using GeoSus.Client;
using System.Collections;
using System.Threading.Tasks;
using UnityEngine;
using System.Collections.Generic;
using Subsystems;
using System.Linq;
using UnityEngine.SceneManagement;
namespace Subsystems
{
public class GameManager_Network
{
private const string _serverAddress = "geosus.honzuvkod.dev";
private const int _serverPort = 7777;
private GameClient _gameClient;
private GameManager _manager;
private bool _pendingMapBuild;
///
/// Authoritative game state; written here, read by GameManager_UI.
///
public GameState State { get; } = new GameState();
public GameManager_Network(GameClient gameClient, GameManager manager)
{
_gameClient = gameClient;
_manager = manager;
RegisterEventHandlers();
}
public async void OpenConnection()
{
// Snapshot the lobby we believed we were in BEFORE the new connect
// attempt. If the client SDK preserved it across a transient drop
// (P9 fix), this is non-null and we'll send a Reconnect message
// post-handshake to re-associate with the lobby on the server side.
// Without it, the next CastVote / TaskComplete / etc. would arrive
// on a fresh connection the server doesn't recognize and bounce
// with NOT_IN_LOBBY.
var rejoinLobbyId = _gameClient.LobbyId;
int retries = 0;
int delayMs = 5000;
while (true)
{
Task state = _gameClient.ConnectAsync(_serverAddress, _serverPort);
await state;
if (state.Result)
{
Debug.Log("Connected to server.");
// Re-attach to the prior lobby if we had one. Server-side
// HandleReconnectAsync will replay missed events and ack
// with a ReconnectResponse carrying the snapshot.
if (!string.IsNullOrEmpty(rejoinLobbyId))
{
Debug.Log($"Re-associating with lobby {rejoinLobbyId} after reconnect.");
_gameClient.Reconnect(rejoinLobbyId);
}
break;
}
retries++;
if (retries >= 10)
{
Debug.LogError("Failed to connect after 10 attempts. Giving up.");
break;
}
Debug.Log($"Failed to connect (attempt {retries}). Retrying in {delayMs / 1000}s...");
await Task.Delay(delayMs);
delayMs = Mathf.Min(delayMs * 2, 30000);
}
}
public void RegisterEventHandlers()
{
_gameClient.OnConnected += OnConnected;
_gameClient.OnDisconnected += OnDisconnected;
_gameClient.OnError += OnError;
_gameClient.OnMessage += OnMessage;
_gameClient.OnGameEvent += OnGameEvent;
}
private void OnConnected()
{
Debug.Log("Successfully connected to the server.");
// Tear the reconnect overlay down once the socket is healthy.
// No-op if it wasn't shown.
_manager?.uiSubsystem?.HideReconnecting();
}
private void OnError(string e) => Debug.LogError($"Network error: {e}");
private void OnDisconnected(string reason)
{
Debug.Log($"Disconnected: {reason}");
// Show the reconnect overlay only if the user is mid-game; we
// don't want it flashing during a clean shutdown ("Disposed") or
// before a real game has started.
if (reason != "Disposed" && State.Phase != GamePhase.Lobby)
_manager?.uiSubsystem?.ShowReconnecting();
if (reason != "Disposed" && _manager != null)
_manager.StartCoroutine(ReconnectAfterDelay(3f));
}
private IEnumerator ReconnectAfterDelay(float seconds)
{
yield return new UnityEngine.WaitForSeconds(seconds);
Debug.Log("Attempting to reconnect...");
OpenConnection();
}
private void OnMessage(Message message)
{
switch (message.Type)
{
case "CreateLobbyResponse":
HandleCreateLobbyResponse(message as CreateLobbyResponse);
break;
case "JoinLobbyResponse":
HandleJoinLobbyResponse(message as JoinLobbyResponse);
break;
case "PositionBroadcast":
HandlePositionBroadcast(message as PositionBroadcast);
break;
case "Error":
HandleErrorMessage(message as ErrorMessage);
break;
case "Ack":
case "GameEvent":
break;
default:
Debug.Log("Received message of type: " + message.Type);
break;
}
}
///
/// P9 defensive path: if the server tells us NOT_IN_LOBBY but we still
/// believe we have a lobby (LobbyId preserved across the transient
/// disconnect), the lobby association on the server's side of the new
/// connection is missing - typically a race between OpenConnection's
/// Reconnect call and an in-flight action message that beat it. Retry
/// the Reconnect; if the second attempt also bounces, the lobby really
/// is gone and we'll surface the error to the user.
///
private void HandleErrorMessage(ErrorMessage err)
{
if (err == null) return;
Debug.Log($"Server error: code={err.ErrorCode} text={err.ErrorText}");
if (err.ErrorCode == "NOT_IN_LOBBY" && !string.IsNullOrEmpty(_gameClient.LobbyId))
{
Debug.Log($"NOT_IN_LOBBY but we still have LobbyId={_gameClient.LobbyId}; resending Reconnect.");
_gameClient.Reconnect(_gameClient.LobbyId);
}
}
private void OnGameEvent(GameEvent gameEvent)
{
// Always sync player list from lobby state after any event
SyncPlayersFromLobby();
switch (gameEvent.EventType)
{
case "PlayerJoined":
case "PlayerLeft":
case "HostChanged":
_manager?.uiSubsystem?.NotifyLobbyChanged();
break;
case "GameStarting":
State.Phase = GamePhase.Loading;
HandleGameStarting();
break;
case "MapDataReady":
HandleMapDataReady();
break;
case "GameStarted":
State.Phase = GamePhase.Playing;
break;
case "RoleAssigned":
HandleRoleAssigned(gameEvent);
break;
case "TaskCompleted":
HandleTaskCompleted(gameEvent);
break;
case "PlayerKilled":
HandlePlayerKilled(gameEvent);
break;
case "BodyReported":
case "EmergencyMeetingCalled":
Toast("Meeting called! Head to the meeting point.");
break;
case "MeetingStarted":
HandleMeetingStarted(gameEvent);
break;
case "PlayerArrivedAtMeeting":
HandlePlayerArrivedAtMeeting(gameEvent);
break;
case "PlayerVoted":
HandlePlayerVoted(gameEvent);
break;
case "VotingClosed":
HandleVotingClosed(gameEvent);
break;
case "GameEnded":
HandleGameEnded(gameEvent);
break;
case "ReturnedToLobby":
HandleReturnedToLobby();
break;
case "SabotageStarted":
HandleSabotageStarted(gameEvent);
break;
case "RepairStarted":
HandleRepairStarted(gameEvent);
break;
case "RepairStopped":
HandleRepairStopped(gameEvent);
break;
case "SabotageRepaired":
case "SabotageMeltdown":
case "SabotageExpired":
State.ActiveSabotage = null;
State.ActiveRepairs.Clear();
_manager?.uiSubsystem?.HideSabotageTimer();
_manager?.mapSubsystem?.ClearSabotageMarkers();
break;
case "TaskStarted":
// Server now broadcasts when a player begins a task. Phase 1
// only acks; Phase 2/3 will surface this to other players.
break;
case "MapDataError":
HandleMapDataError(gameEvent);
break;
default:
Debug.Log("GameEvent: " + gameEvent.EventType);
break;
}
}
// ── Lobby responses ───────────────────────────────────────────────────
private void HandleCreateLobbyResponse(CreateLobbyResponse message)
{
if (message == null) return;
if (message.Success)
{
Debug.Log($"Lobby created. Code: {message.JoinCode}");
// P13b: snapshot the server's authoritative settings into
// GameState so HUD / proximity code can read distances and
// cooldowns from a single source of truth instead of hardcodes.
State.Settings = _gameClient.CurrentLobbyState?.Settings;
SceneManager.LoadScene("create", LoadSceneMode.Single);
_manager?.uiSubsystem?.NotifyLobbyChanged();
}
else
{
Debug.LogError("Failed to create lobby: " + message.Error);
}
}
private void HandleJoinLobbyResponse(JoinLobbyResponse message)
{
if (message == null) return;
if (message.Success)
{
Debug.Log($"Joined lobby: {message.LobbyId}");
// P13b: same settings snapshot path as host. Joiners read the
// server's snapshot taken at lobby creation; they cannot edit.
State.Settings = _gameClient.CurrentLobbyState?.Settings;
// Unified lobby: both host and joiners land on create.unity.
// LobbyDisplayUI handles the role split internally (start
// button for host, waiting text for joiners).
SceneManager.LoadScene("create", LoadSceneMode.Single);
_manager?.uiSubsystem?.NotifyLobbyChanged();
}
else
{
Debug.LogError("Failed to join lobby: " + message.Error);
}
}
// ── Game flow ─────────────────────────────────────────────────────────
private void HandleGameStarting()
{
_pendingMapBuild = false;
// Reset per-game state
State.MyRole = null;
State.IsDead = false;
State.MyTasks = new List();
State.MyCompletedTaskIds = new HashSet();
State.TotalCompleted = 0;
State.TotalRequired = 0;
State.ActiveMeeting = null;
State.LastVoteResult = null;
State.VotedPlayerIds = new HashSet();
State.ActiveSabotage = null;
State.GameEndData = null;
State.KillCooldownRemaining = 0;
SceneManager.LoadScene("Client", LoadSceneMode.Single);
}
private void HandleMapDataReady()
{
_pendingMapBuild = true;
TryBuildMapAndMarkers();
}
public void OnClientSceneReady()
{
TryBuildMapAndMarkers();
}
private void TryBuildMapAndMarkers()
{
if (!_pendingMapBuild) return;
if (_manager?.mapSubsystem == null || !_manager.mapSubsystem.IsSceneReady) return;
if (_gameClient?.CurrentLobbyState?.MapData == null) return;
_manager.mapSubsystem.BuildMap();
_manager.mapSubsystem.CreateTaskMarkers(_gameClient.MyTasks);
_pendingMapBuild = false;
Debug.Log("[Network] Map built.");
}
private void HandleRoleAssigned(GameEvent evt)
{
var payload = evt.GetPayload();
if (payload == null || payload.ClientUuid != _gameClient.ClientUuid) return;
State.MyRole = payload.Role;
State.MyTasks = payload.Tasks ?? new List();
State.MyCompletedTaskIds.Clear();
Debug.Log($"Role: {payload.Role}, Tasks: {State.MyTasks.Count}");
_manager?.taskSubsystem?.Initialize(State.MyTasks);
}
private void HandleTaskCompleted(GameEvent evt)
{
var payload = evt.GetPayload();
if (payload == null) return;
// Track if it's our task
if (payload.ClientUuid == _gameClient.ClientUuid)
State.MyCompletedTaskIds.Add(payload.TaskId);
State.TotalCompleted = payload.TotalCompleted;
State.TotalRequired = payload.TotalTasks;
_manager?.uiSubsystem?.UpdateTaskProgress(payload.TotalCompleted, payload.TotalTasks);
_manager?.mapSubsystem?.RemoveTaskMarker(payload.TaskId);
}
private void HandlePlayerKilled(GameEvent evt)
{
var payload = evt.GetPayload();
if (payload == null) return;
_manager?.mapSubsystem?.CreateBodyMarker(payload.BodyId, payload.Location);
if (payload.VictimId == _gameClient.ClientUuid)
{
State.IsDead = true;
_manager?.uiSubsystem?.OnLocalPlayerDied();
}
// Update player state in our list
var p = State.Players.Find(x => x.ClientUuid == payload.VictimId);
if (p != null) p.State = PlayerState.Dead;
}
private void HandleMeetingStarted(GameEvent evt)
{
var payload = evt.GetPayload();
if (payload == null) return;
State.Phase = GamePhase.Meeting;
State.ActiveMeeting = payload;
State.VotedPlayerIds = new HashSet();
State.ArrivedPlayerIds = new HashSet();
State.VoterTargets = new Dictionary();
State.VoteTallies = new Dictionary();
State.MyVoteTarget = null;
State.LastVoteResult = null;
SyncPlayersFromLobby();
_manager?.uiSubsystem?.ShowMeetingPanel(State.Players, payload);
}
private void HandlePlayerArrivedAtMeeting(GameEvent evt)
{
var payload = evt.GetPayload();
if (payload == null) return;
State.ArrivedPlayerIds.Add(payload.ClientUuid);
}
private void HandlePlayerVoted(GameEvent evt)
{
var payload = evt.GetPayload();
if (payload == null) return;
// Server allows vote changes within a 2s rate limit, so we always
// overwrite the voter's previous target rather than appending.
string target = payload.TargetId ?? GameState.VoteSkip;
State.VotedPlayerIds.Add(payload.VoterId);
State.VoterTargets[payload.VoterId] = target;
RecomputeVoteTallies();
if (payload.VoterId == _gameClient.ClientUuid)
State.MyVoteTarget = target;
}
private void RecomputeVoteTallies()
{
State.VoteTallies.Clear();
foreach (var t in State.VoterTargets.Values)
{
if (string.IsNullOrEmpty(t)) continue;
State.VoteTallies.TryGetValue(t, out var count);
State.VoteTallies[t] = count + 1;
}
}
private void HandleVotingClosed(GameEvent evt)
{
var payload = evt.GetPayload();
if (payload == null) return;
State.Phase = GamePhase.Playing;
State.ActiveMeeting = null;
State.LastVoteResult = payload;
// Mark ejected player dead in our list
if (!string.IsNullOrEmpty(payload.EjectedPlayerId))
{
var p = State.Players.Find(x => x.ClientUuid == payload.EjectedPlayerId);
if (p != null) p.State = PlayerState.Dead;
}
_manager?.uiSubsystem?.ShowVoteResult(payload, State.Players);
_manager?.mapSubsystem?.ClearBodyMarkers();
}
private void HandleGameEnded(GameEvent evt)
{
var payload = evt.GetPayload();
if (payload == null) return;
State.Phase = GamePhase.Ended;
State.GameEndData = payload;
// If the round ended while the meeting/vote-result overlay was
// still up (e.g. ejection won the game outright), the auto-close
// coroutine would otherwise fire 5s later and tear down the
// meeting panel while the GameEndPanel sits on top - leaving a
// glimpse of the dead overlay during the transition.
_manager?.uiSubsystem?.HideMeetingPanel();
_manager?.uiSubsystem?.ShowGameEndPanel(payload, _gameClient.ClientUuid);
}
private void HandleReturnedToLobby()
{
State.Phase = GamePhase.Lobby;
_manager?.uiSubsystem?.HideMeetingPanel();
// Bodies survive the scene reload because the marker GameObjects are
// parented under MapCenterPoint (which lives in the persistent
// Client.unity scene). Without this clear, returning to lobby and
// starting a new round leaves stale corpses on the map of the new
// round. Server already cleared its `_bodies` set in
// ProcessReturnToLobby; this is the client-side mirror that was
// missing in HandleVotingClosed's symmetry.
_manager?.mapSubsystem?.ClearBodyMarkers();
_manager?.mapSubsystem?.ClearSabotageMarkers();
// Unified lobby: regardless of role, return to create.unity.
SceneManager.LoadScene("create", LoadSceneMode.Single);
}
private void HandleSabotageStarted(GameEvent evt)
{
var payload = evt.GetPayload();
if (payload == null) return;
State.ActiveSabotage = payload;
State.ActiveRepairs.Clear();
_manager?.mapSubsystem?.CreateSabotageMarkers(payload.RepairStations);
if (payload.Type == SabotageType.CriticalMeltdown && payload.Deadline.HasValue)
_manager?.uiSubsystem?.ShowSabotageTimer(payload.Deadline.Value);
if (payload.Type == SabotageType.CommsBlackout)
_manager?.uiSubsystem?.SetCommsBlackout(true);
}
private void HandleRepairStarted(GameEvent evt)
{
var payload = evt.GetPayload();
if (payload == null || string.IsNullOrEmpty(payload.StationId)) return;
State.ActiveRepairs.Add(payload.StationId);
}
private void HandleRepairStopped(GameEvent evt)
{
// A player abandoned a repair station mid-fix. The station is no
// longer counted as active for the simultaneous-repair coaching;
// the marker stays on the map until the sabotage resolves.
var payload = evt.GetPayload();
if (payload != null && !string.IsNullOrEmpty(payload.StationId))
State.ActiveRepairs.Remove(payload.StationId);
}
private void HandleMapDataError(GameEvent evt)
{
// Server failed to fetch Overpass data. Without this the loading
// screen would hang forever. Drop back to lobby and surface the
// failure so the player can re-host or try a different center.
Debug.LogError("[Network] Server could not generate map data.");
State.Phase = GamePhase.Lobby;
_manager?.uiSubsystem?.ShowToast("Map fetch failed. Returning to lobby.");
LeaveLobby();
}
private void HandlePositionBroadcast(PositionBroadcast broadcast)
{
if (broadcast == null) return;
_manager?.mapSubsystem?.UpdatePlayerAvatars(_gameClient.PlayerPositions, _gameClient.ClientUuid);
}
// ── Helpers ───────────────────────────────────────────────────────────
private void SyncPlayersFromLobby()
{
var lobby = _gameClient.CurrentLobbyState;
if (lobby?.Players != null)
State.Players = lobby.Players;
}
private void Toast(string message)
{
State.ToastMessage = message;
State.ToastExpiry = UnityEngine.Time.time + 4f;
}
// ── Send helpers ──────────────────────────────────────────────────────
public void CreateLobby(double lat, double lon, double radius = 500, int impostorCount = 1, int taskCount = 5, GameSettingsOverrides settings = null)
{
_gameClient.CreateLobby(new Position(lat, lon), impostorCount, taskCount, null, radius, settings);
}
public void JoinLobby(string joinCode)
{
try { _gameClient.JoinLobby(joinCode); }
catch (System.Exception ex) { Debug.LogError("JoinLobby error: " + ex.Message); }
}
public void LeaveLobby()
{
_gameClient.LeaveLobby();
State.Phase = GamePhase.Lobby;
SceneManager.LoadScene(_manager?.firstMenuScene ?? "main menu asi idk lol", LoadSceneMode.Single);
}
public void StartGame()
{
_gameClient.StartGame();
}
}
}