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/CMakeSystemSpecificInformation.cmake C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/CMakeSystemSpecificInitialize.cmake C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/CMakeTestCCompiler.cmake C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/CMakeTestCXXCompiler.cmake C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/CMakeTestCompilerCommon.cmake C$:/Program$ 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C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/Compiler/Clang-FindBinUtils.cmake C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/Compiler/Clang.cmake C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/Compiler/Comeau-CXX-DetermineCompiler.cmake C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/Compiler/Compaq-C-DetermineCompiler.cmake C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/Compiler/Compaq-CXX-DetermineCompiler.cmake C$:/Program$ 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+ pool = console
+
+
+#############################################
+# A missing CMake input file is not an error.
+
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Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/CMakeDetermineCompileFeatures.cmake C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/CMakeDetermineCompiler.cmake C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/CMakeDetermineCompilerABI.cmake C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/CMakeDetermineCompilerId.cmake C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/CMakeDetermineSystem.cmake C$:/Program$ Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/CMakeFindBinUtils.cmake C$:/Program$ 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+
+
+#############################################
+# Clean all the built files.
+
+build clean: CLEAN
+
+
+#############################################
+# Print all primary targets available.
+
+build help: HELP
+
+
+#############################################
+# Make the all target the default.
+
+default all
diff --git a/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/build_file_index.txt b/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/build_file_index.txt
new file mode 100644
index 0000000..35ceac9
--- /dev/null
+++ b/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/build_file_index.txt
@@ -0,0 +1,2 @@
+E:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp\CMakeLists.txt
+E:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp\GameActivity\CMakeLists.txt
\ No newline at end of file
diff --git a/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/cmake_install.cmake b/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/cmake_install.cmake
new file mode 100644
index 0000000..beee906
--- /dev/null
+++ b/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/cmake_install.cmake
@@ -0,0 +1,60 @@
+# Install script for directory: E:/Code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp
+
+# Set the install prefix
+if(NOT DEFINED CMAKE_INSTALL_PREFIX)
+ set(CMAKE_INSTALL_PREFIX "C:/Program Files (x86)/Unity")
+endif()
+string(REGEX REPLACE "/$" "" CMAKE_INSTALL_PREFIX "${CMAKE_INSTALL_PREFIX}")
+
+# Set the install configuration name.
+if(NOT DEFINED CMAKE_INSTALL_CONFIG_NAME)
+ if(BUILD_TYPE)
+ string(REGEX REPLACE "^[^A-Za-z0-9_]+" ""
+ CMAKE_INSTALL_CONFIG_NAME "${BUILD_TYPE}")
+ else()
+ set(CMAKE_INSTALL_CONFIG_NAME "RelWithDebInfo")
+ endif()
+ message(STATUS "Install configuration: \"${CMAKE_INSTALL_CONFIG_NAME}\"")
+endif()
+
+# Set the component getting installed.
+if(NOT CMAKE_INSTALL_COMPONENT)
+ if(COMPONENT)
+ message(STATUS "Install component: \"${COMPONENT}\"")
+ set(CMAKE_INSTALL_COMPONENT "${COMPONENT}")
+ else()
+ set(CMAKE_INSTALL_COMPONENT)
+ endif()
+endif()
+
+# Install shared libraries without execute permission?
+if(NOT DEFINED CMAKE_INSTALL_SO_NO_EXE)
+ set(CMAKE_INSTALL_SO_NO_EXE "0")
+endif()
+
+# Is this installation the result of a crosscompile?
+if(NOT DEFINED CMAKE_CROSSCOMPILING)
+ set(CMAKE_CROSSCOMPILING "TRUE")
+endif()
+
+# Set default install directory permissions.
+if(NOT DEFINED CMAKE_OBJDUMP)
+ set(CMAKE_OBJDUMP "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/bin/llvm-objdump.exe")
+endif()
+
+if(NOT CMAKE_INSTALL_LOCAL_ONLY)
+ # Include the install script for each subdirectory.
+ include("E:/Code/GeoSus/GeoSusGame/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/GameActivity/cmake_install.cmake")
+
+endif()
+
+if(CMAKE_INSTALL_COMPONENT)
+ set(CMAKE_INSTALL_MANIFEST "install_manifest_${CMAKE_INSTALL_COMPONENT}.txt")
+else()
+ set(CMAKE_INSTALL_MANIFEST "install_manifest.txt")
+endif()
+
+string(REPLACE ";" "\n" CMAKE_INSTALL_MANIFEST_CONTENT
+ "${CMAKE_INSTALL_MANIFEST_FILES}")
+file(WRITE "E:/Code/GeoSus/GeoSusGame/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/${CMAKE_INSTALL_MANIFEST}"
+ "${CMAKE_INSTALL_MANIFEST_CONTENT}")
diff --git a/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/compile_commands.json b/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/compile_commands.json
new file mode 100644
index 0000000..716b8ce
--- /dev/null
+++ b/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/compile_commands.json
@@ -0,0 +1,42 @@
+[
+{
+ "directory": "E:/Code/GeoSus/GeoSusGame/.utmp/RelWithDebInfo/6b10225s/arm64-v8a",
+ "command": "C:\\PROGRA~1\\Unity\\Hub\\Editor\\60002~1.8F1\\Editor\\Data\\PLAYBA~1\\ANDROI~1\\NDK\\TOOLCH~1\\llvm\\prebuilt\\WINDOW~1\\bin\\CLANG_~1.EXE --target=aarch64-none-linux-android23 --sysroot=\"C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/sysroot\" -DEXTERNAL_GAME_ACTIVITY_CODE -Dgame_EXPORTS -IE:/Code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity -isystem C:/Users/jracek/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/include -g -DANDROID -fdata-sections -ffunction-sections -funwind-tables -fstack-protector-strong -no-canonical-prefixes -D__BIONIC_NO_PAGE_SIZE_MACRO -D_FORTIFY_SOURCE=2 -Wformat -Werror=format-security -Wall -Wextra -pedantic -Werror -O2 -g -DNDEBUG -fPIC -o GameActivity\\CMakeFiles\\game.dir\\UGAApplication.cpp.o -c E:\\Code\\GeoSus\\GeoSusGame\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAApplication.cpp",
+ "file": "E:\\Code\\GeoSus\\GeoSusGame\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAApplication.cpp"
+},
+{
+ "directory": "E:/Code/GeoSus/GeoSusGame/.utmp/RelWithDebInfo/6b10225s/arm64-v8a",
+ "command": "C:\\PROGRA~1\\Unity\\Hub\\Editor\\60002~1.8F1\\Editor\\Data\\PLAYBA~1\\ANDROI~1\\NDK\\TOOLCH~1\\llvm\\prebuilt\\WINDOW~1\\bin\\CLANG_~1.EXE --target=aarch64-none-linux-android23 --sysroot=\"C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/sysroot\" -DEXTERNAL_GAME_ACTIVITY_CODE -Dgame_EXPORTS -IE:/Code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity -isystem C:/Users/jracek/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/include -g -DANDROID -fdata-sections -ffunction-sections -funwind-tables -fstack-protector-strong -no-canonical-prefixes -D__BIONIC_NO_PAGE_SIZE_MACRO -D_FORTIFY_SOURCE=2 -Wformat -Werror=format-security -Wall -Wextra -pedantic -Werror -O2 -g -DNDEBUG -fPIC -o GameActivity\\CMakeFiles\\game.dir\\UGAConfiguration.cpp.o -c E:\\Code\\GeoSus\\GeoSusGame\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAConfiguration.cpp",
+ "file": "E:\\Code\\GeoSus\\GeoSusGame\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAConfiguration.cpp"
+},
+{
+ "directory": "E:/Code/GeoSus/GeoSusGame/.utmp/RelWithDebInfo/6b10225s/arm64-v8a",
+ "command": "C:\\PROGRA~1\\Unity\\Hub\\Editor\\60002~1.8F1\\Editor\\Data\\PLAYBA~1\\ANDROI~1\\NDK\\TOOLCH~1\\llvm\\prebuilt\\WINDOW~1\\bin\\CLANG_~1.EXE --target=aarch64-none-linux-android23 --sysroot=\"C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/sysroot\" -DEXTERNAL_GAME_ACTIVITY_CODE -Dgame_EXPORTS -IE:/Code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity -isystem C:/Users/jracek/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/include -g -DANDROID -fdata-sections -ffunction-sections -funwind-tables -fstack-protector-strong -no-canonical-prefixes -D__BIONIC_NO_PAGE_SIZE_MACRO -D_FORTIFY_SOURCE=2 -Wformat -Werror=format-security -Wall -Wextra -pedantic -Werror -O2 -g -DNDEBUG -fPIC -o GameActivity\\CMakeFiles\\game.dir\\UGADebug.cpp.o -c E:\\Code\\GeoSus\\GeoSusGame\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGADebug.cpp",
+ "file": "E:\\Code\\GeoSus\\GeoSusGame\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGADebug.cpp"
+},
+{
+ "directory": "E:/Code/GeoSus/GeoSusGame/.utmp/RelWithDebInfo/6b10225s/arm64-v8a",
+ "command": "C:\\PROGRA~1\\Unity\\Hub\\Editor\\60002~1.8F1\\Editor\\Data\\PLAYBA~1\\ANDROI~1\\NDK\\TOOLCH~1\\llvm\\prebuilt\\WINDOW~1\\bin\\CLANG_~1.EXE --target=aarch64-none-linux-android23 --sysroot=\"C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/sysroot\" -DEXTERNAL_GAME_ACTIVITY_CODE -Dgame_EXPORTS -IE:/Code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity -isystem C:/Users/jracek/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/include -g -DANDROID -fdata-sections -ffunction-sections -funwind-tables -fstack-protector-strong -no-canonical-prefixes -D__BIONIC_NO_PAGE_SIZE_MACRO -D_FORTIFY_SOURCE=2 -Wformat -Werror=format-security -Wall -Wextra -pedantic -Werror -O2 -g -DNDEBUG -fPIC -o GameActivity\\CMakeFiles\\game.dir\\UGAEntry.cpp.o -c E:\\Code\\GeoSus\\GeoSusGame\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAEntry.cpp",
+ "file": "E:\\Code\\GeoSus\\GeoSusGame\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAEntry.cpp"
+},
+{
+ "directory": "E:/Code/GeoSus/GeoSusGame/.utmp/RelWithDebInfo/6b10225s/arm64-v8a",
+ "command": "C:\\PROGRA~1\\Unity\\Hub\\Editor\\60002~1.8F1\\Editor\\Data\\PLAYBA~1\\ANDROI~1\\NDK\\TOOLCH~1\\llvm\\prebuilt\\WINDOW~1\\bin\\CLANG_~1.EXE --target=aarch64-none-linux-android23 --sysroot=\"C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/sysroot\" -DEXTERNAL_GAME_ACTIVITY_CODE -Dgame_EXPORTS -IE:/Code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity -isystem C:/Users/jracek/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/include -g -DANDROID -fdata-sections -ffunction-sections -funwind-tables -fstack-protector-strong -no-canonical-prefixes -D__BIONIC_NO_PAGE_SIZE_MACRO -D_FORTIFY_SOURCE=2 -Wformat -Werror=format-security -Wall -Wextra -pedantic -Werror -O2 -g -DNDEBUG -fPIC -o GameActivity\\CMakeFiles\\game.dir\\UGAInput.cpp.o -c E:\\Code\\GeoSus\\GeoSusGame\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAInput.cpp",
+ "file": "E:\\Code\\GeoSus\\GeoSusGame\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAInput.cpp"
+},
+{
+ "directory": "E:/Code/GeoSus/GeoSusGame/.utmp/RelWithDebInfo/6b10225s/arm64-v8a",
+ "command": "C:\\PROGRA~1\\Unity\\Hub\\Editor\\60002~1.8F1\\Editor\\Data\\PLAYBA~1\\ANDROI~1\\NDK\\TOOLCH~1\\llvm\\prebuilt\\WINDOW~1\\bin\\CLANG_~1.EXE --target=aarch64-none-linux-android23 --sysroot=\"C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/sysroot\" -DEXTERNAL_GAME_ACTIVITY_CODE -Dgame_EXPORTS -IE:/Code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity -isystem C:/Users/jracek/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/include -g -DANDROID -fdata-sections -ffunction-sections -funwind-tables -fstack-protector-strong -no-canonical-prefixes -D__BIONIC_NO_PAGE_SIZE_MACRO -D_FORTIFY_SOURCE=2 -Wformat -Werror=format-security -Wall -Wextra -pedantic -Werror -O2 -g -DNDEBUG -fPIC -o GameActivity\\CMakeFiles\\game.dir\\UGAInputKeyEvent.cpp.o -c E:\\Code\\GeoSus\\GeoSusGame\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAInputKeyEvent.cpp",
+ "file": "E:\\Code\\GeoSus\\GeoSusGame\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAInputKeyEvent.cpp"
+},
+{
+ "directory": "E:/Code/GeoSus/GeoSusGame/.utmp/RelWithDebInfo/6b10225s/arm64-v8a",
+ "command": "C:\\PROGRA~1\\Unity\\Hub\\Editor\\60002~1.8F1\\Editor\\Data\\PLAYBA~1\\ANDROI~1\\NDK\\TOOLCH~1\\llvm\\prebuilt\\WINDOW~1\\bin\\CLANG_~1.EXE --target=aarch64-none-linux-android23 --sysroot=\"C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/sysroot\" -DEXTERNAL_GAME_ACTIVITY_CODE -Dgame_EXPORTS -IE:/Code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity -isystem C:/Users/jracek/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/include -g -DANDROID -fdata-sections -ffunction-sections -funwind-tables -fstack-protector-strong -no-canonical-prefixes -D__BIONIC_NO_PAGE_SIZE_MACRO -D_FORTIFY_SOURCE=2 -Wformat -Werror=format-security -Wall -Wextra -pedantic -Werror -O2 -g -DNDEBUG -fPIC -o GameActivity\\CMakeFiles\\game.dir\\UGAInputMotionEvent.cpp.o -c E:\\Code\\GeoSus\\GeoSusGame\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAInputMotionEvent.cpp",
+ "file": "E:\\Code\\GeoSus\\GeoSusGame\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAInputMotionEvent.cpp"
+},
+{
+ "directory": "E:/Code/GeoSus/GeoSusGame/.utmp/RelWithDebInfo/6b10225s/arm64-v8a",
+ "command": "C:\\PROGRA~1\\Unity\\Hub\\Editor\\60002~1.8F1\\Editor\\Data\\PLAYBA~1\\ANDROI~1\\NDK\\TOOLCH~1\\llvm\\prebuilt\\WINDOW~1\\bin\\CLANG_~1.EXE --target=aarch64-none-linux-android23 --sysroot=\"C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/sysroot\" -DEXTERNAL_GAME_ACTIVITY_CODE -Dgame_EXPORTS -IE:/Code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity -isystem C:/Users/jracek/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/include -g -DANDROID -fdata-sections -ffunction-sections -funwind-tables -fstack-protector-strong -no-canonical-prefixes -D__BIONIC_NO_PAGE_SIZE_MACRO -D_FORTIFY_SOURCE=2 -Wformat -Werror=format-security -Wall -Wextra -pedantic -Werror -O2 -g -DNDEBUG -fPIC -o GameActivity\\CMakeFiles\\game.dir\\UGASoftKeyboard.cpp.o -c E:\\Code\\GeoSus\\GeoSusGame\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGASoftKeyboard.cpp",
+ "file": "E:\\Code\\GeoSus\\GeoSusGame\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGASoftKeyboard.cpp"
+}
+]
\ No newline at end of file
diff --git a/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/compile_commands.json.bin b/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/compile_commands.json.bin
new file mode 100644
index 0000000..478108b
Binary files /dev/null and b/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/compile_commands.json.bin differ
diff --git a/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/configure_fingerprint.bin b/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/configure_fingerprint.bin
new file mode 100644
index 0000000..fc5ff59
--- /dev/null
+++ b/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/configure_fingerprint.bin
@@ -0,0 +1,30 @@
+C/C++ Structured Logb
+`
+^E:\Code\GeoSus\GeoSusGame\.utmp\RelWithDebInfo\6b10225s\arm64-v8a\additional_project_files.txtC
+A
+?com.android.build.gradle.internal.cxx.io.EncodedFileFingerPrint 3 3_
+]
+[E:\Code\GeoSus\GeoSusGame\.utmp\RelWithDebInfo\6b10225s\arm64-v8a\android_gradle_build.json 3
3d
+b
+`E:\Code\GeoSus\GeoSusGame\.utmp\RelWithDebInfo\6b10225s\arm64-v8a\android_gradle_build_mini.json 3 3Q
+O
+ME:\Code\GeoSus\GeoSusGame\.utmp\RelWithDebInfo\6b10225s\arm64-v8a\build.ninja 3ܡ 3U
+S
+QE:\Code\GeoSus\GeoSusGame\.utmp\RelWithDebInfo\6b10225s\arm64-v8a\build.ninja.txt 3Z
+X
+VE:\Code\GeoSus\GeoSusGame\.utmp\RelWithDebInfo\6b10225s\arm64-v8a\build_file_index.txt 3 3[
+Y
+WE:\Code\GeoSus\GeoSusGame\.utmp\RelWithDebInfo\6b10225s\arm64-v8a\compile_commands.json 3U 3_
+]
+[E:\Code\GeoSus\GeoSusGame\.utmp\RelWithDebInfo\6b10225s\arm64-v8a\compile_commands.json.bin 3 3e
+c
+aE:\Code\GeoSus\GeoSusGame\.utmp\RelWithDebInfo\6b10225s\arm64-v8a\metadata_generation_command.txt 3
+ 3X
+V
+TE:\Code\GeoSus\GeoSusGame\.utmp\RelWithDebInfo\6b10225s\arm64-v8a\prefab_config.json 3 3]
+[
+YE:\Code\GeoSus\GeoSusGame\.utmp\RelWithDebInfo\6b10225s\arm64-v8a\symbol_folder_index.txt 3 3l
+j
+hE:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp\CMakeLists.txt 3
W 3y
+w
+uE:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp\GameActivity\CMakeLists.txt 3 3
\ No newline at end of file
diff --git a/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/metadata_generation_command.txt b/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/metadata_generation_command.txt
new file mode 100644
index 0000000..ed176a8
--- /dev/null
+++ b/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/metadata_generation_command.txt
@@ -0,0 +1,21 @@
+ -HE:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp
+-DCMAKE_SYSTEM_NAME=Android
+-DCMAKE_EXPORT_COMPILE_COMMANDS=ON
+-DCMAKE_SYSTEM_VERSION=23
+-DANDROID_PLATFORM=android-23
+-DANDROID_ABI=arm64-v8a
+-DCMAKE_ANDROID_ARCH_ABI=arm64-v8a
+-DANDROID_NDK=C:\Program Files\Unity\Hub\Editor\6000.2.8f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK
+-DCMAKE_ANDROID_NDK=C:\Program Files\Unity\Hub\Editor\6000.2.8f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK
+-DCMAKE_TOOLCHAIN_FILE=C:\Program Files\Unity\Hub\Editor\6000.2.8f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\build\cmake\android.toolchain.cmake
+-DCMAKE_MAKE_PROGRAM=C:\Program Files\Unity\Hub\Editor\6000.2.8f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\cmake\3.22.1\bin\ninja.exe
+-DCMAKE_LIBRARY_OUTPUT_DIRECTORY=E:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\build\intermediates\cxx\RelWithDebInfo\6b10225s\obj\arm64-v8a
+-DCMAKE_RUNTIME_OUTPUT_DIRECTORY=E:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\build\intermediates\cxx\RelWithDebInfo\6b10225s\obj\arm64-v8a
+-DCMAKE_BUILD_TYPE=RelWithDebInfo
+-DCMAKE_FIND_ROOT_PATH=E:\Code\GeoSus\GeoSusGame\.utmp\RelWithDebInfo\6b10225s\prefab\arm64-v8a\prefab
+-BE:\Code\GeoSus\GeoSusGame\.utmp\RelWithDebInfo\6b10225s\arm64-v8a
+-GNinja
+-DANDROID_STL=c++_shared
+-DANDROID_SUPPORT_FLEXIBLE_PAGE_SIZES=ON
+ Build command args: []
+ Version: 2
\ No newline at end of file
diff --git a/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/prefab_config.json b/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/prefab_config.json
new file mode 100644
index 0000000..cde3330
--- /dev/null
+++ b/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/prefab_config.json
@@ -0,0 +1,7 @@
+{
+ "enabled": true,
+ "prefabPath": "C:\\Users\\jracek\\.gradle\\caches\\modules-2\\files-2.1\\com.google.prefab\\cli\\2.1.0\\aa32fec809c44fa531f01dcfb739b5b3304d3050\\cli-2.1.0-all.jar",
+ "packages": [
+ "C:\\Users\\jracek\\.gradle\\caches\\8.13\\transforms\\1e7cc65d4e74b23bd94dca9ec0ac2eb3\\transformed\\jetified-games-activity-3.0.5\\prefab"
+ ]
+}
\ No newline at end of file
diff --git a/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/symbol_folder_index.txt b/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/symbol_folder_index.txt
new file mode 100644
index 0000000..0b286c9
--- /dev/null
+++ b/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/symbol_folder_index.txt
@@ -0,0 +1 @@
+E:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\build\intermediates\cxx\RelWithDebInfo\6b10225s\obj\arm64-v8a
\ No newline at end of file
diff --git a/.utmp/RelWithDebInfo/6b10225s/hash_key.txt b/.utmp/RelWithDebInfo/6b10225s/hash_key.txt
new file mode 100644
index 0000000..c5e2407
--- /dev/null
+++ b/.utmp/RelWithDebInfo/6b10225s/hash_key.txt
@@ -0,0 +1,28 @@
+# Values used to calculate the hash in this folder name.
+# Should not depend on the absolute path of the project itself.
+# - AGP: 8.10.0.
+# - $NDK is the path to NDK 27.2.12479018.
+# - $PROJECT is the path to the parent folder of the root Gradle build file.
+# - $ABI is the ABI to be built with. The specific value doesn't contribute to the value of the hash.
+# - $HASH is the hash value computed from this text.
+# - $CMAKE is the path to CMake 3.22.1.
+# - $NINJA is the path to Ninja.
+-H$PROJECT/unityLibrary/src/main/cpp
+-DCMAKE_SYSTEM_NAME=Android
+-DCMAKE_EXPORT_COMPILE_COMMANDS=ON
+-DCMAKE_SYSTEM_VERSION=23
+-DANDROID_PLATFORM=android-23
+-DANDROID_ABI=$ABI
+-DCMAKE_ANDROID_ARCH_ABI=$ABI
+-DANDROID_NDK=$NDK
+-DCMAKE_ANDROID_NDK=$NDK
+-DCMAKE_TOOLCHAIN_FILE=$NDK/build/cmake/android.toolchain.cmake
+-DCMAKE_MAKE_PROGRAM=$NINJA
+-DCMAKE_LIBRARY_OUTPUT_DIRECTORY=$PROJECT/unityLibrary/build/intermediates/cxx/RelWithDebInfo/$HASH/obj/$ABI
+-DCMAKE_RUNTIME_OUTPUT_DIRECTORY=$PROJECT/unityLibrary/build/intermediates/cxx/RelWithDebInfo/$HASH/obj/$ABI
+-DCMAKE_BUILD_TYPE=RelWithDebInfo
+-DCMAKE_FIND_ROOT_PATH=E:/Code/GeoSus/GeoSusGame/.utmp/RelWithDebInfo/$HASH/prefab/$ABI/prefab
+-BE:/Code/GeoSus/GeoSusGame/.utmp/RelWithDebInfo/$HASH/$ABI
+-GNinja
+-DANDROID_STL=c++_shared
+-DANDROID_SUPPORT_FLEXIBLE_PAGE_SIZES=ON
\ No newline at end of file
diff --git a/.utmp/RelWithDebInfo/6b10225s/prefab/arm64-v8a/prefab/lib/aarch64-linux-android/cmake/game-activity/game-activityConfig.cmake b/.utmp/RelWithDebInfo/6b10225s/prefab/arm64-v8a/prefab/lib/aarch64-linux-android/cmake/game-activity/game-activityConfig.cmake
new file mode 100644
index 0000000..1233e47
--- /dev/null
+++ b/.utmp/RelWithDebInfo/6b10225s/prefab/arm64-v8a/prefab/lib/aarch64-linux-android/cmake/game-activity/game-activityConfig.cmake
@@ -0,0 +1,18 @@
+if(NOT TARGET game-activity::game-activity)
+add_library(game-activity::game-activity STATIC IMPORTED)
+set_target_properties(game-activity::game-activity PROPERTIES
+ IMPORTED_LOCATION "C:/Users/jracek/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity/libs/android.arm64-v8a/libgame-activity.a"
+ INTERFACE_INCLUDE_DIRECTORIES "C:/Users/jracek/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity/include"
+ INTERFACE_LINK_LIBRARIES ""
+)
+endif()
+
+if(NOT TARGET game-activity::game-activity_static)
+add_library(game-activity::game-activity_static STATIC IMPORTED)
+set_target_properties(game-activity::game-activity_static PROPERTIES
+ IMPORTED_LOCATION "C:/Users/jracek/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/libs/android.arm64-v8a/libgame-activity_static.a"
+ INTERFACE_INCLUDE_DIRECTORIES "C:/Users/jracek/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/include"
+ INTERFACE_LINK_LIBRARIES ""
+)
+endif()
+
diff --git a/Assets/ClientSDK/GameClient.cs b/Assets/ClientSDK/GameClient.cs
index 93362b2..00d9331 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);
}
}
@@ -508,7 +531,7 @@ 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)
{
Send(new CreateLobby
{
@@ -516,7 +539,8 @@ public class GameClient : IDisposable
PlayAreaRadius = playAreaRadius,
ImpostorCount = impostorCount,
TaskCount = taskCount,
- Password = password
+ Password = password,
+ Settings = settings
});
}
diff --git a/Assets/ClientSDK/Protocol.cs b/Assets/ClientSDK/Protocol.cs
index e867ad5..1f3b302 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 +189,14 @@ 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; }
}
public class CreateLobbyResponse : Message
@@ -623,17 +636,26 @@ 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 +735,10 @@ 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 +747,10 @@ 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 +812,162 @@ 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/GameManager/GameManager.cs b/Assets/GameManager/GameManager.cs
index 2479887..d42e23c 100644
--- a/Assets/GameManager/GameManager.cs
+++ b/Assets/GameManager/GameManager.cs
@@ -42,14 +42,26 @@ public class GameManager : MonoBehaviour
[Header("Lobby Settings")]
public double pendingRadius = 500;
public int pendingImpostorCount = 1;
- public int pendingTaskCount = 5;
+ 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",
- "MiniGame-InsertKeys",
+ "MiniGame-Kabely V10",
+ "MiniGame-insertkeys",
"MiniGame-FlappyBird",
- "MiniGame-ThrowInHole"
+ "MiniGame-ThrowInHole",
+ "MiniGame-Satelit"
};
[Header("Debug")]
@@ -94,6 +106,13 @@ public class GameManager : MonoBehaviour
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);
@@ -164,11 +183,18 @@ public class GameManager : MonoBehaviour
}
// ── Wire canvases (after HUD is built) ──
- uiSubsystem?.BindClientScene(
- FindCanvas(CanvasNameJoinCreate),
- FindCanvas(CanvasNameInLobby),
- FindCanvas(CanvasNameLoading),
- FindCanvas(CanvasNameGame));
+ // 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");
@@ -229,6 +255,14 @@ public class GameManager : MonoBehaviour
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)
@@ -240,7 +274,7 @@ public class GameManager : MonoBehaviour
// 2. Nearby body → REPORT
if (!uiSubsystem.IsCommsBlackout)
{
- var nearbyBody = gameClient?.FindNearbyBody(5.0);
+ var nearbyBody = gameClient?.FindNearbyBody(reportDist);
if (nearbyBody != null)
{
gameClient.ReportBody(nearbyBody.BodyId);
@@ -251,7 +285,7 @@ public class GameManager : MonoBehaviour
if (gameClient?.CurrentLobbyState?.MapData != null)
{
double distToCenter = gameClient.MyPosition.DistanceTo(gameClient.CurrentLobbyState.MapData.Center);
- if (distToCenter <= 5.0)
+ if (distToCenter <= emergencyDist)
{
gameClient.CallEmergencyMeeting();
return;
@@ -262,7 +296,7 @@ public class GameManager : MonoBehaviour
// 4. Impostor kill
if (isImpostor && _killCooldownSeconds <= 0)
{
- var targetUuid = gameClient?.FindNearbyPlayer(5.0);
+ var targetUuid = gameClient?.FindNearbyPlayer(killDist);
if (!string.IsNullOrEmpty(targetUuid))
{
gameClient.Kill(targetUuid);
@@ -295,14 +329,29 @@ public class GameManager : MonoBehaviour
// Called by HostLobbyUI
public void CreateLobbyButton()
{
- // Use current GPS position if available, else hardcoded fallback
- double lat = 50.7727264, lon = 15.0719876;
- if (inputSubsystem?.LastKnownPosition != null)
+ // 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)
{
- lat = inputSubsystem.LastKnownPosition.Value.Lat;
- lon = inputSubsystem.LastKnownPosition.Value.Lon;
+ // testMode bypasses the GPS gate entirely so debug runs still work.
+ if (!testMode)
+ {
+ Debug.LogWarning("[GameManager] CreateLobby blocked: no GPS fix yet. " +
+ "Make sure location permission is granted and you have signal.");
+ uiSubsystem?.ShowToast("Waiting for GPS fix... grant location permission and try again.");
+ inputSubsystem?.EnsureGPSStarted();
+ return;
+ }
}
- networkSubsystem.CreateLobby(lat, lon, pendingRadius, pendingImpostorCount, pendingTaskCount);
+
+ 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());
}
diff --git a/Assets/GameManager/GameManager_Input.cs b/Assets/GameManager/GameManager_Input.cs
index ac0387d..c845931 100644
--- a/Assets/GameManager/GameManager_Input.cs
+++ b/Assets/GameManager/GameManager_Input.cs
@@ -78,6 +78,21 @@ namespace Subsystems
/// Called from OnSceneLoaded when Client.unity loads so the
/// Player capsule (which lives in Client.unity) can be wired at runtime.
public void SetPlayerObject(GameObject player) { _player = player; }
+
+ ///
+ /// Kick off GPS initialization if it hasn't started yet. Safe to call
+ /// repeatedly. Hosts must call this from the lobby setup screen so
+ /// that by the time they click "Create Lobby" we have a real GPS
+ /// fix to use as the play-area center, instead of falling back to
+ /// the hardcoded coordinates.
+ ///
+ public void EnsureGPSStarted()
+ {
+ if (_testMode) return;
+ if (_coroutineHost == null) return;
+ if (_GPSState == GPSState.Uninitialized)
+ _coroutineHost.StartCoroutine(InitiallizeGPS());
+ }
public void positionCheck()
{
var state = _gameClient?.CurrentLobbyState;
diff --git a/Assets/GameManager/GameManager_Map.cs b/Assets/GameManager/GameManager_Map.cs
index 40a36e1..1099cdf 100644
--- a/Assets/GameManager/GameManager_Map.cs
+++ b/Assets/GameManager/GameManager_Map.cs
@@ -3,6 +3,7 @@ using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
+using TMPro;
using UnityEngine;
using UnityEngine.UI;
@@ -65,6 +66,36 @@ namespace Subsystems{
private AreaSettings _areaSettings;
private const float _metersPerUnit = 1f;
+ // ── Layer Y separation (single source of truth for vertical stacking) ───
+ // Areas at the bottom, paths above areas, buildings extruded upward from
+ // their own base, POIs floating well above everything else. Z-fighting
+ // happens when adjacent geometry shares a Y; these constants keep each
+ // logical layer at a distinct elevation.
+ private const float kAreaBaseY = 0.10f;
+ private const float kPathY = 0.30f;
+ private const float kBuildingBaseY = 0.50f;
+ private const float kPoiY = 2.00f;
+
+ // Render-queue forcing was tried in P3 to disambiguate same-Y geometry
+ // but turned out to be the cause of the "blank map in mobile game view,
+ // fine in scene view" regression: forcing transparent-class shaders
+ // (default queue 3000+) into the Geometry range (2000-2150) breaks
+ // their depth-write/blend assumptions on mobile shader paths. The
+ // editor's scene view masks it because it uses different render paths
+ // and post-process is off there. Queue forcing removed in P8;
+ // disambiguation is now via Y-layering + per-area Y-stagger alone,
+ // which the depth buffer resolves correctly even on weak mobile GPUs.
+
+ // ── Marker sizing (top-down camera, units = meters) ─────────────────
+ // The camera's orthographic size pushes "1 meter" to a small fraction
+ // of the screen. Markers need to be visibly larger than buildings'
+ // footprints for instant recognition.
+ private const float kMarkerHeight = 8f; // pillar height
+ private const float kMarkerRadius = 3f; // pillar radius (cylinder X/Z)
+ private const float kMarkerY = 4f; // base Y so pillar centers ~mid-height
+ private const float kLabelY = 9f; // text label sits above pillar top
+ private const float kLabelFontSize = 14f; // 3D text size in world units
+
// Runtime marker collections
private Dictionary _taskMarkers = new Dictionary();
private Dictionary _bodyMarkers = new Dictionary();
@@ -131,7 +162,133 @@ namespace Subsystems{
GameObject a = BuildAreaMesh(area);
a.transform.parent = areaRoot.transform;
}
- //TODO: POIs
+
+ GameObject poiRoot = new GameObject("POIs");
+ poiRoot.transform.parent = _mapCenterPoint.transform;
+ int poiCount = 0;
+ foreach (var poi in _gameClient.CurrentLobbyState.MapData.GetPOIs())
+ {
+ GameObject p = BuildPOIMarker(poi);
+ if (p != null) { p.transform.parent = poiRoot.transform; poiCount++; }
+ }
+
+ // Diagnostic - if the user reports "map missing in game view" but
+ // the counts here are non-zero, the bug is camera/culling related,
+ // not a build issue.
+ int buildings = _gameClient.CurrentLobbyState.MapData.GetBuildings()?.Count ?? 0;
+ int paths = _gameClient.CurrentLobbyState.MapData.GetPathways()?.Count ?? 0;
+ int areas = _gameClient.CurrentLobbyState.MapData.GetAreas()?.Count ?? 0;
+ Debug.Log($"[Map] BuildMap done: {buildings} buildings, {paths} paths, " +
+ $"{areas} areas, {poiCount} POIs. MapCenterPoint={_mapCenterPoint.name} " +
+ $"layer={_mapCenterPoint.layer} pos={_mapCenterPoint.transform.position} " +
+ $"scale={_mapCenterPoint.transform.localScale}");
+ }
+
+ ///
+ /// Build a tall, brightly-colored pillar for a Point of Interest with
+ /// a 3D text label above it (e.g. "FOOD", "SHOP"). The label is laid
+ /// flat on the XZ plane facing UP so it reads correctly under the
+ /// orthogonal top-down camera.
+ ///
+ private GameObject BuildPOIMarker(MapPOI poi)
+ {
+ if (poi == null) return null;
+ var color = ColorForPOI(poi.POIType);
+ string label = LabelForPOI(poi.POIType);
+ var pos = poi.Location.ToLocalVector3(_centerPosition);
+ return CreateMarkerWithLabel($"POI_{poi.POIType}_{poi.Id}", pos, color, label);
+ }
+
+ ///
+ /// Shared marker builder: tall colored cylinder pillar + 3D text label
+ /// above it. Used by POIs, tasks, bodies, and sabotage stations so
+ /// they all share a visual language ("colored pillar with a name").
+ ///
+ private GameObject CreateMarkerWithLabel(string name, Vector3 worldPos, Color color, string label)
+ {
+ var go = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
+ go.name = name;
+
+ // Strip the auto-added collider - markers are visual only.
+ var col = go.GetComponent();
+ if (col != null) UnityEngine.Object.Destroy(col);
+
+ go.transform.position = worldPos + Vector3.up * kMarkerY;
+ // Cylinder's default unit is 2 tall, 1 wide. Scale Y by half of
+ // kMarkerHeight (built-in is 2 units), X/Z by kMarkerRadius.
+ go.transform.localScale = new Vector3(kMarkerRadius, kMarkerHeight * 0.5f, kMarkerRadius);
+
+ var mr = go.GetComponent();
+ if (mr != null)
+ {
+ // One .material access -> single clone of the primitive's
+ // default mat. Don't touch renderQueue (P3 regression cause).
+ var inst = mr.material;
+ if (inst != null) inst.color = color;
+ }
+
+ // 3D text label - lays flat on top of the pillar facing up.
+ // Parented to the marker so it follows position changes.
+ var labelGO = new GameObject("Label");
+ labelGO.transform.SetParent(go.transform, worldPositionStays: false);
+ // Local Y offset: pillar's local scale Y is kMarkerHeight/2, but
+ // the cylinder primitive is 2 units tall in local space, so its
+ // top is at local +1. Label sits a hair above that.
+ labelGO.transform.localPosition = new Vector3(0, 1.05f, 0);
+ // Rotate 90 around X so the text quad's normal points +Y (toward
+ // the top-down camera). The default TMP forward is +Z.
+ labelGO.transform.localRotation = Quaternion.Euler(90f, 0f, 0f);
+ // Compensate for the cylinder's non-uniform parent scale so the
+ // text size in world units matches kLabelFontSize regardless of
+ // how the pillar was scaled.
+ labelGO.transform.localScale = new Vector3(
+ 1f / kMarkerRadius,
+ 1f / (kMarkerHeight * 0.5f),
+ 1f / kMarkerRadius);
+
+ var tmp = labelGO.AddComponent();
+ tmp.text = label;
+ tmp.fontSize = kLabelFontSize;
+ tmp.color = Color.white;
+ tmp.fontStyle = FontStyles.Bold;
+ tmp.alignment = TextAlignmentOptions.Center;
+ tmp.outlineColor = Color.black;
+ tmp.outlineWidth = 0.25f;
+ // Reasonable bounds so the text mesh isn't auto-clipped.
+ var rt = tmp.rectTransform;
+ rt.sizeDelta = new Vector2(20, 4);
+
+ return go;
+ }
+
+ private static Color ColorForPOI(MapPOIType type)
+ {
+ switch (type)
+ {
+ case MapPOIType.FoodDrink: return new Color(1.00f, 0.55f, 0.00f); // orange
+ case MapPOIType.Shop: return new Color(0.20f, 0.60f, 1.00f); // blue
+ case MapPOIType.Health: return new Color(0.96f, 0.27f, 0.27f); // red
+ case MapPOIType.Transport: return new Color(0.85f, 0.85f, 0.20f); // yellow
+ case MapPOIType.Culture: return new Color(0.65f, 0.30f, 0.95f); // purple
+ case MapPOIType.Landmark: return new Color(0.95f, 0.85f, 0.40f); // gold
+ case MapPOIType.Recreation: return new Color(0.30f, 0.85f, 0.30f); // green
+ default: return new Color(0.75f, 0.75f, 0.80f); // muted grey
+ }
+ }
+
+ private static string LabelForPOI(MapPOIType type)
+ {
+ switch (type)
+ {
+ case MapPOIType.FoodDrink: return "FOOD";
+ case MapPOIType.Shop: return "SHOP";
+ case MapPOIType.Health: return "HEALTH";
+ case MapPOIType.Transport: return "TRANSIT";
+ case MapPOIType.Culture: return "CULTURE";
+ case MapPOIType.Landmark: return "LANDMARK";
+ case MapPOIType.Recreation: return "PARK";
+ default: return "POI";
+ }
}
void ClearChildren()
{
@@ -148,9 +305,12 @@ namespace Subsystems{
{
var building = new GameObject($"Building_{b.Name ?? "Unknown"}");
- // Výpočet středu budovy
+ // Výpočet středu budovy. Lift the base above kPathY so building
+ // walls visibly extrude *upward* from above the road/area layer
+ // instead of starting at ground (which made them clip into paved
+ // areas that share their footprint).
Vector3 center = CalculatePolygonCenter(b.Outline);
- building.transform.position = center;
+ building.transform.position = center + Vector3.up * kBuildingBaseY;
// Vytvoření mesh pro budovu
MeshFilter meshFilter = building.AddComponent();
@@ -181,8 +341,12 @@ namespace Subsystems{
meshFilter.mesh = mesh;
//TODO: material by type
- // Použijeme barvu podle typu budovy
- meshRenderer.material = mat;
+ // Použijeme barvu podle typu budovy. Use sharedMaterial to keep
+ // the project's Material asset reference - no clone, no leak.
+ // Y-position alone disambiguates building geometry from area/path
+ // layers; we don't need renderQueue overrides (which broke mobile
+ // rendering for transparent-class shaders in P3).
+ meshRenderer.sharedMaterial = mat;
// Přidání collideru pro interakci
building.AddComponent();
@@ -241,15 +405,19 @@ namespace Subsystems{
break;
}
- line.material = mat;
+ // sharedMaterial avoids the LineRenderer cloning the project's
+ // shared path Material on every BuildMap call. Queue overrides
+ // dropped (P3 mobile-render regression cause).
+ line.sharedMaterial = mat;
line.widthMultiplier = width;
- // Nastavení bodů cesty
+ // Nastavení bodů cesty - kPathY sits above all area polygons but
+ // below building bases, so paths visibly run on top of areas.
line.positionCount = w.Points.Count;
for (int i = 0; i < w.Points.Count; i++)
{
Vector3 pos = w.Points[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center);
- pos.y = 0.1f; // Mírně nad zemí
+ pos.y = kPathY;
line.SetPosition(i, pos);
}
return path;
@@ -292,13 +460,58 @@ namespace Subsystems{
break;
}
- meshRenderer.material = mat;
+ // sharedMaterial: no per-area material clone. Render-queue forcing
+ // dropped in P8 (caused mobile-render regression). The Y-stagger
+ // below alone now drives "smaller polygon on top of larger one"
+ // depth ordering - which is what the depth buffer was always
+ // designed to do, and works on mobile GPUs with weak precision
+ // because the stagger spread (0.04 units) is well above any
+ // reasonable depth-buffer epsilon.
+ meshRenderer.sharedMaterial = mat;
- area.transform.position = new Vector3(0, 0.05f, 0); // Těsně nad zemí
+ // Y stagger: smaller polygons sit a hair higher than larger ones,
+ // so depth-test draws them on top of bigger area polygons they sit
+ // inside (e.g. a playground inside a park). Total spread is 0.04
+ // units - visually invisible but plenty for the depth buffer.
+ float yStagger = ComputeAreaYStagger(a.Outline);
+ area.transform.position = new Vector3(0, kAreaBaseY + yStagger, 0);
return area;
}
- //TODO: POIs
+
+ ///
+ /// Returns a non-negative size proxy used to bucket areas by footprint.
+ /// Larger polygons return higher numbers; used inversely for queue/Y.
+ ///
+ private float AreaSizeBucket(List outline)
+ {
+ if (outline == null || outline.Count < 3) return 1f;
+ // Cheap bbox area in lat-lon space scaled by 1e6 - we only need a
+ // monotonic ordering, not a real geographic area.
+ double minLat = outline[0].Lat, maxLat = outline[0].Lat;
+ double minLon = outline[0].Lon, maxLon = outline[0].Lon;
+ for (int i = 1; i < outline.Count; i++)
+ {
+ if (outline[i].Lat < minLat) minLat = outline[i].Lat;
+ if (outline[i].Lat > maxLat) maxLat = outline[i].Lat;
+ if (outline[i].Lon < minLon) minLon = outline[i].Lon;
+ if (outline[i].Lon > maxLon) maxLon = outline[i].Lon;
+ }
+ double bbox = (maxLat - minLat) * (maxLon - minLon) * 1e6;
+ return (float)System.Math.Max(0.001, bbox);
+ }
+
+ ///
+ /// Smaller areas get a higher Y so they render on top of any larger
+ /// area they overlap. Returns a value in [0, 0.04] units.
+ ///
+ private float ComputeAreaYStagger(List outline)
+ {
+ float bucket = AreaSizeBucket(outline);
+ // Inverse mapping: huge area -> 0, tiny area -> 0.04.
+ float t = Mathf.Clamp01(1f - bucket / (bucket + 50f));
+ return t * 0.04f;
+ }
#endregion
#region Polygon Utils
private Vector3 CalculatePolygonCenter(List points)
@@ -310,19 +523,52 @@ namespace Subsystems{
}
return center / points.Count;
}
+
+ ///
+ /// Signed XZ shoelace area for a polygon expressed in local Vector3.
+ /// Positive = CCW (Unity left-handed Y-up: upward-facing normal),
+ /// negative = CW (downward-facing normal -> top face invisible from
+ /// above unless we reverse the winding before triangulating).
+ ///
+ private static float PolygonSignedAreaXZ(List verts)
+ {
+ float area = 0f;
+ int n = verts.Count;
+ for (int i = 0; i < n; i++)
+ {
+ var a = verts[i];
+ var b = verts[(i + 1) % n];
+ area += (b.x - a.x) * (a.z + b.z);
+ }
+ return area * 0.5f;
+ }
private Mesh CreateExtrudedPolygonMesh(List outline, float height)
{
Mesh mesh = new Mesh();
+ // Reject degenerates - Recast/Overpass can hand back 1-2 vertex
+ // outlines on broken ways. Empty mesh -> renderer draws nothing,
+ // safer than a malformed triangle list.
+ if (outline == null || outline.Count < 3) return mesh;
+
+ // Convert to local space first so we can run a winding check, then
+ // reverse if needed. Without this, CW outlines from Overpass yield
+ // downward-facing top normals and the building roof is invisible
+ // from the top-down map camera.
int vertexCount = outline.Count;
+ var localVerts = new List(vertexCount);
+ Vector3 center = CalculatePolygonCenter(outline);
+ for (int i = 0; i < vertexCount; i++)
+ localVerts.Add(outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center);
+
+ if (PolygonSignedAreaXZ(localVerts) < 0f)
+ localVerts.Reverse();
// Vertices - spodní a horní podstava
Vector3[] vertices = new Vector3[vertexCount * 2];
- Vector3 center = CalculatePolygonCenter(outline);
-
for (int i = 0; i < vertexCount; i++)
{
- Vector3 pos = outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center;
+ Vector3 pos = localVerts[i];
vertices[i] = pos; // Spodní
vertices[i + vertexCount] = pos + Vector3.up * height; // Horní
}
@@ -366,25 +612,30 @@ namespace Subsystems{
{
Mesh mesh = new Mesh();
- int vertexCount = outline.Count;
- Vector3[] vertices = new Vector3[vertexCount];
- Vector3 center = CalculatePolygonCenter(outline);
+ // Reject degenerates (matches CreateExtrudedPolygonMesh).
+ if (outline == null || outline.Count < 3) return mesh;
+ int vertexCount = outline.Count;
+ var localVerts = new List(vertexCount);
+ Vector3 center = CalculatePolygonCenter(outline);
for (int i = 0; i < vertexCount; i++)
- {
- vertices[i] = outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center;
- }
+ localVerts.Add(outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center);
+
+ // Force CCW so RecalculateNormals produces an upward-facing normal.
+ // CW polygons from Overpass would otherwise render as black voids
+ // when the top-down camera looks at their back face.
+ if (PolygonSignedAreaXZ(localVerts) < 0f)
+ localVerts.Reverse();
+
+ Vector3[] vertices = localVerts.ToArray();
// Triangulace - fan pattern
List triangles = new List();
- if (vertexCount >= 3)
+ for (int i = 1; i < vertexCount - 1; i++)
{
- for (int i = 1; i < vertexCount - 1; i++)
- {
- triangles.Add(0);
- triangles.Add(i);
- triangles.Add(i + 1);
- }
+ triangles.Add(0);
+ triangles.Add(i);
+ triangles.Add(i + 1);
}
mesh.vertices = vertices;
@@ -405,20 +656,19 @@ namespace Subsystems{
if (md != null) _centerPosition = md.Center;
}
if (_centerPosition.Lat == 0 && _centerPosition.Lon == 0) return;
+ var taskColor = new Color(0.20f, 0.95f, 0.55f); // bright green - "GO HERE"
foreach (var task in tasks)
{
if (_taskMarkers.ContainsKey(task.TaskId)) continue;
- var go = GameObject.CreatePrimitive(PrimitiveType.Sphere);
- go.name = $"Task_{task.TaskId}";
+ var pos = task.Location.ToLocalVector3(_centerPosition);
+ var go = CreateMarkerWithLabel($"Task_{task.TaskId}", pos, taskColor, "TASK");
go.transform.parent = _mapCenterPoint.transform;
- go.transform.position = task.Location.ToLocalVector3(_centerPosition) + Vector3.up * 1f; // Raised
- go.transform.localScale = Vector3.one * 8f; // Bigger
- var mr = go.GetComponent();
- if (mr) mr.material.color = Color.yellow;
+
+ // Pulsing point light so the task literally glows on the map.
var light = go.AddComponent();
- light.color = Color.yellow;
- light.intensity = 2;
- light.range = 5;
+ light.color = taskColor;
+ light.intensity = 3f;
+ light.range = 25f;
_taskMarkers[task.TaskId] = go;
}
}
@@ -436,14 +686,12 @@ namespace Subsystems{
{
if (_mapCenterPoint == null) return;
if (_bodyMarkers.ContainsKey(bodyId)) return;
- var go = GameObject.CreatePrimitive(PrimitiveType.Capsule);
- go.name = $"Body_{bodyId}";
+ var pos = location.ToLocalVector3(_centerPosition);
+ // Bright red pillar with "BODY" label - players need to see this
+ // from across the map to call it in.
+ var go = CreateMarkerWithLabel($"Body_{bodyId}", pos,
+ new Color(0.96f, 0.18f, 0.18f), "BODY");
go.transform.parent = _mapCenterPoint?.transform;
- go.transform.position = location.ToLocalVector3(_centerPosition) + Vector3.up * 0.15f;
- go.transform.localScale = new Vector3(0.3f, 0.5f, 0.3f);
- go.transform.rotation = Quaternion.Euler(90, 0, 0); // lying down
- var mr = go.GetComponent();
- if (mr) mr.material.color = Color.red;
_bodyMarkers[bodyId] = go;
}
@@ -489,15 +737,20 @@ namespace Subsystems{
public void CreateSabotageMarkers(List stations)
{
+ var color = new Color(1.0f, 0.55f, 0.0f); // strong orange = repair urgency
foreach (var station in stations)
{
- var go = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
- go.name = $"Sabotage_{station.StationId}";
+ var pos = station.Location.ToLocalVector3(_centerPosition);
+ var go = CreateMarkerWithLabel($"Sabotage_{station.StationId}", pos,
+ color, "REPAIR");
go.transform.parent = _mapCenterPoint?.transform;
- go.transform.position = station.Location.ToLocalVector3(_centerPosition) + Vector3.up * 1f;
- go.transform.localScale = new Vector3(0.5f, 2f, 0.5f);
- var mr = go.GetComponent();
- if (mr) mr.material.color = new Color(1f, 0.5f, 0f); // orange
+
+ // Repair stations also pulse light so impostors and crew see
+ // the urgency from across the map.
+ var light = go.AddComponent();
+ light.color = color;
+ light.intensity = 4f;
+ light.range = 30f;
_sabotageMarkers.Add(go);
}
}
diff --git a/Assets/GameManager/GameManager_Network.cs b/Assets/GameManager/GameManager_Network.cs
index cbf27a2..ab85b1a 100644
--- a/Assets/GameManager/GameManager_Network.cs
+++ b/Assets/GameManager/GameManager_Network.cs
@@ -31,6 +31,15 @@ namespace Subsystems
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)
@@ -40,6 +49,15 @@ 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($"Re-associating with lobby {rejoinLobbyId} after reconnect.");
+ _gameClient.Reconnect(rejoinLobbyId);
+ }
break;
}
retries++;
@@ -63,12 +81,25 @@ namespace Subsystems
_gameClient.OnGameEvent += OnGameEvent;
}
- private void OnConnected() => Debug.Log("Successfully connected to the server.");
+ private void OnConnected()
+ {
+ Debug.Log("Successfully connected to the server.");
+ // Tear the reconnect overlay down once the socket is healthy.
+ // No-op if it wasn't shown.
+ _manager?.uiSubsystem?.HideReconnecting();
+ }
+
private void OnError(string e) => Debug.LogError($"Network error: {e}");
private void OnDisconnected(string reason)
{
Debug.Log($"Disconnected: {reason}");
+ // Show the reconnect overlay only if the user is mid-game; we
+ // don't want it flashing during a clean shutdown ("Disposed") or
+ // before a real game has started.
+ if (reason != "Disposed" && State.Phase != GamePhase.Lobby)
+ _manager?.uiSubsystem?.ShowReconnecting();
+
if (reason != "Disposed" && _manager != null)
_manager.StartCoroutine(ReconnectAfterDelay(3f));
}
@@ -93,6 +124,9 @@ namespace Subsystems
case "PositionBroadcast":
HandlePositionBroadcast(message as PositionBroadcast);
break;
+ case "Error":
+ HandleErrorMessage(message as ErrorMessage);
+ break;
case "Ack":
case "GameEvent":
break;
@@ -102,6 +136,27 @@ namespace Subsystems
}
}
+ ///
+ /// P9 defensive path: if the server tells us NOT_IN_LOBBY but we still
+ /// believe we have a lobby (LobbyId preserved across the transient
+ /// disconnect), the lobby association on the server's side of the new
+ /// connection is missing - typically a race between OpenConnection's
+ /// Reconnect call and an in-flight action message that beat it. Retry
+ /// the Reconnect; if the second attempt also bounces, the lobby really
+ /// is gone and we'll surface the error to the user.
+ ///
+ private void HandleErrorMessage(ErrorMessage err)
+ {
+ if (err == null) return;
+ Debug.Log($"Server error: code={err.ErrorCode} text={err.ErrorText}");
+
+ if (err.ErrorCode == "NOT_IN_LOBBY" && !string.IsNullOrEmpty(_gameClient.LobbyId))
+ {
+ Debug.Log($"NOT_IN_LOBBY but we still have LobbyId={_gameClient.LobbyId}; resending Reconnect.");
+ _gameClient.Reconnect(_gameClient.LobbyId);
+ }
+ }
+
private void OnGameEvent(GameEvent gameEvent)
{
// Always sync player list from lobby state after any event
@@ -149,6 +204,10 @@ namespace Subsystems
HandleMeetingStarted(gameEvent);
break;
+ case "PlayerArrivedAtMeeting":
+ HandlePlayerArrivedAtMeeting(gameEvent);
+ break;
+
case "PlayerVoted":
HandlePlayerVoted(gameEvent);
break;
@@ -169,15 +228,30 @@ namespace Subsystems
HandleSabotageStarted(gameEvent);
break;
+ case "RepairStarted":
+ HandleRepairStarted(gameEvent);
+ break;
+
+ case "RepairStopped":
+ HandleRepairStopped(gameEvent);
+ break;
+
case "SabotageRepaired":
case "SabotageMeltdown":
+ case "SabotageExpired":
State.ActiveSabotage = null;
+ State.ActiveRepairs.Clear();
_manager?.uiSubsystem?.HideSabotageTimer();
_manager?.mapSubsystem?.ClearSabotageMarkers();
break;
+ case "TaskStarted":
+ // Server now broadcasts when a player begins a task. Phase 1
+ // only acks; Phase 2/3 will surface this to other players.
+ break;
+
case "MapDataError":
- Debug.LogError("Server could not generate map data.");
+ HandleMapDataError(gameEvent);
break;
default:
@@ -194,6 +268,10 @@ namespace Subsystems
if (message.Success)
{
Debug.Log($"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();
}
@@ -209,7 +287,13 @@ namespace Subsystems
if (message.Success)
{
Debug.Log($"Joined lobby: {message.LobbyId}");
- SceneManager.LoadScene("join loading", LoadSceneMode.Single);
+ // 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
@@ -314,20 +398,52 @@ namespace Subsystems
var payload = evt.GetPayload();
if (payload == null) return;
- State.Phase = GamePhase.Meeting;
- State.ActiveMeeting = payload;
- State.VotedPlayerIds = new HashSet();
- State.LastVoteResult = null;
+ 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)
@@ -358,16 +474,21 @@ namespace Subsystems
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;
- if (_gameClient.IsOwner)
- SceneManager.LoadScene("create", LoadSceneMode.Single);
- else
- SceneManager.LoadScene("join loading", LoadSceneMode.Single);
+ _manager?.uiSubsystem?.HideMeetingPanel();
+ // Unified lobby: regardless of role, return to create.unity.
+ SceneManager.LoadScene("create", LoadSceneMode.Single);
}
private void HandleSabotageStarted(GameEvent evt)
@@ -376,6 +497,7 @@ namespace Subsystems
if (payload == null) return;
State.ActiveSabotage = payload;
+ State.ActiveRepairs.Clear();
_manager?.mapSubsystem?.CreateSabotageMarkers(payload.RepairStations);
if (payload.Type == SabotageType.CriticalMeltdown && payload.Deadline.HasValue)
@@ -384,6 +506,34 @@ namespace Subsystems
_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;
@@ -407,9 +557,9 @@ namespace Subsystems
// ── Send helpers ──────────────────────────────────────────────────────
- public void CreateLobby(double lat, double lon, double radius = 500, int impostorCount = 1, int taskCount = 5)
+ 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);
+ _gameClient.CreateLobby(new Position(lat, lon), impostorCount, taskCount, null, radius, settings);
}
public void JoinLobby(string joinCode)
diff --git a/Assets/GameManager/GameManager_Tasks.cs b/Assets/GameManager/GameManager_Tasks.cs
index bbab151..0b2845a 100644
--- a/Assets/GameManager/GameManager_Tasks.cs
+++ b/Assets/GameManager/GameManager_Tasks.cs
@@ -29,7 +29,11 @@ namespace Subsystems
// Proximity state (checked every frame in UpdateProximity)
public GeoSus.Client.GameTask NearbyTask { get; private set; }
- private const float ProximityRadius = 5f; // metres / Unity units
+ // 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)
{
@@ -64,6 +68,16 @@ namespace Subsystems
{
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;
@@ -72,7 +86,7 @@ namespace Subsystems
{
if (entry.Completed) continue;
double dist = myPos.DistanceTo(entry.ServerTask.Location);
- if (dist <= ProximityRadius)
+ if (dist <= taskDist)
{
NearbyTask = entry.ServerTask;
break;
@@ -94,7 +108,7 @@ namespace Subsystems
// Check body proximity
if (!ui.IsCommsBlackout)
{
- var body = _gameClient.FindNearbyBody(ProximityRadius);
+ var body = _gameClient.FindNearbyBody(reportDist);
if (body != null)
{
ui.SetActionButton("REPORT", true, () => GameManager.Instance?.PerformAction());
@@ -105,7 +119,7 @@ namespace Subsystems
if (_gameClient.CurrentLobbyState?.MapData != null)
{
double dist = myPos.DistanceTo(_gameClient.CurrentLobbyState.MapData.Center);
- if (dist <= ProximityRadius)
+ if (dist <= emergencyDist)
{
ui.SetActionButton("EMERGENCY", true, () => GameManager.Instance?.PerformAction());
return;
@@ -116,16 +130,28 @@ namespace Subsystems
// Impostor kill
if (isImpostor)
{
- var target = _gameClient.FindNearbyPlayer(ProximityRadius);
+ 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.
@@ -146,10 +172,33 @@ namespace Subsystems
_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(
+ $"Task scene missing: {entry.MinigameScene}");
+ _minigameOpen = false;
+ yield break;
+ }
+
// Inform server that task started
_gameClient.Send(new TaskStart { TaskId = entry.ServerTask.TaskId });
var op = SceneManager.LoadSceneAsync(entry.MinigameScene, LoadSceneMode.Additive);
+ if (op == null)
+ {
+ Debug.LogError($"[Tasks] LoadSceneAsync returned null for '{entry.MinigameScene}'.");
+ GameManager.Instance?.uiSubsystem?.ShowToast(
+ $"Task scene failed to load: {entry.MinigameScene}");
+ _minigameOpen = false;
+ yield break;
+ }
yield return op;
_loadedMinigameScene = entry.MinigameScene;
diff --git a/Assets/GameManager/GameManager_UI.cs b/Assets/GameManager/GameManager_UI.cs
index a28c9fb..edda9c6 100644
--- a/Assets/GameManager/GameManager_UI.cs
+++ b/Assets/GameManager/GameManager_UI.cs
@@ -4,6 +4,7 @@ using Subsystems;
using GeoSus.Client;
using System.Collections.Generic;
using System;
+using System.Linq;
using TMPro;
namespace Subsystems
@@ -34,15 +35,22 @@ namespace Subsystems
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;
@@ -54,6 +62,7 @@ namespace Subsystems
// 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; }
@@ -89,9 +98,19 @@ namespace Subsystems
_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