Zabiju je 2. Epicky thriller od tvurce Zabiju je

This commit is contained in:
2026-04-26 14:58:39 +02:00
parent 700e6bfbfc
commit e0b808faed
10 changed files with 1114 additions and 465 deletions

View File

@@ -14,9 +14,14 @@ namespace Subsystems
private const string _serverAddress = "geosus.honzuvkod.dev";
private const int _serverPort = 7777;
private GameClient _gameClient;
private GameManager _manager; // may be null for test clients
private GameManager _manager;
private bool _pendingMapBuild;
/// <summary>
/// Authoritative game state; written here, read by GameManager_UI.
/// </summary>
public GameState State { get; } = new GameState();
public GameManager_Network(GameClient gameClient, GameManager manager)
{
_gameClient = gameClient;
@@ -45,49 +50,40 @@ namespace Subsystems
}
Debug.Log($"Failed to connect (attempt {retries}). Retrying in {delayMs / 1000}s...");
await Task.Delay(delayMs);
delayMs = Mathf.Min(delayMs * 2, 30000); // exponential backoff, cap 30s
delayMs = Mathf.Min(delayMs * 2, 30000);
}
}
public void RegisterEventHandlers()
{
_gameClient.OnConnected += OnConnected;
_gameClient.OnConnected += OnConnected;
_gameClient.OnDisconnected += OnDisconnected;
_gameClient.OnError += OnError;
_gameClient.OnMessage += OnMessage;
_gameClient.OnGameEvent += OnGameEvent;
_gameClient.OnError += OnError;
_gameClient.OnMessage += OnMessage;
_gameClient.OnGameEvent += OnGameEvent;
}
private void OnConnected()
{
Debug.Log("Successfully connected to the server.");
}
private void OnConnected() => Debug.Log("Successfully connected to the server.");
private void OnError(string e) => Debug.LogError($"Network error: {e}");
private void OnDisconnected(string reason)
{
Debug.Log($"Disconnected: {reason}");
// Auto-reconnect unless the app is quitting
if (reason != "Disposed" && _manager != null)
_manager.StartCoroutine(ReconnectAfterDelay(3f));
}
private System.Collections.IEnumerator ReconnectAfterDelay(float seconds)
private IEnumerator ReconnectAfterDelay(float seconds)
{
yield return new UnityEngine.WaitForSeconds(seconds);
Debug.Log("Attempting to reconnect...");
OpenConnection();
}
private void OnError(string error)
{
Debug.LogError($"Network error: {error}");
}
private void OnMessage(Message message)
{
switch (message.Type)
{
case "GameEvent":
// handled via OnGameEvent
break;
case "CreateLobbyResponse":
HandleCreateLobbyResponse(message as CreateLobbyResponse);
break;
@@ -98,6 +94,7 @@ namespace Subsystems
HandlePositionBroadcast(message as PositionBroadcast);
break;
case "Ack":
case "GameEvent":
break;
default:
Debug.Log("Received message of type: " + message.Type);
@@ -107,16 +104,19 @@ namespace Subsystems
private void OnGameEvent(GameEvent gameEvent)
{
// Always sync player list from lobby state after any event
SyncPlayersFromLobby();
switch (gameEvent.EventType)
{
case "PlayerJoined":
case "PlayerLeft":
case "HostChanged":
// SDK already updates CurrentLobbyState; just refresh UI
_manager?.uiSubsystem?.NotifyLobbyChanged();
break;
case "GameStarting":
State.Phase = GamePhase.Loading;
HandleGameStarting();
break;
@@ -125,7 +125,7 @@ namespace Subsystems
break;
case "GameStarted":
HandleGameStarted();
State.Phase = GamePhase.Playing;
break;
case "RoleAssigned":
@@ -142,13 +142,17 @@ namespace Subsystems
case "BodyReported":
case "EmergencyMeetingCalled":
HandleMeetingCalled(gameEvent);
Toast("Meeting called! Head to the meeting point.");
break;
case "MeetingStarted":
HandleMeetingStarted(gameEvent);
break;
case "PlayerVoted":
HandlePlayerVoted(gameEvent);
break;
case "VotingClosed":
HandleVotingClosed(gameEvent);
break;
@@ -167,6 +171,7 @@ namespace Subsystems
case "SabotageRepaired":
case "SabotageMeltdown":
State.ActiveSabotage = null;
_manager?.uiSubsystem?.HideSabotageTimer();
_manager?.mapSubsystem?.ClearSabotageMarkers();
break;
@@ -188,10 +193,8 @@ namespace Subsystems
if (message == null) return;
if (message.Success)
{
Debug.Log($"Lobby created. Code: {message.JoinCode}, ID: {message.LobbyId}");
// Navigate to the create/waiting scene
Debug.Log($"Lobby created. Code: {message.JoinCode}");
SceneManager.LoadScene("create", LoadSceneMode.Single);
// Mark lobby UI dirty so LobbyDisplayUI refreshes once the scene is loaded
_manager?.uiSubsystem?.NotifyLobbyChanged();
}
else
@@ -207,7 +210,6 @@ namespace Subsystems
{
Debug.Log($"Joined lobby: {message.LobbyId}");
SceneManager.LoadScene("join loading", LoadSceneMode.Single);
// Mark lobby UI dirty so LobbyDisplayUI refreshes once the scene is loaded
_manager?.uiSubsystem?.NotifyLobbyChanged();
}
else
@@ -216,12 +218,24 @@ namespace Subsystems
}
}
// ── Game flow events ──────────────────────────────────────────────────
// ── Game flow ─────────────────────────────────────────────────────────
private void HandleGameStarting()
{
_pendingMapBuild = false;
// SDK sets Phase = Loading; load Client.unity
// Reset per-game state
State.MyRole = null;
State.IsDead = false;
State.MyTasks = new List<GameTask>();
State.MyCompletedTaskIds = new HashSet<string>();
State.TotalCompleted = 0;
State.TotalRequired = 0;
State.ActiveMeeting = null;
State.LastVoteResult = null;
State.VotedPlayerIds = new HashSet<string>();
State.ActiveSabotage = null;
State.GameEndData = null;
State.KillCooldownRemaining = 0;
SceneManager.LoadScene("Client", LoadSceneMode.Single);
}
@@ -231,10 +245,6 @@ namespace Subsystems
TryBuildMapAndMarkers();
}
/// <summary>
/// Called from GameManager.OnSceneLoaded("Client") after scene objects are bound.
/// Ensures map construction still happens even if MapDataReady arrived earlier.
/// </summary>
public void OnClientSceneReady()
{
TryBuildMapAndMarkers();
@@ -243,34 +253,40 @@ namespace Subsystems
private void TryBuildMapAndMarkers()
{
if (!_pendingMapBuild) return;
if (_manager?.mapSubsystem == null) return;
if (!_manager.mapSubsystem.IsSceneReady) return;
if (_manager?.mapSubsystem == null || !_manager.mapSubsystem.IsSceneReady) return;
if (_gameClient?.CurrentLobbyState?.MapData == null) return;
_manager.mapSubsystem.BuildMap();
_manager.mapSubsystem.CreateTaskMarkers(_gameClient.MyTasks);
_pendingMapBuild = false;
Debug.Log("[Network] Map built and task markers refreshed.");
}
private void HandleGameStarted()
{
Debug.Log("Game started");
// Phase is now Playing; GPS loop will start sending positions
Debug.Log("[Network] Map built.");
}
private void HandleRoleAssigned(GameEvent evt)
{
var payload = evt.GetPayload<RoleAssignedPayload>();
if (payload == null || payload.ClientUuid != _gameClient.ClientUuid) return;
Debug.Log($"Role: {payload.Role}, Tasks: {payload.Tasks?.Count ?? 0}");
_manager?.taskSubsystem?.Initialize(_gameClient.MyTasks);
State.MyRole = payload.Role;
State.MyTasks = payload.Tasks ?? new List<GameTask>();
State.MyCompletedTaskIds.Clear();
Debug.Log($"Role: {payload.Role}, Tasks: {State.MyTasks.Count}");
_manager?.taskSubsystem?.Initialize(State.MyTasks);
}
private void HandleTaskCompleted(GameEvent evt)
{
var payload = evt.GetPayload<TaskCompletedPayload>();
if (payload == null) return;
// Track if it's our task
if (payload.ClientUuid == _gameClient.ClientUuid)
State.MyCompletedTaskIds.Add(payload.TaskId);
State.TotalCompleted = payload.TotalCompleted;
State.TotalRequired = payload.TotalTasks;
_manager?.uiSubsystem?.UpdateTaskProgress(payload.TotalCompleted, payload.TotalTasks);
_manager?.mapSubsystem?.RemoveTaskMarker(payload.TaskId);
}
@@ -279,28 +295,58 @@ namespace Subsystems
{
var payload = evt.GetPayload<PlayerKilledPayload>();
if (payload == null) return;
_manager?.mapSubsystem?.CreateBodyMarker(payload.BodyId, payload.Location);
if (payload.VictimId == _gameClient.ClientUuid)
_manager?.uiSubsystem?.OnLocalPlayerDied();
}
private void HandleMeetingCalled(GameEvent evt)
{
_manager?.uiSubsystem?.ShowMeetingAlert();
_manager?.mapSubsystem?.CreateBodyMarker(payload.BodyId, payload.Location);
if (payload.VictimId == _gameClient.ClientUuid)
{
State.IsDead = true;
_manager?.uiSubsystem?.OnLocalPlayerDied();
}
// Update player state in our list
var p = State.Players.Find(x => x.ClientUuid == payload.VictimId);
if (p != null) p.State = PlayerState.Dead;
}
private void HandleMeetingStarted(GameEvent evt)
{
var payload = evt.GetPayload<MeetingStartedPayload>();
if (payload == null) return;
_manager?.uiSubsystem?.ShowMeetingPanel(_gameClient.CurrentLobbyState?.Players, payload);
State.Phase = GamePhase.Meeting;
State.ActiveMeeting = payload;
State.VotedPlayerIds = new HashSet<string>();
State.LastVoteResult = null;
SyncPlayersFromLobby();
_manager?.uiSubsystem?.ShowMeetingPanel(State.Players, payload);
}
private void HandlePlayerVoted(GameEvent evt)
{
var payload = evt.GetPayload<PlayerVotedPayload>();
if (payload == null) return;
State.VotedPlayerIds.Add(payload.VoterId);
}
private void HandleVotingClosed(GameEvent evt)
{
var payload = evt.GetPayload<VotingClosedPayload>();
if (payload == null) return;
_manager?.uiSubsystem?.ShowVoteResult(payload, _gameClient.CurrentLobbyState?.Players);
State.Phase = GamePhase.Playing;
State.ActiveMeeting = null;
State.LastVoteResult = payload;
// Mark ejected player dead in our list
if (!string.IsNullOrEmpty(payload.EjectedPlayerId))
{
var p = State.Players.Find(x => x.ClientUuid == payload.EjectedPlayerId);
if (p != null) p.State = PlayerState.Dead;
}
_manager?.uiSubsystem?.ShowVoteResult(payload, State.Players);
_manager?.mapSubsystem?.ClearBodyMarkers();
}
@@ -308,11 +354,16 @@ namespace Subsystems
{
var payload = evt.GetPayload<GameEndedPayload>();
if (payload == null) return;
State.Phase = GamePhase.Ended;
State.GameEndData = payload;
_manager?.uiSubsystem?.ShowGameEndPanel(payload, _gameClient.ClientUuid);
}
private void HandleReturnedToLobby()
{
State.Phase = GamePhase.Lobby;
if (_gameClient.IsOwner)
SceneManager.LoadScene("create", LoadSceneMode.Single);
else
@@ -323,6 +374,9 @@ namespace Subsystems
{
var payload = evt.GetPayload<SabotageStartedPayload>();
if (payload == null) return;
State.ActiveSabotage = payload;
_manager?.mapSubsystem?.CreateSabotageMarkers(payload.RepairStations);
if (payload.Type == SabotageType.CriticalMeltdown && payload.Deadline.HasValue)
_manager?.uiSubsystem?.ShowSabotageTimer(payload.Deadline.Value);
@@ -336,6 +390,21 @@ namespace Subsystems
_manager?.mapSubsystem?.UpdatePlayerAvatars(_gameClient.PlayerPositions, _gameClient.ClientUuid);
}
// ── Helpers ───────────────────────────────────────────────────────────
private void SyncPlayersFromLobby()
{
var lobby = _gameClient.CurrentLobbyState;
if (lobby?.Players != null)
State.Players = lobby.Players;
}
private void Toast(string message)
{
State.ToastMessage = message;
State.ToastExpiry = UnityEngine.Time.time + 4f;
}
// ── Send helpers ──────────────────────────────────────────────────────
public void CreateLobby(double lat, double lon, double radius = 500, int impostorCount = 1, int taskCount = 5)
@@ -352,6 +421,7 @@ namespace Subsystems
public void LeaveLobby()
{
_gameClient.LeaveLobby();
State.Phase = GamePhase.Lobby;
SceneManager.LoadScene(_manager?.firstMenuScene ?? "main menu asi idk lol", LoadSceneMode.Single);
}