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()
{
int retries = 0;
int delayMs = 5000;
while (true)
{
Task state = _gameClient.ConnectAsync(_serverAddress, _serverPort);
await state;
if (state.Result)
{
Debug.Log("Connected to server.");
break;
}
retries++;
if (retries >= 10)
{
Debug.LogError("Failed to connect after 10 attempts. Giving up.");
break;
}
Debug.Log($"Failed to connect (attempt {retries}). Retrying in {delayMs / 1000}s...");
await Task.Delay(delayMs);
delayMs = Mathf.Min(delayMs * 2, 30000);
}
}
public void RegisterEventHandlers()
{
_gameClient.OnConnected += OnConnected;
_gameClient.OnDisconnected += OnDisconnected;
_gameClient.OnError += OnError;
_gameClient.OnMessage += OnMessage;
_gameClient.OnGameEvent += OnGameEvent;
}
private void OnConnected() => Debug.Log("Successfully connected to the server.");
private void OnError(string e) => Debug.LogError($"Network error: {e}");
private void OnDisconnected(string reason)
{
Debug.Log($"Disconnected: {reason}");
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 "Ack":
case "GameEvent":
break;
default:
Debug.Log("Received message of type: " + message.Type);
break;
}
}
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 "PlayerVoted":
HandlePlayerVoted(gameEvent);
break;
case "VotingClosed":
HandleVotingClosed(gameEvent);
break;
case "GameEnded":
HandleGameEnded(gameEvent);
break;
case "ReturnedToLobby":
HandleReturnedToLobby();
break;
case "SabotageStarted":
HandleSabotageStarted(gameEvent);
break;
case "SabotageRepaired":
case "SabotageMeltdown":
State.ActiveSabotage = null;
_manager?.uiSubsystem?.HideSabotageTimer();
_manager?.mapSubsystem?.ClearSabotageMarkers();
break;
case "MapDataError":
Debug.LogError("Server could not generate map data.");
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}");
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($"Joined lobby: {message.LobbyId}");
SceneManager.LoadScene("join loading", LoadSceneMode.Single);
_manager?.uiSubsystem?.NotifyLobbyChanged();
}
else
{
Debug.LogError("Failed to join lobby: " + message.Error);
}
}
// ── Game flow ─────────────────────────────────────────────────────────
private void HandleGameStarting()
{
_pendingMapBuild = false;
// Reset per-game state
State.MyRole = null;
State.IsDead = false;
State.MyTasks = new List();
State.MyCompletedTaskIds = new HashSet();
State.TotalCompleted = 0;
State.TotalRequired = 0;
State.ActiveMeeting = null;
State.LastVoteResult = null;
State.VotedPlayerIds = new HashSet();
State.ActiveSabotage = null;
State.GameEndData = null;
State.KillCooldownRemaining = 0;
SceneManager.LoadScene("Client", LoadSceneMode.Single);
}
private void HandleMapDataReady()
{
_pendingMapBuild = true;
TryBuildMapAndMarkers();
}
public void OnClientSceneReady()
{
TryBuildMapAndMarkers();
}
private void TryBuildMapAndMarkers()
{
if (!_pendingMapBuild) return;
if (_manager?.mapSubsystem == null || !_manager.mapSubsystem.IsSceneReady) return;
if (_gameClient?.CurrentLobbyState?.MapData == null) return;
_manager.mapSubsystem.BuildMap();
_manager.mapSubsystem.CreateTaskMarkers(_gameClient.MyTasks);
_pendingMapBuild = false;
Debug.Log("[Network] Map built.");
}
private void HandleRoleAssigned(GameEvent evt)
{
var payload = evt.GetPayload();
if (payload == null || payload.ClientUuid != _gameClient.ClientUuid) return;
State.MyRole = payload.Role;
State.MyTasks = payload.Tasks ?? new List();
State.MyCompletedTaskIds.Clear();
Debug.Log($"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.LastVoteResult = null;
SyncPlayersFromLobby();
_manager?.uiSubsystem?.ShowMeetingPanel(State.Players, payload);
}
private void HandlePlayerVoted(GameEvent evt)
{
var payload = evt.GetPayload();
if (payload == null) return;
State.VotedPlayerIds.Add(payload.VoterId);
}
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;
_manager?.uiSubsystem?.ShowGameEndPanel(payload, _gameClient.ClientUuid);
}
private void HandleReturnedToLobby()
{
State.Phase = GamePhase.Lobby;
if (_gameClient.IsOwner)
SceneManager.LoadScene("create", LoadSceneMode.Single);
else
SceneManager.LoadScene("join loading", LoadSceneMode.Single);
}
private void HandleSabotageStarted(GameEvent evt)
{
var payload = evt.GetPayload();
if (payload == null) return;
State.ActiveSabotage = payload;
_manager?.mapSubsystem?.CreateSabotageMarkers(payload.RepairStations);
if (payload.Type == SabotageType.CriticalMeltdown && payload.Deadline.HasValue)
_manager?.uiSubsystem?.ShowSabotageTimer(payload.Deadline.Value);
if (payload.Type == SabotageType.CommsBlackout)
_manager?.uiSubsystem?.SetCommsBlackout(true);
}
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)
{
_gameClient.CreateLobby(new Position(lat, lon), impostorCount, taskCount, null, radius);
}
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();
}
}
}