diff --git a/Assets/Scripts/Components/Radar.cs b/Assets/Scripts/Components/Radar.cs
index 8c3bfd3..424081f 100644
--- a/Assets/Scripts/Components/Radar.cs
+++ b/Assets/Scripts/Components/Radar.cs
@@ -117,6 +117,18 @@ public sealed class Radar : MonoBehaviour
return null;
}
+ // Already tracking this exact transform? Refresh its countdown instead of stacking a duplicate blip,
+ // so a fresh ping (interval or manual) just resets the existing target's lifetime.
+ for (int i = 0; i < _blips.Count; i++)
+ {
+ var existing = _blips[i];
+ if (existing && existing.Target == target)
+ {
+ existing.Refresh(lifetime);
+ return existing;
+ }
+ }
+
Transform clone = Instantiate(targetTemplate, targetTemplate.parent);
clone.name = "Target";
clone.localPosition = targetTemplate.localPosition;
diff --git a/Assets/Scripts/Components/RadarTarget.cs b/Assets/Scripts/Components/RadarTarget.cs
index 3a4c2a8..0e8585a 100644
--- a/Assets/Scripts/Components/RadarTarget.cs
+++ b/Assets/Scripts/Components/RadarTarget.cs
@@ -7,6 +7,11 @@ using UnityEngine;
/// once its lifetime elapses - or earlier if its target is destroyed. The point's base colour and size encode
/// the two things the flat radar disc can't show via position alone: tints it by
/// how far the target sits ahead of / behind the camera, and its scale shrinks with camera -> target distance.
+///
+/// On top of the radar-wide fade, each blip fades in when it spawns and fades out at the end of its life (or when
+/// its world target vanishes) via its own factor, so blips appear/disappear smoothly instead
+/// of popping. Fade-in and fade-out speeds are independent; the factor persists across so a
+/// refreshed blip is pulled back to full opacity rather than flickering to zero first.
///
[DisallowMultipleComponent]
public sealed class RadarTarget : MonoBehaviour
@@ -20,11 +25,18 @@ public sealed class RadarTarget : MonoBehaviour
[Tooltip("camera -> target distance mapped onto pointDistanceScale: x = near distance, y = far distance.")]
[SerializeField] Vector2 pointDistanceRange;
+ [Header("Fade")]
+ [Tooltip("Per-blip fade-in speed in alpha units per second when the blip appears. e.g. 6 = ~0.17s. 0 = appear instantly.")]
+ [SerializeField] float fadeInSpeed = 6f;
+ [Tooltip("Per-blip fade-out speed in alpha units per second at the end of life / when the target vanishes. e.g. 4 = ~0.25s. 0 = vanish instantly.")]
+ [SerializeField] float fadeOutSpeed = 4f;
+
private Transform _target;
private Camera _camera;
private float _lifetime;
private float _age;
private bool _initialised;
+ private float _fade; // per-blip 0..1 ramp, multiplied on top of the radar-wide fade; persists across Refresh
private MaterialPropertyBlock _mpb;
private Color _pointColor = Color.white; // last gradient-evaluated point colour; its alpha is scaled by the radar fade
@@ -44,27 +56,39 @@ public sealed class RadarTarget : MonoBehaviour
PushPointColor();
}
+ /// Restarts this blip's countdown to seconds. Used when a ping arrives
+ /// for a target this radar already tracks: the existing blip is refreshed instead of stacking a duplicate.
+ public void Refresh(float lifetime)
+ {
+ _lifetime = lifetime;
+ _age = 0f;
+ }
+
// LateUpdate so the aim uses the camera's final position/rotation for this frame.
private void LateUpdate()
{
if (!_initialised) return;
_age += Time.deltaTime;
- if (_age >= _lifetime)
+
+ // Fade out at the very end of life, or immediately if the world target vanished (e.g. a caught hider)
+ // instead of dangling. The fade-out window equals the time to ramp 1 -> 0 at fadeOutSpeed, so the point
+ // reaches full transparency right as the lifetime elapses; then the blip destroys itself.
+ float fadeOutWindow = fadeOutSpeed > 0f ? 1f / fadeOutSpeed : 0f;
+ bool fadingOut = !_target || RemainingLifetime <= fadeOutWindow;
+
+ float goal = fadingOut ? 0f : 1f;
+ float speed = Mathf.Max(0f, fadingOut ? fadeOutSpeed : fadeInSpeed);
+ _fade = Mathf.MoveTowards(_fade, goal, speed * Time.deltaTime);
+
+ if (fadingOut && (speed <= 0f || _fade <= 0.0001f))
{
Destroy(gameObject);
return;
}
- // The world target may despawn (e.g. a caught hider) before this blip expires - drop it, don't dangle.
- if (!_target)
- {
- Destroy(gameObject);
- return;
- }
-
- Aim();
- PushPointColor(); // every frame so the blip's alpha tracks the radar fade even when Aim early-returns
+ Aim(); // keeps last orientation/colour if the target is gone (Aim early-returns)
+ PushPointColor(); // every frame so the alpha tracks both the radar fade and this blip's own fade
}
private void Aim()
@@ -100,13 +124,13 @@ public sealed class RadarTarget : MonoBehaviour
_pointColor = forwardGradient.Evaluate(t);
}
- // Writes the point's _BaseColor with its alpha scaled by the radar's shared fade factor, so blips fade in/out
- // in step with the disc instead of the overlay snapping on/off.
+ // Writes the point's _BaseColor with its alpha scaled by both the radar's shared fade factor (so blips fade in
+ // step with the disc) and this blip's own fade (so it eases in on spawn and out at the end of its life).
private void PushPointColor()
{
if (!pointRenderer) return;
Color c = _pointColor;
- c.a *= Radar.Instance ? Radar.Instance.CurrentFade : 1f;
+ c.a *= (Radar.Instance ? Radar.Instance.CurrentFade : 1f) * _fade;
_mpb ??= new MaterialPropertyBlock();
pointRenderer.GetPropertyBlock(_mpb);
_mpb.SetColor(BaseColorId, c);
diff --git a/Assets/Scripts/GameMode/GameModeManager.cs b/Assets/Scripts/GameMode/GameModeManager.cs
index 8ac99a0..bb364ce 100644
--- a/Assets/Scripts/GameMode/GameModeManager.cs
+++ b/Assets/Scripts/GameMode/GameModeManager.cs
@@ -42,6 +42,16 @@ public class GameModeManager : MonoBehaviour
[Tooltip("Mode active at startup (0 = Player Control).")]
public int startModeIndex = 0;
+ [Header("Hider radar ping")]
+ [Tooltip("Key a HIDER presses to manually ping itself on every hunter's radar during Seek - the same blip " +
+ "as the periodic sweep, on demand. Ignored for hunters, outside Seek, and in Free Cam (whose fly " +
+ "controls already use this key).")]
+#if ENABLE_INPUT_SYSTEM
+ public Key pingKey = Key.E;
+#else
+ public KeyCode pingKey = KeyCode.E;
+#endif
+
[Header("Player collision")]
[Tooltip("ON = players physically block each other (default). OFF = the local player passes through every " +
"other player - their CharacterController stops colliding with other players' body colliders. " +
@@ -76,6 +86,7 @@ public class GameModeManager : MonoBehaviour
private bool _paused;
private int _resumeIndex = -1;
private bool _loadFrozen; // true while the pre-match Loading barrier is holding the local player still
+ private PlayerRole? _localRole; // bound local avatar's role (null = pre-spawn / spectator / unscoped lobby)
// Player-collision reconciler state (see ReconcilePlayerCollision). Non-serialized: reset each play session.
private bool _playerCollisionDirty = true; // force a re-apply (startup, toggle flip, inspector edit)
@@ -180,6 +191,7 @@ public class GameModeManager : MonoBehaviour
{
player = null;
painter = null;
+ _localRole = null; // spectator / released: no hider ping
PainterChanged?.Invoke(null);
}
@@ -237,9 +249,15 @@ public class GameModeManager : MonoBehaviour
// Lobby avatar -> full set; match variant -> its role's modes. Scope is baked per prefab
// variant, so it follows the spawned avatar with no replicated-phase timing race.
if (setup && setup.ScopedModes)
+ {
+ _localRole = setup.Role;
BuildModes(setup.Role);
+ }
else
+ {
+ _localRole = null; // unscoped lobby avatar: no hider ping
BuildModes(null);
+ }
// Index 0 is each set's intended start mode.
SwitchTo(0);
@@ -394,6 +412,13 @@ public class GameModeManager : MonoBehaviour
SwitchTo(next);
}
+ // A hider manually pings itself onto every hunter's radar (same blip as the periodic sweep), on demand.
+ // Excluded in Free Cam whose fly controls already use this key; the phase/role gate lives in MatchManager
+ // (RequestManualPing no-ops outside Seek / for a found hider), so a stray press is harmless.
+ if (_localRole == PlayerRole.Hider && !(ActiveMode is FreeCamMode) &&
+ InputUtil.GameplayKeyPressed(pingKey) && MatchManager.Instance)
+ MatchManager.Instance.RequestManualPing();
+
ActiveMode?.Tick();
}
diff --git a/Assets/Scripts/Network/MatchManager.cs b/Assets/Scripts/Network/MatchManager.cs
index cb64f07..906a7bf 100644
--- a/Assets/Scripts/Network/MatchManager.cs
+++ b/Assets/Scripts/Network/MatchManager.cs
@@ -251,6 +251,10 @@ public class MatchManager : MonoBehaviour
private const string MsgReady = "Match_Ready";
// Client -> server (authority only): DEBUG request to skip the rest of the current sub-phase.
private const string MsgDebugSkip = "Match_DebugSkip";
+ // Client -> server: a still-un-found hider manually requests a radar ping on itself (E key), so it blips
+ // on every hunter's radar exactly like an interval sweep. The server gates the Seek phase and that the
+ // sender is a live hider before emitting; the sender id is the trusted routing (no payload).
+ private const string MsgManualPing = "Match_ManualPing";
// Server-only sub-phase machine. _pendingHiders holds the hiders not yet found; seek ends the instant it
// empties. _phaseRoutine is the running Hide->Seek->Resolution coroutine (stopped if the match is ended
@@ -270,18 +274,20 @@ public class MatchManager : MonoBehaviour
private readonly List _radarPingIds = new List(); // reused scratch: hider NetworkObjectIds for a sweep
private readonly List _radarRecipients = new List(); // reused scratch: hunter client recipients for a sweep
- // Server-only pre-match loading barrier. _matchAvatarIds = the freshly respawned avatars every client must
- // have spawned & paint-applied; _expectedReady = the clients present when the barrier opened (a mid-load
- // joiner isn't required, so it can't stall the start); _readyClients = those that have reported ready.
- // _loadRecipients is reused scratch for the broadcast. _loadGeneration tags the round so a late ack from a
- // previous barrier is ignored.
- private readonly List _matchAvatarIds = new List();
+ // Server-only readiness barrier. _barrierTargets = the objects every client must have spawned & paint-applied
+ // this round (the freshly respawned avatars pre-match, or the conversion statues at Resolution); _expectedReady
+ // = the clients present when the barrier opened (a mid-load joiner isn't required, so it can't stall it);
+ // _readyClients = those that have reported ready. _loadRecipients is reused scratch for the broadcast.
+ // _loadGeneration tags the round so a late ack from a previous barrier is ignored.
+ private readonly List _barrierTargets = new List();
private readonly List _loadRecipients = new List();
private readonly HashSet _expectedReady = new HashSet();
private readonly HashSet _readyClients = new HashSet();
private int _loadGeneration;
- // Client-side barrier state: the target avatar ids to wait for, the generation to echo back, and the running poll.
+ // Client-side barrier state: the target ids to wait for, the holding phase to poll during, the generation to
+ // echo back, and the running poll.
private readonly List _loadTargetIds = new List();
+ private MatchSubPhase _loadActivePhaseClient;
private int _loadGenerationClient;
private Coroutine _clientLoadPoll;
@@ -345,6 +351,7 @@ public class MatchManager : MonoBehaviour
_net.CustomMessagingManager.UnregisterNamedMessageHandler(MsgPhase);
_net.CustomMessagingManager.UnregisterNamedMessageHandler(MsgRadarPing);
_net.CustomMessagingManager.UnregisterNamedMessageHandler(MsgReportHit);
+ _net.CustomMessagingManager.UnregisterNamedMessageHandler(MsgManualPing);
_net.CustomMessagingManager.UnregisterNamedMessageHandler(MsgIdentity);
_net.CustomMessagingManager.UnregisterNamedMessageHandler(MsgBeginLoad);
_net.CustomMessagingManager.UnregisterNamedMessageHandler(MsgReady);
@@ -373,6 +380,7 @@ public class MatchManager : MonoBehaviour
{
_net.CustomMessagingManager.RegisterNamedMessageHandler(MsgRequestEndMatch, OnRequestEndMatchMessage);
_net.CustomMessagingManager.RegisterNamedMessageHandler(MsgReportHit, OnReportHitMessage);
+ _net.CustomMessagingManager.RegisterNamedMessageHandler(MsgManualPing, OnManualPingMessage);
_net.CustomMessagingManager.RegisterNamedMessageHandler(MsgIdentity, OnIdentityMessage);
_net.CustomMessagingManager.RegisterNamedMessageHandler(MsgReady, OnReadyMessage);
_net.CustomMessagingManager.RegisterNamedMessageHandler(MsgDebugSkip, OnDebugSkipMessage);
@@ -434,7 +442,7 @@ public class MatchManager : MonoBehaviour
// Drop any in-flight loading-barrier state (StopAllCoroutines above already killed the polls).
_expectedReady.Clear();
_readyClients.Clear();
- _matchAvatarIds.Clear();
+ _barrierTargets.Clear();
_loadTargetIds.Clear();
_clientLoadPoll = null;
// Teardown unloads the gameplay scenes (destroys the statue objects); just drop our references.
@@ -634,8 +642,8 @@ public class MatchManager : MonoBehaviour
// Freeze everyone in Loading BEFORE unloading the lobby: the lobby floor vanishes a moment before the
// map's is loaded, so the still-bound lobby avatars would otherwise drop into the void during the swap.
// Loading gates movement, gravity AND the local own-body mesh on every client (see GameModeManager); the
- // readiness barrier below (BeginLoadingBarrierServer re-asserts Loading) holds that hold until every
- // client has the map + all match avatars ready, then Hide releases it.
+ // readiness barrier below (RunLoadingBarrier re-asserts Loading) holds that hold until every client has
+ // the map + all match avatars ready, then Hide releases it.
SetPhaseServer(MatchSubPhase.Loading, 0f);
yield return SwapScenes(lobbySceneName, matchSceneName);
@@ -670,10 +678,19 @@ public class MatchManager : MonoBehaviour
SetPhaseServer(MatchSubPhase.Seek, seekDuration);
yield return RunSeekPhase(seekDuration);
- SetPhaseServer(MatchSubPhase.Resolution, resolveDuration);
- // Conversion mode: materialize a frozen statue of every converted hider at its capture spot, now that
- // Resolution (which reveals everyone) has begun. No-op with no records / no statue prefab / in Classic.
+ // Conversion mode: materialize a frozen statue of every converted hider at its capture spot. The last
+ // hider is often still converting (its statue's painting hasn't replicated to every client yet), so
+ // hold the Resolution countdown - frozen at 0:00, exactly like the pre-match loading barrier - until
+ // every client has each statue spawned & painted. Then release the timer. No statue prefab / no
+ // conversions / Classic -> no hold, the countdown starts immediately (unchanged behaviour).
+ bool holdForStatues = statuePrefab && _conversionRecords.Count > 0;
+ SetPhaseServer(MatchSubPhase.Resolution, holdForStatues ? 0f : resolveDuration);
SpawnConversionStatues();
+ if (holdForStatues)
+ {
+ yield return RunStatueBarrier();
+ SetPhaseServer(MatchSubPhase.Resolution, resolveDuration); // statues loaded -> start the countdown
+ }
yield return WaitPhase(resolveDuration, null);
_phaseRoutine = null;
@@ -760,29 +777,61 @@ public class MatchManager : MonoBehaviour
DebugSkipServer();
}
- // --- Pre-match loading barrier ---------------------------------------------------------------------
- // Server-only. Opens the barrier (snapshot the just-respawned avatars + the clients that must load them,
- // switch everyone to Loading, tell each client which avatars to wait for), then spins until every still-
- // connected expected client has reported ready - or matchLoadTimeout elapses.
+ // --- Readiness barriers ----------------------------------------------------------------------------
+ // Server-only. Pre-match: hold everyone in Loading (frozen, no countdown) until every client has spawned &
+ // paint-applied the freshly respawned avatars, or matchLoadTimeout elapses. Loading was already asserted
+ // before the scene swap; re-assert it here after the respawn, then run the generic barrier over the avatars.
private IEnumerator RunLoadingBarrier()
{
- _skipPhase = false; // drop any debug-skip left over from the previous phase/match; only this phase may set it
- BeginLoadingBarrierServer();
+ _barrierTargets.Clear();
+ foreach (ulong id in _net.ConnectedClientsIds)
+ if (_net.ConnectedClients.TryGetValue(id, out var c) && c.PlayerObject)
+ _barrierTargets.Add(c.PlayerObject.NetworkObjectId);
+
+ SetPhaseServer(MatchSubPhase.Loading, 0f);
+ yield return RunReadinessBarrier(MatchSubPhase.Loading);
+ }
+
+ // Server-only (Conversion). Hold the (already-entered) Resolution phase until every client has each conversion
+ // statue spawned & painted, so a just-caught hider's still-loading statue doesn't burn resolve time. The
+ // statues carry the same PlayerPaintSync the avatar barrier keys off, so "painted" == the statue's body reveal.
+ private IEnumerator RunStatueBarrier()
+ {
+ _barrierTargets.Clear();
+ for (int i = 0; i < _statues.Count; i++)
+ if (_statues[i]) _barrierTargets.Add(_statues[i].NetworkObjectId);
+
+ yield return RunReadinessBarrier(MatchSubPhase.Resolution);
+ }
+
+ // Server-only. Generic readiness barrier over the already-populated _barrierTargets: snapshot the expected
+ // clients, bump the round generation, broadcast the targets + holding phase, then spin until every still-
+ // connected expected client has reported ready - or matchLoadTimeout elapses. `activePhase` is the frozen
+ // holding phase (Loading pre-match, Resolution for statues) that clients poll during.
+ private IEnumerator RunReadinessBarrier(MatchSubPhase activePhase)
+ {
+ _skipPhase = false; // drop any debug-skip left over from the previous phase/match; only this wait may set it
+ _expectedReady.Clear();
+ _readyClients.Clear();
+ foreach (ulong id in _net.ConnectedClientsIds)
+ _expectedReady.Add(id);
+ _loadGeneration++;
+ BroadcastBeginLoad(activePhase);
float t = matchLoadTimeout;
while (!AllClientsReady())
{
- if (ConsumeSkip()) break; // DEBUG: force the match to start now, without waiting for every client
+ if (ConsumeSkip()) break; // DEBUG: proceed now, without waiting for every client
// The host is a client too and never messages itself: fold its own local readiness in directly.
- if (LocalClientReady(_matchAvatarIds)) _readyClients.Add(_net.LocalClientId);
+ if (LocalClientReady(_barrierTargets)) _readyClients.Add(_net.LocalClientId);
if (matchLoadTimeout > 0f)
{
t -= Time.deltaTime;
if (t <= 0f)
{
- Debug.LogWarning("[MatchManager] Load barrier timed out - starting the match anyway.", this);
+ Debug.LogWarning("[MatchManager] Readiness barrier timed out - proceeding anyway.", this);
break;
}
}
@@ -790,26 +839,6 @@ public class MatchManager : MonoBehaviour
}
}
- // Server-only. Captures the barrier target (the avatars RespawnAll just created + the clients that must load
- // them), bumps the generation, switches everyone to Loading (duration 0 = no countdown) and broadcasts the
- // target avatar ids so each client can start waiting.
- private void BeginLoadingBarrierServer()
- {
- _matchAvatarIds.Clear();
- _expectedReady.Clear();
- _readyClients.Clear();
- foreach (ulong id in _net.ConnectedClientsIds)
- {
- _expectedReady.Add(id);
- if (_net.ConnectedClients.TryGetValue(id, out var c) && c.PlayerObject)
- _matchAvatarIds.Add(c.PlayerObject.NetworkObjectId);
- }
- _loadGeneration++;
-
- SetPhaseServer(MatchSubPhase.Loading, 0f);
- BroadcastBeginLoad();
- }
-
// True once every expected client that is STILL connected has reported ready. A client that disconnected
// mid-load drops out of the requirement; a mid-load joiner was never in _expectedReady, so it can't stall it.
private bool AllClientsReady()
@@ -836,8 +865,8 @@ public class MatchManager : MonoBehaviour
return true;
}
- // Server -> every other client: the target avatar ids + generation for this barrier round.
- private void BroadcastBeginLoad()
+ // Server -> every other client: the target ids + holding phase + generation for this barrier round.
+ private void BroadcastBeginLoad(MatchSubPhase activePhase)
{
var cmm = _net != null ? _net.CustomMessagingManager : null;
if (cmm == null) return;
@@ -847,13 +876,14 @@ public class MatchManager : MonoBehaviour
if (id != _net.LocalClientId) _loadRecipients.Add(id);
if (_loadRecipients.Count == 0) return;
- int size = sizeof(int) + sizeof(int) + _matchAvatarIds.Count * sizeof(ulong);
+ int size = sizeof(int) + sizeof(byte) + sizeof(int) + _barrierTargets.Count * sizeof(ulong);
using (var writer = new FastBufferWriter(size, Allocator.Temp))
{
writer.WriteValueSafe(_loadGeneration);
- writer.WriteValueSafe(_matchAvatarIds.Count);
- for (int i = 0; i < _matchAvatarIds.Count; i++)
- writer.WriteValueSafe(_matchAvatarIds[i]);
+ writer.WriteValueSafe((byte)activePhase);
+ writer.WriteValueSafe(_barrierTargets.Count);
+ for (int i = 0; i < _barrierTargets.Count; i++)
+ writer.WriteValueSafe(_barrierTargets[i]);
cmm.SendNamedMessage(MsgBeginLoad, _loadRecipients, writer);
}
}
@@ -863,6 +893,7 @@ public class MatchManager : MonoBehaviour
private void OnBeginLoadMessage(ulong senderClientId, FastBufferReader reader)
{
reader.ReadValueSafe(out int generation);
+ reader.ReadValueSafe(out byte activePhase);
reader.ReadValueSafe(out int count);
_loadTargetIds.Clear();
for (int i = 0; i < count; i++)
@@ -871,16 +902,17 @@ public class MatchManager : MonoBehaviour
_loadTargetIds.Add(id);
}
_loadGenerationClient = generation;
+ _loadActivePhaseClient = (MatchSubPhase)activePhase;
if (_clientLoadPoll != null) StopCoroutine(_clientLoadPoll);
_clientLoadPoll = StartCoroutine(ClientLoadingPoll());
}
- // Client-only. Polls until this machine has spawned & paint-applied every target avatar, then reports ready.
- // Bails without a reply if the phase leaves Loading first (match ended, or the server already moved to Hide).
+ // Client-only. Polls until this machine has spawned & paint-applied every target, then reports ready. Bails
+ // without a reply if the phase leaves the holding phase first (match ended, or the server already moved on).
private IEnumerator ClientLoadingPoll()
{
- while (_subPhase == MatchSubPhase.Loading)
+ while (_subPhase == _loadActivePhaseClient)
{
if (LocalClientReady(_loadTargetIds))
{
@@ -992,6 +1024,15 @@ public class MatchManager : MonoBehaviour
foreach (ulong hiderClientId in _pendingHiders)
if (_net.ConnectedClients.TryGetValue(hiderClientId, out var c) && c.PlayerObject)
_radarPingIds.Add(c.PlayerObject.NetworkObjectId);
+ EmitRadarPings();
+ }
+
+ // Server-only. Sends whatever hider NetworkObjectIds are staged in _radarPingIds to every HUNTER as radar
+ // blips (a host-hunter applies locally, no loopback - mirroring SetPhaseServer). Shared by the interval
+ // sweep and the manual single-hider ping so both drop the identical blip (same lifetime, same path).
+ // No-op if nothing is staged or there is no hunter to receive it.
+ private void EmitRadarPings()
+ {
if (_radarPingIds.Count == 0) return;
// Host-as-hunter: spawn on its own radar directly (it is excluded from the recipient list below).
@@ -1015,6 +1056,39 @@ public class MatchManager : MonoBehaviour
}
}
+ /// Client-side: the local hider manually requests a radar ping on itself (the E key), making it
+ /// blip on every hunter's radar exactly like an interval sweep. Routes to the server, which gates the Seek
+ /// phase and that this client is still a live (un-found) hider. On a host this IS the server, so it applies
+ /// directly. No-op outside the Seek phase.
+ public void RequestManualPing()
+ {
+ if (_net == null || _subPhase != MatchSubPhase.Seek) return;
+
+ if (_net.IsServer) { ServerManualPing(_net.LocalClientId); return; }
+ SendEmptyNamedMessage(MsgManualPing, NetworkManager.ServerClientId);
+ }
+
+ // Server handler: a client asked for a manual self-ping. The sender id is the trusted routing;
+ // ServerManualPing validates it is a live hider during Seek.
+ private void OnManualPingMessage(ulong senderClientId, FastBufferReader reader)
+ {
+ if (_net == null || !_net.IsServer) return;
+ ServerManualPing(senderClientId);
+ }
+
+ // Server-only. Emits a single-hider radar ping for hiderClientId to every hunter - if it is a still-un-found
+ // hider during Seek. Same blip (and lifetime) as an interval sweep, just one target and on demand.
+ private void ServerManualPing(ulong hiderClientId)
+ {
+ if (_subPhase != MatchSubPhase.Seek) return;
+ if (!_pendingHiders.Contains(hiderClientId)) return; // not a live (un-found) hider
+ if (!_net.ConnectedClients.TryGetValue(hiderClientId, out var c) || !c.PlayerObject) return;
+
+ _radarPingIds.Clear();
+ _radarPingIds.Add(c.PlayerObject.NetworkObjectId);
+ EmitRadarPings();
+ }
+
// Host/server local path: resolve the swept hider NetworkObjectIds (in _radarPingIds) to their live
// transforms and drop a blip on the local radar. Mirrors OnRadarPingMessage for the host's own hunter view.
private void SpawnRadarBlipsLocal()