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2 Commits

Author SHA1 Message Date
942a882cdb hra vertical bird 2026-06-03 11:03:32 +02:00
fdc14a4288 VerticalBird minihra v procesu 2026-05-17 12:39:46 +02:00
388 changed files with 15879 additions and 31839 deletions

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2
.gitignore vendored
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@@ -499,5 +499,3 @@ FodyWeavers.xsd
# End of https://www.toptal.com/developers/gitignore/api/unity,visualstudiocode,visualstudio,vim
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/* Version number components: V=Version, R=Revision, P=Patch
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*/
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/* _MSC_VER = VVRR */
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#if defined(__GNUC__)
# define SIMULATE_VERSION_MAJOR DEC(__GNUC__)
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# define SIMULATE_VERSION_MAJOR DEC(__GNUG__)
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# define COMPILER_VERSION_PATCH DEC(__DECC_VER % 10000)
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# define COMPILER_VERSION_MINOR DEC(__ibmxl_release__)
# define COMPILER_VERSION_PATCH DEC(__ibmxl_modification__)
# define COMPILER_VERSION_TWEAK DEC(__ibmxl_ptf_fix_level__)
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# define COMPILER_VERSION_MAJOR DEC(__IBMC__/100)
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# define COMPILER_VERSION_MINOR DEC(__IBMC__/10 % 10)
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# define COMPILER_ID "NVHPC"
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# define COMPILER_VERSION_MINOR DEC(__NVCOMPILER_MINOR__)
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# define COMPILER_VERSION_PATCH HEX(__VISUALDSPVERSION__>>8 & 0xFF)
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# 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
#elif defined(__SDCC_VERSION_MAJOR) || defined(SDCC)
# define COMPILER_ID "SDCC"
# if defined(__SDCC_VERSION_MAJOR)
# define COMPILER_VERSION_MAJOR DEC(__SDCC_VERSION_MAJOR)
# define COMPILER_VERSION_MINOR DEC(__SDCC_VERSION_MINOR)
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/* SDCC = VRP */
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# define COMPILER_VERSION_MINOR DEC(SDCC/10 % 10)
# define COMPILER_VERSION_PATCH DEC(SDCC % 10)
# 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 "]";
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#ifdef __QNXNTO__
char const* qnxnto = "INFO" ":" "qnxnto[]";
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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__)
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# define PLATFORM_ID "BeOS"
#elif defined(__QNX__) || defined(__QNXNTO__)
# define PLATFORM_ID "QNX"
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# define PLATFORM_ID "Tru64"
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# define PLATFORM_ID "RISCos"
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# define PLATFORM_ID "SINIX"
#elif defined(__UNIX_SV__)
# define PLATFORM_ID "UNIX_SV"
#elif defined(__bsdos__)
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# define PLATFORM_ID "MP-RAS"
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#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
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# 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
*/
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# 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

View File

@@ -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"
# define COMPILER_VERSION_MAJOR DEC(_RELEASE_MAJOR)
# define COMPILER_VERSION_MINOR DEC(_RELEASE_MINOR)
#elif defined(__TI_COMPILER_VERSION__)
# define COMPILER_ID "TI"
/* __TI_COMPILER_VERSION__ = VVVRRRPPP */
# define COMPILER_VERSION_MAJOR DEC(__TI_COMPILER_VERSION__/1000000)
# define COMPILER_VERSION_MINOR DEC(__TI_COMPILER_VERSION__/1000 % 1000)
# define COMPILER_VERSION_PATCH DEC(__TI_COMPILER_VERSION__ % 1000)
#elif defined(__CLANG_FUJITSU)
# define COMPILER_ID "FujitsuClang"
# define COMPILER_VERSION_MAJOR DEC(__FCC_major__)
# 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__)
# define COMPILER_VERSION __FCC_version__
# elif defined(__FCC_major__)
# define COMPILER_VERSION_MAJOR DEC(__FCC_major__)
# define COMPILER_VERSION_MINOR DEC(__FCC_minor__)
# define COMPILER_VERSION_PATCH DEC(__FCC_patchlevel__)
# endif
# 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"
/* __GHS_VERSION_NUMBER = VVVVRP */
# 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"
#if __ARMCC_VERSION >= 1000000
/* __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"
#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"
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"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-android24 --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 -IC:/Users/gravi/Game/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity -isystem C:/Users/gravi/.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 C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAConfiguration.cpp",
"file": "C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAConfiguration.cpp"
},
{
"directory": "C:/Users/gravi/Game/.utmp/RelWithDebInfo/f3u1w6u2/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-android24 --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 -IC:/Users/gravi/Game/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity -isystem C:/Users/gravi/.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 C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGADebug.cpp",
"file": "C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGADebug.cpp"
},
{
"directory": "C:/Users/gravi/Game/.utmp/RelWithDebInfo/f3u1w6u2/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-android24 --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 -IC:/Users/gravi/Game/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity -isystem C:/Users/gravi/.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 C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAEntry.cpp",
"file": "C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAEntry.cpp"
},
{
"directory": "C:/Users/gravi/Game/.utmp/RelWithDebInfo/f3u1w6u2/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-android24 --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 -IC:/Users/gravi/Game/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity -isystem C:/Users/gravi/.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 C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAInput.cpp",
"file": "C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAInput.cpp"
},
{
"directory": "C:/Users/gravi/Game/.utmp/RelWithDebInfo/f3u1w6u2/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-android24 --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 -IC:/Users/gravi/Game/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity -isystem C:/Users/gravi/.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 C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAInputKeyEvent.cpp",
"file": "C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAInputKeyEvent.cpp"
},
{
"directory": "C:/Users/gravi/Game/.utmp/RelWithDebInfo/f3u1w6u2/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-android24 --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 -IC:/Users/gravi/Game/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity -isystem C:/Users/gravi/.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 C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAInputMotionEvent.cpp",
"file": "C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAInputMotionEvent.cpp"
},
{
"directory": "C:/Users/gravi/Game/.utmp/RelWithDebInfo/f3u1w6u2/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-android24 --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 -IC:/Users/gravi/Game/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity -isystem C:/Users/gravi/.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 C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGASoftKeyboard.cpp",
"file": "C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGASoftKeyboard.cpp"
}
]

View File

@@ -0,0 +1,30 @@
C/C++ Structured Log\
Z
XC:\Users\gravi\Game\.utmp\RelWithDebInfo\f3u1w6u2\arm64-v8a\additional_project_files.txtC
A
?com.android.build.gradle.internal.cxx.io.EncodedFileFingerPrint  µÝÖ½¨3µ ¡¼»º¨3Y
W
UC:\Users\gravi\Game\.utmp\RelWithDebInfo\f3u1w6u2\arm64-v8a\android_gradle_build.json  µÝÖ½¨3À
ª¼»º¨3^
\
ZC:\Users\gravi\Game\.utmp\RelWithDebInfo\f3u1w6u2\arm64-v8a\android_gradle_build_mini.json  µÝÖ½¨3ª м»º¨3K
I
GC:\Users\gravi\Game\.utmp\RelWithDebInfo\f3u1w6u2\arm64-v8a\build.ninja  µÝÖ½¨3¬Ÿ ׺»º¨3O
M
KC:\Users\gravi\Game\.utmp\RelWithDebInfo\f3u1w6u2\arm64-v8a\build.ninja.txt  µÝÖ½¨3T
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QC:\Users\gravi\Game\.utmp\RelWithDebInfo\f3u1w6u2\arm64-v8a\compile_commands.json  µÝÖ½¨3ÛS Ôº»º¨3Y
W
UC:\Users\gravi\Game\.utmp\RelWithDebInfo\f3u1w6u2\arm64-v8a\compile_commands.json.bin  µÝÖ½¨3  Ôº»º¨3_
]
[C:\Users\gravi\Game\.utmp\RelWithDebInfo\f3u1w6u2\arm64-v8a\metadata_generation_command.txt  ¶ÝÖ½¨3
Á Ö¼»º¨3R
P
NC:\Users\gravi\Game\.utmp\RelWithDebInfo\f3u1w6u2\arm64-v8a\prefab_config.json  ¶ÝÖ½¨3 á Ö¼»º¨3W
U
SC:\Users\gravi\Game\.utmp\RelWithDebInfo\f3u1w6u2\arm64-v8a\symbol_folder_index.txt  ¶ÝÖ½¨3  ×¼»º¨3f
d
bC:\Users\gravi\Game\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp\CMakeLists.txt  ¶ÝÖ½¨3


View File

@@ -0,0 +1,21 @@
-HC:\Users\gravi\Game\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp
-DCMAKE_SYSTEM_NAME=Android
-DCMAKE_EXPORT_COMPILE_COMMANDS=ON
-DCMAKE_SYSTEM_VERSION=24
-DANDROID_PLATFORM=android-24
-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=C:\Users\gravi\Game\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\build\intermediates\cxx\RelWithDebInfo\f3u1w6u2\obj\arm64-v8a
-DCMAKE_RUNTIME_OUTPUT_DIRECTORY=C:\Users\gravi\Game\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\build\intermediates\cxx\RelWithDebInfo\f3u1w6u2\obj\arm64-v8a
-DCMAKE_BUILD_TYPE=RelWithDebInfo
-DCMAKE_FIND_ROOT_PATH=C:\Users\gravi\Game\.utmp\RelWithDebInfo\f3u1w6u2\prefab\arm64-v8a\prefab
-BC:\Users\gravi\Game\.utmp\RelWithDebInfo\f3u1w6u2\arm64-v8a
-GNinja
-DANDROID_STL=c++_shared
-DANDROID_SUPPORT_FLEXIBLE_PAGE_SIZES=ON
Build command args: []
Version: 2

View File

@@ -0,0 +1,7 @@
{
"enabled": true,
"prefabPath": "C:\\Users\\gravi\\.gradle\\caches\\modules-2\\files-2.1\\com.google.prefab\\cli\\2.1.0\\aa32fec809c44fa531f01dcfb739b5b3304d3050\\cli-2.1.0-all.jar",
"packages": [
"C:\\Users\\gravi\\.gradle\\caches\\8.13\\transforms\\1e7cc65d4e74b23bd94dca9ec0ac2eb3\\transformed\\jetified-games-activity-3.0.5\\prefab"
]
}

View File

@@ -0,0 +1 @@
C:\Users\gravi\Game\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\build\intermediates\cxx\RelWithDebInfo\f3u1w6u2\obj\arm64-v8a

View File

@@ -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=24
-DANDROID_PLATFORM=android-24
-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=C:/Users/gravi/Game/.utmp/RelWithDebInfo/$HASH/prefab/$ABI/prefab
-BC:/Users/gravi/Game/.utmp/RelWithDebInfo/$HASH/$ABI
-GNinja
-DANDROID_STL=c++_shared
-DANDROID_SUPPORT_FLEXIBLE_PAGE_SIZES=ON

View File

@@ -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/gravi/.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/gravi/.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/gravi/.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/gravi/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/include"
INTERFACE_LINK_LIBRARIES ""
)
endif()

View File

@@ -1,5 +0,0 @@
{
"recommendations": [
"visualstudiotoolsforunity.vstuc"
]
}

10
.vscode/launch.json vendored
View File

@@ -1,10 +0,0 @@
{
"version": "0.2.0",
"configurations": [
{
"name": "Attach to Unity",
"type": "vstuc",
"request": "attach"
}
]
}

72
.vscode/settings.json vendored
View File

@@ -1,72 +0,0 @@
{
"files.exclude": {
"**/.DS_Store": true,
"**/.git": true,
"**/.vs": true,
"**/.gitmodules": true,
"**/.vsconfig": true,
"**/*.booproj": true,
"**/*.pidb": true,
"**/*.suo": true,
"**/*.user": true,
"**/*.userprefs": true,
"**/*.unityproj": true,
"**/*.dll": true,
"**/*.exe": true,
"**/*.pdf": true,
"**/*.mid": true,
"**/*.midi": true,
"**/*.wav": true,
"**/*.gif": true,
"**/*.ico": true,
"**/*.jpg": true,
"**/*.jpeg": true,
"**/*.png": true,
"**/*.psd": true,
"**/*.tga": true,
"**/*.tif": true,
"**/*.tiff": true,
"**/*.3ds": true,
"**/*.3DS": true,
"**/*.fbx": true,
"**/*.FBX": true,
"**/*.lxo": true,
"**/*.LXO": true,
"**/*.ma": true,
"**/*.MA": true,
"**/*.obj": true,
"**/*.OBJ": true,
"**/*.asset": true,
"**/*.cubemap": true,
"**/*.flare": true,
"**/*.mat": true,
"**/*.meta": true,
"**/*.prefab": true,
"**/*.unity": true,
"build/": true,
"Build/": true,
"Library/": true,
"library/": true,
"obj/": true,
"Obj/": true,
"Logs/": true,
"logs/": true,
"ProjectSettings/": true,
"UserSettings/": true,
"temp/": true,
"Temp/": true
},
"files.associations": {
"*.asset": "yaml",
"*.meta": "yaml",
"*.prefab": "yaml",
"*.unity": "yaml",
},
"explorer.fileNesting.enabled": true,
"explorer.fileNesting.patterns": {
"*.sln": "*.csproj",
"*.slnx": "*.csproj"
},
"dotnet.defaultSolution": "GeoSusGame.slnx",
"dotnet.enableWorkspaceBasedDevelopment": false
}

View File

@@ -132,20 +132,7 @@ public class GameClient : IDisposable
return false;
}
/// <summary>
/// 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.
/// </summary>
public void Disconnect(string reason = "User disconnected", bool transient = false)
public void Disconnect(string reason = "User disconnected")
{
_cts?.Cancel();
_tcpClient?.Close();
@@ -153,22 +140,15 @@ public class GameClient : IDisposable
_stream = null;
_encryption?.Dispose();
_encryption = null;
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.
LobbyId = null;
JoinCode = null;
CurrentLobbyState = null;
MyRole = null;
MyTasks.Clear();
PlayerPositions.Clear();
Bodies.Clear();
Dispatcher.Post(() => OnDisconnected?.Invoke(reason));
}
@@ -256,8 +236,7 @@ public class GameClient : IDisposable
decryptFailures++;
if (decryptFailures >= 3)
{
// Transient: keep LobbyId for the reconnect coroutine.
Disconnect("Too many decryption failures", transient: true);
Disconnect("Too many decryption failures");
return;
}
continue;
@@ -274,9 +253,7 @@ public class GameClient : IDisposable
}
catch (Exception ex) when (!ct.IsCancellationRequested)
{
// Transient: TCP RST / read failure is exactly what reconnect was
// designed for. Keep LobbyId so post-reconnect flow can re-attach.
Disconnect($"Connection error: {ex.Message}", transient: true);
Disconnect($"Connection error: {ex.Message}");
}
}
@@ -316,35 +293,7 @@ public class GameClient : IDisposable
{
LobbyId = r.LobbyId;
JoinCode = r.JoinCode;
// Ensure we always have a valid lobby state with the creator as owner
if (r.LobbyState != null)
{
CurrentLobbyState = r.LobbyState;
if (string.IsNullOrEmpty(CurrentLobbyState.OwnerId))
CurrentLobbyState.OwnerId = ClientUuid;
}
else
{
CurrentLobbyState = new LobbyState
{
LobbyId = r.LobbyId ?? "",
JoinCode = r.JoinCode ?? "",
OwnerId = ClientUuid
};
}
// Make sure creator appears in the player list
if (CurrentLobbyState.Players == null)
CurrentLobbyState.Players = new System.Collections.Generic.List<PlayerInfo>();
if (!CurrentLobbyState.Players.Any(p => p.ClientUuid == ClientUuid))
{
CurrentLobbyState.Players.Insert(0, new PlayerInfo
{
ClientUuid = ClientUuid,
DisplayName = DisplayName,
IsOwner = true,
State = PlayerState.Alive
});
}
CurrentLobbyState = r.LobbyState;
}
break;
@@ -354,22 +303,6 @@ public class GameClient : IDisposable
LobbyId = r.LobbyId;
CurrentLobbyState = r.LobbyState;
JoinCode = r.LobbyState?.JoinCode;
// Ensure self is in the player list
if (CurrentLobbyState != null)
{
if (CurrentLobbyState.Players == null)
CurrentLobbyState.Players = new System.Collections.Generic.List<PlayerInfo>();
if (!CurrentLobbyState.Players.Any(p => p.ClientUuid == ClientUuid))
{
CurrentLobbyState.Players.Add(new PlayerInfo
{
ClientUuid = ClientUuid,
DisplayName = DisplayName,
IsOwner = CurrentLobbyState.OwnerId == ClientUuid,
State = PlayerState.Alive
});
}
}
}
break;
@@ -411,6 +344,7 @@ public class GameClient : IDisposable
var joinedPayload = evt.GetPayload<PlayerJoinedPayload>();
if (joinedPayload != null && CurrentLobbyState?.Players != null)
{
// Check if player already exists
bool exists = CurrentLobbyState.Players.Any(p => p.ClientUuid == joinedPayload.ClientUuid);
if (!exists)
{
@@ -418,7 +352,7 @@ public class GameClient : IDisposable
{
ClientUuid = joinedPayload.ClientUuid,
DisplayName = joinedPayload.DisplayName,
IsOwner = joinedPayload.ClientUuid == CurrentLobbyState.OwnerId,
IsOwner = false,
IsReady = false,
State = PlayerState.Alive
});
@@ -531,32 +465,24 @@ 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, GameSettingsOverrides? settings = null)
public void CreateLobby(Position? center = null, int impostorCount = 1, int taskCount = 5, string? password = null, double playAreaRadius = 500)
{
// DisplayName is sent on every CreateLobby/JoinLobby so the server
// picks up the live nickname (typed into the input field after the
// ClientHello handshake fired). Without this the server uses the
// ClientHello-time name, which is the GameManager prefab default
// for any user who immediately created/joined a lobby.
Send(new CreateLobby
{
PlayAreaCenter = center,
PlayAreaRadius = playAreaRadius,
ImpostorCount = impostorCount,
TaskCount = taskCount,
Password = password,
Settings = settings,
DisplayName = DisplayName
Password = password
});
}
public void JoinLobby(string joinCode, string? password = null)
{
Send(new JoinLobby
{
JoinCode = joinCode.ToUpperInvariant(),
Password = password,
DisplayName = DisplayName
Password = password
});
}
@@ -565,7 +491,6 @@ public class GameClient : IDisposable
Send(new LeaveLobby());
LobbyId = null;
JoinCode = null;
CurrentLobbyState = null;
}
public void StartGame()

View File

@@ -49,11 +49,6 @@ 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))]
@@ -189,24 +184,6 @@ public class CreateLobby : Message
[JsonProperty("taskCount")]
public int TaskCount { get; set; } = 5;
/// <summary>
/// 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).
/// </summary>
[JsonProperty("settings")]
public GameSettingsOverrides? Settings { get; set; }
/// <summary>
/// Optional. Live host display name from the nickname input field at
/// the moment of CreateLobby. ClientHello-time name is stale because
/// the handshake fires before the user has typed anything; this lets
/// the server pick up the freshly-typed name without a separate
/// rename round-trip.
/// </summary>
[JsonProperty("displayName")]
public string? DisplayName { get; set; }
}
public class CreateLobbyResponse : Message
@@ -232,19 +209,12 @@ public class CreateLobbyResponse : Message
public class JoinLobby : Message
{
public override string Type => "JoinLobby";
[JsonProperty("joinCode")]
public string JoinCode { get; set; } = "";
[JsonProperty("password")]
public string? Password { get; set; }
/// <summary>
/// Optional. Live joiner display name from the nickname input field
/// at the moment of Join. See CreateLobby.DisplayName for rationale.
/// </summary>
[JsonProperty("displayName")]
public string? DisplayName { get; set; }
}
public class JoinLobbyResponse : Message
@@ -653,26 +623,17 @@ 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; }
}
@@ -752,10 +713,10 @@ public class RepairStartedPayload
{
[JsonProperty("sabotageId")]
public string SabotageId { get; set; } = "";
[JsonProperty("stationId")]
public string StationId { get; set; } = "";
[JsonProperty("playerId")]
public string PlayerId { get; set; } = "";
}
@@ -764,10 +725,10 @@ public class RepairStoppedPayload
{
[JsonProperty("sabotageId")]
public string SabotageId { get; set; } = "";
[JsonProperty("stationId")]
public string StationId { get; set; } = "";
[JsonProperty("playerId")]
public string PlayerId { get; set; } = "";
}
@@ -829,162 +790,6 @@ public class LobbyState
/// <summary>True if map data has been loaded (or Overpass is disabled)</summary>
[JsonProperty("mapDataReady")]
public bool MapDataReady { get; set; } = true;
/// <summary>
/// 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.
/// </summary>
[JsonProperty("settings")]
public GameSettings? Settings { get; set; }
}
/// <summary>
/// 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.
/// </summary>
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; }
}
/// <summary>
/// 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.
/// </summary>
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

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@@ -4,751 +4,145 @@ using Subsystems;
using System.Collections;
using System;
using TMPro;
using UnityEngine.SceneManagement;
/*
GameManager - hlavní tøida pro správu hry
GameManager_Network - subsystém pro správu komunikace se serverem
GameManager_Game - subsystém pro správu logiky hry (sabotáže, tasky, atd.)
GameManager_Map - subsystém pro správu mapy a prostøedí
GameManager_Input - subsystém pro správu vstupu od hráèe
GameManager_UI - subsystém pro správu uživatelského rozhraní
GamaManager_Stats - subsystém pro správu statistik pro server
*/
public class GameManager : MonoBehaviour
{
// Singleton
public static GameManager Instance { get; private set; }
[Header("Subsystems")]
public GameManager_Network networkSubsystem;
public GameManager_UI uiSubsystem;
public GameManager_Map mapSubsystem;
public GameManager_Input inputSubsystem;
public GameManager_Tasks taskSubsystem;
protected GameManager_Network networkSubsystem;
protected GameManager_UI uiSubsystem;
protected GameManager_Map mapSubsystem;
protected GameManager_Input inputSubsystem;
public GameClient gameClient;
protected GameClient gameClient;
[Header("Player Info")]
public string displayName;
[Header("Scene Management")]
[SerializeField] public string firstMenuScene = "main menu asi idk lol";
[Header("UI Elements")]
public Canvas JoinCreateLobby;
public Canvas InLobby;
public Canvas LoadingScreen;
public Canvas GameScreen;
[Header("UI Elements (Client.unity)")]
// Canvas names in Client.unity — found at runtime in OnSceneLoaded
private const string CanvasNameJoinCreate = "LobbySelector";
private const string CanvasNameInLobby = "InLobby";
private const string CanvasNameLoading = "LoadingScreen";
private const string CanvasNameGame = "InGame";
[Header("Map")]
// MapCenterPoint and Player are in Client.unity — wired at runtime in OnSceneLoaded.
// buildingSettings/pathwaySettings/areaSettings must be assigned in SampleScene Inspector.
public GameObject MapCenterPoint;
public BuildingSettings buildingSettings;
public PathwaySettings pathwaySettings;
public AreaSettings areaSettings;
[Header("Lobby Settings")]
public double pendingRadius = 500;
public int pendingImpostorCount = 1;
public int pendingTaskCount = 5;
/// <summary>
/// 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.
/// </summary>
public GameSettingsOverrides pendingSettings;
[Header("Task Minigames (round-robin)")]
// Names MUST match the scene file names in Assets/Scenes (case-sensitive)
// and each one MUST be enabled in EditorBuildSettings, or LoadSceneAsync
// will silently fail and the task button will appear dead.
[SerializeField] public string[] minigameScenes = {
"MiniGame-Kabely V10",
"MiniGame-insertkeys",
"MiniGame-FlappyBird",
"MiniGame-ThrowInHole",
"MiniGame-Satelit"
};
[Header("GPS")]
public GameObject Player;
[Header("Debug")]
public bool testMode = false;
/// <summary>
/// When true, draw a small GPS status banner across the top of every
/// screen. Useful for diagnosing why CreateLobby is blocked or why a
/// joiner's position isn't updating - failures otherwise only show up
/// in logcat which most users can't reach. Toggle off for release.
/// </summary>
public bool showGPSDebugOverlay = true;
private GameClient _secondClient;
private GameClient _thirdClient;
private GameManager_Network _secondNetwork;
private GameManager_Network _thirdNetwork;
/// <summary>
/// Number of in-process test client bots to spawn alongside the host
/// when testMode is on. Each gets its own GameClient + Network and
/// joins the host's lobby automatically. Bots are switchable via
/// number keys 1..N (host = 0). Default 3 keeps memory reasonable;
/// bump for stress-testing voting / sabotage flows.
/// </summary>
public int testClientCount = 3;
/// <summary>
/// Per-bot network + display-name + sim-position state. The active slot
/// (host = 0, bots = 1..N) gets WASD on the next tick.
/// </summary>
private class TestBot
{
public GameClient Client;
public GameManager_Network Network;
public string DisplayName;
public GeoSus.Client.Position SimPosition;
public bool Joined;
public float LastSendTime;
}
private System.Collections.Generic.List<TestBot> _testBots = new System.Collections.Generic.List<TestBot>();
/// <summary>Slot 0 = host (real player), 1..N = test bot index.</summary>
private int _activeClientSlot = 0;
void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(gameObject);
// Keep the screen on while the player is in the app. A geographic
// social-deduction game asks the user to walk around for 5-15 minutes
// staring at the map; default Android sleep timeout (15-60s) blacks
// the screen out mid-round, drops GPS updates, and requires the
// player to re-unlock the phone. Two layers of belt-and-suspenders:
// (1) Unity's Screen.sleepTimeout, which works on most devices and
// is one line, but is overridden by some MIUI/EMUI ROMs.
// (2) Android FLAG_KEEP_SCREEN_ON on the activity window, harder for
// OEM ROMs to override and the standard pattern for navigation/maps
// apps. Wrapped in #if UNITY_ANDROID so editor/iOS skip it.
Screen.sleepTimeout = SleepTimeout.NeverSleep;
AcquireAndroidWakelock();
}
/// <summary>
/// Set FLAG_KEEP_SCREEN_ON on the Unity activity's window. This is the
/// standard navigation/maps-app pattern and survives ROM-level overrides
/// of Unity's Screen.sleepTimeout. No-op on non-Android platforms.
/// </summary>
private static void AcquireAndroidWakelock()
{
#if UNITY_ANDROID && !UNITY_EDITOR
try
{
using (var player = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
using (var activity = player.GetStatic<AndroidJavaObject>("currentActivity"))
{
// addFlags must run on the UI thread. Capture activity into a
// local for the closure - AndroidJavaObject can be reused.
var act = activity;
act.Call("runOnUiThread", new AndroidJavaRunnable(() =>
{
try
{
using (var window = act.Call<AndroidJavaObject>("getWindow"))
{
// WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON
const int FLAG_KEEP_SCREEN_ON = 0x00000080;
window.Call("addFlags", FLAG_KEEP_SCREEN_ON);
}
}
catch (System.Exception ex)
{
Debug.LogWarning("[Wakelock] addFlags failed: " + ex.Message);
}
}));
}
}
catch (System.Exception ex)
{
Debug.LogWarning("[Wakelock] Android JNI bridge failed: " + ex.Message);
}
#endif
}
void Start()
{
// The prefab default in SampleScene.unity is "Hrac" (Czech for
// "player"). Treat it as equivalent to "no name set" so users who
// never customize their name don't all show up identically. This
// override only fires at startup; users who explicitly type "Hrac"
// into the nickname field will still send "Hrac" via the live
// DisplayName payload field.
if (string.IsNullOrEmpty(displayName) || displayName == "Hrac")
displayName = PlayerPrefs.GetString("PlayerName", GenerateUsername());
gameClient = new GameClient(GenerateUUID(), displayName);
networkSubsystem = new GameManager_Network(gameClient, this);
mapSubsystem = new GameManager_Map(gameClient, null, buildingSettings, pathwaySettings, areaSettings);
uiSubsystem = new GameManager_UI(gameClient);
inputSubsystem = new GameManager_Input(gameClient, null, testMode);
taskSubsystem = new GameManager_Tasks(gameClient, minigameScenes, this);
DontDestroyOnLoad(this);
if (displayName == null || displayName == "")
{
displayName = GenerateUsername();
}
if (testMode)
{
int n = Mathf.Max(0, testClientCount);
for (int i = 0; i < n; i++)
{
var bot = new TestBot
{
DisplayName = "TestBot" + (i + 1),
};
bot.Client = new GameClient(GenerateUUID(), bot.DisplayName);
bot.Network = new GameManager_Network(bot.Client, null);
bot.Network.OpenConnection();
_testBots.Add(bot);
}
_secondClient = new GameClient(GenerateUUID(), GenerateUsername());
_secondNetwork = new GameManager_Network(_secondClient);
_thirdClient = new GameClient(GenerateUUID(), GenerateUsername());
_thirdNetwork = new GameManager_Network(_thirdClient);
_secondNetwork.OpenConection();
_thirdNetwork.OpenConection();
}
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);
gameClient = new GameClient(GenerateUUID(), displayName);
uiSubsystem = new GameManager_UI(gameClient, JoinCreateLobby, InLobby, LoadingScreen, GameScreen);
networkSubsystem = new GameManager_Network(gameClient);
mapSubsystem = new GameManager_Map(gameClient, MapCenterPoint, buildingSettings, pathwaySettings, areaSettings);
inputSubsystem = new GameManager_Input(gameClient, Player, testMode);
networkSubsystem.OpenConection();
}
/// <summary>
/// Draws a GPS status banner across the top of every screen. We use OnGUI
/// rather than a uGUI Canvas element because OnGUI works without any
/// scene wiring - we want this visible from the very first frame, on
/// every screen, even if the lobby canvas hasn't been bound yet. This is
/// a debug overlay; toggle showGPSDebugOverlay off for release builds.
/// </summary>
private void OnGUI()
{
if (!showGPSDebugOverlay) return;
if (inputSubsystem == null) return;
var diag = inputSubsystem.GpsDiagnostic;
var label = "GPS: " + diag;
// Scale font size to screen so it's legible on phones (HDPI) and
// editor (lower DPI) alike. Phones tend to have ~400dpi; the
// editor game view runs at ~100dpi.
int fontSize = Mathf.Max(14, Screen.width / 50);
var style = new GUIStyle(GUI.skin.label)
{
fontSize = fontSize,
fontStyle = FontStyle.Bold,
alignment = TextAnchor.MiddleLeft,
wordWrap = false,
normal = { textColor = Color.white }
};
// Width covers most of the screen so longer error strings don't get
// clipped. Height auto-fits the chosen font size.
float pad = fontSize * 0.5f;
float bannerH = fontSize * 2f;
var rect = new Rect(pad, pad, Screen.width - pad * 2, bannerH);
// Translucent black background for legibility against the map.
var prevColor = GUI.color;
GUI.color = new Color(0f, 0f, 0f, 0.65f);
GUI.Box(rect, GUIContent.none);
GUI.color = prevColor;
// Indent the label inside the box.
var textRect = new Rect(rect.x + pad, rect.y, rect.width - pad * 2, rect.height);
GUI.Label(textRect, label, style);
// Second row: position-source picker (tap to cycle) + active client
// indicator (testMode only). Both are diagnostic; the source picker
// is the recovery path when one backend silently fails on a phone.
float row2Y = rect.y + bannerH + pad * 0.5f;
var btnStyle = new GUIStyle(GUI.skin.button)
{
fontSize = Mathf.Max(12, fontSize - 2),
fontStyle = FontStyle.Bold,
alignment = TextAnchor.MiddleCenter,
};
// Source button: shows current source name + invites tap.
string sourceLabel = "Source: " + inputSubsystem.CurrentSourceName + " [tap to cycle]";
// Width sized to the text so the touch area matches the label.
Vector2 sourceSize = btnStyle.CalcSize(new GUIContent(sourceLabel));
float sourceW = Mathf.Min(Screen.width - pad * 2, sourceSize.x + pad * 2);
var sourceRect = new Rect(pad, row2Y, sourceW, bannerH);
if (GUI.Button(sourceRect, sourceLabel, btnStyle))
{
inputSubsystem.CycleNextPositionSource();
}
// Active-client indicator (only when we have test bots).
if (testMode && _testBots.Count > 0)
{
string slot = _activeClientSlot == 0 ? "Host" : ("Bot " + _activeClientSlot);
string indicator = $"WASD: {slot} (0..{_testBots.Count} to switch)";
var indStyle = new GUIStyle(GUI.skin.label)
{
fontSize = Mathf.Max(12, fontSize - 2),
fontStyle = FontStyle.Bold,
alignment = TextAnchor.MiddleLeft,
normal = { textColor = new Color(0.9f, 1f, 0.4f) },
};
Vector2 indSize = indStyle.CalcSize(new GUIContent(indicator));
var indRect = new Rect(sourceRect.xMax + pad, row2Y, indSize.x + pad * 2, bannerH);
GUI.color = new Color(0f, 0f, 0f, 0.65f);
GUI.Box(indRect, GUIContent.none);
GUI.color = prevColor;
GUI.Label(new Rect(indRect.x + pad, indRect.y, indRect.width, indRect.height), indicator, indStyle);
}
}
private void Update()
{
// Tick the SDK dispatcher so callbacks fire on main thread
gameClient?.Update();
if (testMode)
if (gameClient.CurrentLobbyState != null)
{
for (int i = 0; i < _testBots.Count; i++)
_testBots[i].Client?.Update();
HandleTestBotInput();
uiSubsystem.UpdateLobbyUI();
}
if (gameClient?.CurrentLobbyState != null)
try
{
uiSubsystem?.UpdateLobbyUI();
taskSubsystem?.UpdateProximity();
}
if (gameClient?.MyRole == PlayerRole.Impostor)
UpdateKillCooldown();
inputSubsystem?.positionCheck();
if (testMode) StepActiveTestBot();
}
/// <summary>
/// Number-key handling for slot switching. 0 = host, 1..N = test bot N.
/// Suppress host WASD when a non-host bot is active so the host capsule
/// doesn't drift while the user is moving a bot. Only fires when
/// testMode is on; release builds never see this path.
/// </summary>
private void HandleTestBotInput()
{
// 0 = host. 1..9 = bots (capped by Unity KeyCode.Alpha9).
if (Input.GetKeyDown(KeyCode.Alpha0)) _activeClientSlot = 0;
for (int i = 1; i <= 9 && i <= _testBots.Count; i++)
{
if (Input.GetKeyDown(KeyCode.Alpha0 + i)) _activeClientSlot = i;
}
// Tell the host's input subsystem to ignore WASD when a bot is active.
if (inputSubsystem != null)
inputSubsystem.SuppressWasd = (_activeClientSlot != 0);
}
/// <summary>
/// If the active slot is a bot, step its sim position from WASD axes
/// and send to the server. Idle bots get a periodic keep-alive so their
/// avatars don't time out.
/// </summary>
private void StepActiveTestBot()
{
if (_testBots.Count == 0) return;
var state = gameClient?.CurrentLobbyState;
if (state == null || state.MapData == null) return;
// Lazy-init each bot's sim position to the lobby's map center on
// first lobby state. Until the bot has joined a lobby it can't
// send position updates.
for (int i = 0; i < _testBots.Count; i++)
{
var bot = _testBots[i];
if (!bot.Joined) continue;
if (bot.SimPosition.Lat == 0 && bot.SimPosition.Lon == 0)
if (gameClient.CurrentLobbyState.MapDataReady)
{
// Spawn each bot in a small ring around the map center so
// they don't all stack on top of each other on frame one.
double offsetLat = 0.00003 * Mathf.Cos(i * Mathf.PI * 2f / Mathf.Max(1, _testBots.Count));
double offsetLon = 0.00003 * Mathf.Sin(i * Mathf.PI * 2f / Mathf.Max(1, _testBots.Count));
bot.SimPosition = new GeoSus.Client.Position(
state.MapData.Center.Lat + offsetLat,
state.MapData.Center.Lon + offsetLon);
bot.Client.UpdatePosition(bot.SimPosition);
bot.LastSendTime = Time.time;
}
}
// WASD only drives the active bot.
if (_activeClientSlot >= 1 && _activeClientSlot <= _testBots.Count)
{
var bot = _testBots[_activeClientSlot - 1];
if (bot.Joined)
{
float dx = Input.GetAxis("Horizontal");
float dy = Input.GetAxis("Vertical");
const double speed = 0.00001;
bool moved = Mathf.Abs(dx) > 0.001f || Mathf.Abs(dy) > 0.001f;
if (moved)
{
bot.SimPosition = new GeoSus.Client.Position(
bot.SimPosition.Lat + dy * speed,
bot.SimPosition.Lon + dx * speed);
}
// Send on movement OR on keep-alive cadence so the server
// doesn't drop our presence.
bool dueKeepAlive = (Time.time - bot.LastSendTime) >= 1.0f;
if (moved || dueKeepAlive)
{
bot.Client.UpdatePosition(bot.SimPosition);
bot.LastSendTime = Time.time;
}
}
}
else
{
// No bot is active. All bots get keep-alive only.
for (int i = 0; i < _testBots.Count; i++)
{
var bot = _testBots[i];
if (!bot.Joined) continue;
if ((Time.time - bot.LastSendTime) >= 1.0f)
{
bot.Client.UpdatePosition(bot.SimPosition);
bot.LastSendTime = Time.time;
}
mapSubsystem.BuildMap();
gameClient.CurrentLobbyState.MapDataReady = false;
}
}
catch (NullReferenceException ex) { }
inputSubsystem.positionCheck();
}
void OnEnable()
{
SceneManager.sceneLoaded += OnSceneLoaded;
}
void OnDisable()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
}
/// <summary>
/// After Client.unity loads, re-bind all canvas/HUD references because
/// those GameObjects don't exist in the Art menu scenes.
/// </summary>
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
if (scene.name == "Client")
{
var roots = scene.GetRootGameObjects();
// Find a root or deep GameObject by name in the loaded scene
GameObject FindGO(string n) {
foreach (var go in roots) {
if (go.name == n) return go;
var found = go.transform.Find(n);
if (found != null) return found.gameObject;
}
return null;
}
Canvas FindCanvas(string n) {
var go = FindGO(n);
return go != null ? go.GetComponent<Canvas>() : null;
}
// ── Build HUD BEFORE BindClientScene so FindTMP/Find can locate new elements ──
var inGameGO = FindGO("InGame");
if (inGameGO != null)
{
var builder = inGameGO.GetComponent<InGameHUDBuilder>()
?? inGameGO.AddComponent<InGameHUDBuilder>();
builder.BuildNow();
}
// ── Wire canvases (after HUD is built) ──
// Apply our standard CanvasScaler (1080x1920 reference, match=0.5)
// to every canvas in the scene before binding so layouts scale
// identically across phones and tablets without per-device tweaks.
var cJoin = FindCanvas(CanvasNameJoinCreate);
var cLobby = FindCanvas(CanvasNameInLobby);
var cLoad = FindCanvas(CanvasNameLoading);
var cGame = FindCanvas(CanvasNameGame);
InGameHUDBuilder.ConfigureCanvasScaler(cJoin);
InGameHUDBuilder.ConfigureCanvasScaler(cLobby);
InGameHUDBuilder.ConfigureCanvasScaler(cLoad);
InGameHUDBuilder.ConfigureCanvasScaler(cGame);
uiSubsystem?.BindClientScene(cJoin, cLobby, cLoad, cGame);
// ── Wire map center point and player capsule ──
var mapCenter = FindGO("MapCenterPoint");
var player = FindGO("Capsule");
mapSubsystem?.SetMapCenterPoint(mapCenter);
inputSubsystem?.SetPlayerObject(player);
// ── Attach camera controller to Main Camera ──
var mainCamGO = FindGO("Main Camera");
if (mainCamGO != null)
{
var camCtrl = mainCamGO.GetComponent<MapCameraController>()
?? mainCamGO.AddComponent<MapCameraController>();
camCtrl.SetTarget(player);
}
// If MapDataReady arrived before Client scene finished loading,
// this will build the map now that scene references are valid.
networkSubsystem?.OnClientSceneReady();
}
else if (scene.name == "create" || scene.name == "join loading")
{
// Lobby scene just loaded — ensure LobbyDisplayUI refreshes once
// its Start() has run and registered itself (happens before Update).
uiSubsystem?.NotifyLobbyChanged();
}
}
private float _killCooldownSeconds = 0f;
private const float KillCooldownDuration = 20f;
private void UpdateKillCooldown()
{
if (_killCooldownSeconds > 0)
{
_killCooldownSeconds -= Time.deltaTime;
// Mirror into GameState so UI reads from the single source of truth
if (networkSubsystem?.State != null)
networkSubsystem.State.KillCooldownRemaining = _killCooldownSeconds;
uiSubsystem?.SetKillCooldownText($"Kill: {Mathf.CeilToInt(_killCooldownSeconds)}s");
}
else
{
_killCooldownSeconds = 0f;
if (networkSubsystem?.State != null)
networkSubsystem.State.KillCooldownRemaining = 0;
uiSubsystem?.SetKillCooldownText("");
}
}
/// <summary>
/// Called by the ActionButton. Routes to kill / report / emergency / use-task
/// depending on current proximity state.
/// </summary>
public void PerformAction()
{
if (uiSubsystem == null || uiSubsystem.IsPlayerDead) return;
bool isImpostor = gameClient?.MyRole == PlayerRole.Impostor;
// P13b: pull per-lobby distances from the server-snapshotted settings
// instead of hardcoding 5m for every check. ?? fallback keeps the
// pre-P13b behavior on old server builds that don't ship settings.
var settings = networkSubsystem?.State?.Settings;
double reportDist = settings?.ReportDistanceM ?? 5.0;
double emergencyDist = settings?.EmergencyMeetingCallRadiusM ?? 5.0;
double killDist = settings?.KillDistanceM ?? 5.0;
// 1. Nearby task → USE
var nearbyTask = taskSubsystem?.NearbyTask;
if (nearbyTask != null && !isImpostor)
{
taskSubsystem.TriggerNearbyTask();
return;
}
// 2. Nearby body → REPORT
if (!uiSubsystem.IsCommsBlackout)
{
var nearbyBody = gameClient?.FindNearbyBody(reportDist);
if (nearbyBody != null)
{
gameClient.ReportBody(nearbyBody.BodyId);
return;
}
// 3. Near map centre → EMERGENCY
if (gameClient?.CurrentLobbyState?.MapData != null)
{
double distToCenter = gameClient.MyPosition.DistanceTo(gameClient.CurrentLobbyState.MapData.Center);
if (distToCenter <= emergencyDist)
{
gameClient.CallEmergencyMeeting();
return;
}
}
}
// 4. Impostor kill
if (isImpostor && _killCooldownSeconds <= 0)
{
var targetUuid = gameClient?.FindNearbyPlayer(killDist);
if (!string.IsNullOrEmpty(targetUuid))
{
gameClient.Kill(targetUuid);
_killCooldownSeconds = KillCooldownDuration;
}
}
}
/// <summary>Called by Impostor sabotage buttons.</summary>
public void StartSabotage(int typeIndex)
{
gameClient?.Send(new GeoSus.Client.StartSabotage { SabotageType = (SabotageType)typeIndex });
}
/// <summary>Called by the meeting vote buttons. Pass null to skip.</summary>
public void CastVote(string targetUuid)
{
gameClient?.Vote(targetUuid);
}
protected string GenerateUUID()
{
return System.Guid.NewGuid().ToString();
string UUID = System.Guid.NewGuid().ToString();
Debug.Log(UUID);
return UUID;
}
protected string GenerateUsername()
{
return "Player" + UnityEngine.Random.Range(1000, 9999).ToString();
string Username = UnityEngine.Random.Range(0,10).ToString() + UnityEngine.Random.Range(0, 10).ToString() + UnityEngine.Random.Range(0, 10).ToString() + UnityEngine.Random.Range(0, 10).ToString();
Debug.Log(Username);
return Username;
}
/// <summary>
/// Pull the nickname input field's current text into displayName +
/// gameClient.DisplayName + PlayerPrefs before sending a network
/// action. Defensive against any TMP_InputField / soft-keyboard race
/// where the user types and immediately taps a button: onValueChanged
/// normally fires before the click handler in the same frame, but
/// some Android keyboards batch text events oddly. Call this at the
/// top of any Create/Join/Rename flow. No-op if the input field
/// doesn't exist in the current scene.
/// </summary>
private void CommitNicknameFromInput()
{
var nameGO = GameObject.Find("name");
if (nameGO == null) return;
var field = nameGO.GetComponent<TMPro.TMP_InputField>();
if (field == null) return;
// Force the InputField to flush any pending soft-keyboard text.
// ForceLabelUpdate() is harmless if there's nothing pending.
field.ForceLabelUpdate();
string typed = (field.text ?? "").Trim();
if (string.IsNullOrEmpty(typed)) return;
if (typed == displayName) return; // already in sync, skip the writes
displayName = typed;
if (gameClient != null) gameClient.DisplayName = typed;
PlayerPrefs.SetString("PlayerName", typed);
PlayerPrefs.Save();
}
// Called by HostLobbyUI
public void CreateLobbyButton()
{
CommitNicknameFromInput();
// Refuse to create a lobby without a real GPS fix. The previous
// behavior of silently using a hardcoded Czechia fallback meant the
// game always started at the same place no matter where the host was,
// and the player capsule would spawn miles away in coordinate space
// because they're at their real GPS while the map was built around
// the fallback. Both bugs share this single gate.
if (inputSubsystem?.LastKnownPosition == null)
networkSubsystem.CrateLobby(50.7727264, 15.0719876);
if (testMode)
{
// testMode bypasses the GPS gate entirely so debug runs still work.
if (!testMode)
{
// Surface the actual GPS state in both logs and the toast
// instead of the generic "Waiting for GPS fix..." that hides
// permission/timeout/device-disabled distinctions.
string diag = inputSubsystem?.GpsDiagnostic ?? "no input subsystem";
Debug.LogWarning("[GameManager] CreateLobby blocked. " + diag);
uiSubsystem?.ShowToast("Cannot create lobby. " + diag);
inputSubsystem?.EnsureGPSStarted();
return;
}
StartCoroutine(ConnectTestClients());
}
var pos = inputSubsystem?.LastKnownPosition;
double lat = pos?.Lat ?? 0;
double lon = pos?.Lon ?? 0;
networkSubsystem.CreateLobby(lat, lon, pendingRadius, pendingImpostorCount, pendingTaskCount, pendingSettings);
if (testMode) StartCoroutine(ConnectTestClients());
}
// Called by JoinLobbyUI with the code from the input field
public void JoinLobbyButton(string code)
public void JoinLobbyButton()
{
CommitNicknameFromInput();
if (!string.IsNullOrEmpty(code))
networkSubsystem.JoinLobby(code);
TMP_InputField joinCode = JoinCreateLobby.transform.Find("InputCode").GetComponent<TMP_InputField>();
if (joinCode.text != null && joinCode.text != "")
{
networkSubsystem.JoinLobby(joinCode.text);
}
else
Debug.LogWarning("Join code is empty!");
{
Debug.Log("Join code is empty!");
}
}
public void LeaveLobbyButton()
{
networkSubsystem.LeaveLobby();
}
public void StartGameButton()
{
networkSubsystem.StartGame();
}
void OnApplicationQuit()
{
gameClient?.Disconnect();
for (int i = 0; i < _testBots.Count; i++)
_testBots[i].Client?.Disconnect();
gameClient.Disconnect();
_secondClient?.Disconnect();
_thirdClient?.Disconnect();
}
IEnumerator ConnectTestClients()
{
if (_testBots.Count == 0) yield break;
// Wait until host lobby code exists
float wait = 0f;
while ((gameClient?.CurrentLobbyState == null || string.IsNullOrEmpty(gameClient.CurrentLobbyState.JoinCode)) && wait < 20f)
{
wait += 0.25f;
yield return new WaitForSeconds(0.25f);
}
var joinCode = gameClient?.CurrentLobbyState?.JoinCode;
if (string.IsNullOrEmpty(joinCode))
{
Debug.LogWarning("[TestMode] Could not join test bots: join code not available.");
yield break;
}
// Wait until every bot's client has finished its TCP handshake.
// IsReady flips once ClientHello + ClientHelloAck round-trip.
wait = 0f;
bool allReady;
do
{
allReady = true;
for (int i = 0; i < _testBots.Count; i++)
{
if (_testBots[i].Client == null || !_testBots[i].Client.IsReady)
{
allReady = false;
break;
}
}
if (!allReady)
{
wait += 0.25f;
yield return new WaitForSeconds(0.25f);
}
} while (!allReady && wait < 20f);
if (!allReady)
{
Debug.LogWarning("[TestMode] Some test bots not ready, joining the ready ones only.");
}
for (int i = 0; i < _testBots.Count; i++)
{
var bot = _testBots[i];
if (bot.Client != null && bot.Client.IsReady)
{
bot.Network?.JoinLobby(joinCode);
bot.Joined = true;
}
}
Debug.Log($"[TestMode] {_testBots.Count} bot(s) joined lobby with code {joinCode}.");
yield return new WaitForSeconds(2f);
_secondNetwork.JoinLobby(gameClient.CurrentLobbyState.JoinCode);
_thirdNetwork.JoinLobby(gameClient.CurrentLobbyState.JoinCode);
}
}

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