Toggle session panel with Escape as in-game pause overlay

- Panel shows in Main while disconnected, auto-hides once a connection is
  established, and toggles open/closed with Escape in the Lobby or on a Map.
- Escape now pauses gameplay (active mode exits, cursor freed, paint and
  movement disabled) instead of ending the match directly; closing restores
  the prior mode via SwitchTo.
- Disconnect button is context-aware: leaves the session in the Lobby, acts
  as "Back to Lobby" (EndMatch) for the match authority on a Map, and stays a
  plain disconnect for non-authority clients on a Map.
- Removed the Escape->EndMatch handler from MatchManager; match end now routes
  through RequestEndMatch with the same authority routing.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-06-28 11:34:13 +02:00
1 parent d27ee16004
commit cdfec364b2
4 files changed
+248 -51

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+29 -11
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+61
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@@ -63,6 +63,11 @@ public class GameModeManager : MonoBehaviour
private readonly List<GameMode> _modes = new List<GameMode>();
private int _activeIndex = -1;
private bool _paused;
private int _resumeIndex = -1;
/// <summary>True while local gameplay is suspended for a modal overlay (see <see cref="SetPaused"/>).</summary>
public bool IsPaused => _paused;
/// <summary>The currently active mode (null before startup).</summary>
public GameMode ActiveMode =>
@@ -145,6 +150,9 @@ public class GameModeManager : MonoBehaviour
/// </summary>
public void BindSpectator()
{
_paused = false;
_resumeIndex = -1;
player = null;
painter = null;
PainterChanged?.Invoke(null);
@@ -165,6 +173,10 @@ public class GameModeManager : MonoBehaviour
{
if (!localPlayer) return;
// A fresh bind is a definitive state reset - drop any modal pause so the new avatar starts live.
_paused = false;
_resumeIndex = -1;
var setup = localPlayer.GetComponent<NetworkPlayerSetup>();
player = localPlayer;
@@ -216,6 +228,9 @@ public class GameModeManager : MonoBehaviour
/// </summary>
public void ReleaseToNoPlayer()
{
_paused = false;
_resumeIndex = -1;
ActiveMode?.Exit();
_activeIndex = -1;
_modes.Clear();
@@ -236,8 +251,54 @@ public class GameModeManager : MonoBehaviour
Cursor.visible = true;
}
/// <summary>
/// Pauses or resumes local gameplay for a full-screen modal overlay (the online session panel, opened
/// with Esc in the lobby/map). Pausing frees the OS cursor and suppresses ALL local input - movement,
/// painting, camera look and the mode-switch key - WITHOUT tearing down the mode cycle, so resuming
/// re-enters the exact mode that was active and restores its camera/cursor state. It mirrors the
/// <see cref="ReleaseToNoPlayer"/> cursor handling (Exit the active mode, then park the orbit rig in
/// Disabled so it stops re-grabbing the cursor every frame) but is reversible. No-op if unchanged.
/// </summary>
public void SetPaused(bool paused)
{
if (paused == _paused) return;
_paused = paused;
if (paused)
{
_resumeIndex = _activeIndex;
ActiveMode?.Exit(); // undo any FreeCam/First-Person takeover (also releases the cursor)
_activeIndex = -1;
// Painting and movement run off their own flags/Update loops and the orbit rig re-asserts the
// cursor each frame from its LookMode, so stop them all explicitly, then free the cursor. A
// Disabled look-mode keeps the cursor free every frame (the same trick ReleaseToNoPlayer uses).
if (player) player.ControlEnabled = false;
if (painter) painter.PaintingEnabled = false;
if (cameraInput)
{
cameraInput.enabled = true;
cameraInput.LookMode = ThirdPersonOrbitInput.OrbitLookMode.Disabled;
}
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
ModeChanged?.Invoke(null); // hide mode-following UI (the paint HUD) beneath the overlay
}
else
{
int resume = _resumeIndex;
_resumeIndex = -1;
if (resume >= 0 && resume < _modes.Count)
SwitchTo(resume); // re-Enter restores player/painter/look + cursor (+ re-shows the HUD)
else
ModeChanged?.Invoke(ActiveMode);
}
}
private void Update()
{
if (_paused) return;
if (_modes.Count == 0) return;
if (WasSwitchPressed())
+37 -38
View File
@@ -4,9 +4,6 @@ using Unity.Collections;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.SceneManagement;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
/// <summary>
/// Server-authoritative match flow. Lives on the persistent NetworkManager object in the boot scene
@@ -37,17 +34,19 @@ using UnityEngine.InputSystem;
/// (strictly serialized - an NGO constraint, only one scene op in flight); then every player object is
/// despawned and respawned as its role's prefab variant.
///
/// Match-control AUTHORITY: the client allowed to start (walk into the trigger) and end (Esc) the match.
/// Match-control AUTHORITY: the client allowed to start (walk into the trigger) and end the match.
/// A host has its own player, so the host is the authority. A DEDICATED server (StartServer, no local
/// player) hands authority to the FIRST client that connects, so a server nobody plays on is still
/// controllable. The id is server-local; the designated remote client is told via a named message so it
/// reads Esc locally and asks the server (which validates the sender) to end. If the authority leaves,
/// it is reassigned to another connected client.
/// can ask the server (which validates the sender) to end. If the authority leaves, it is reassigned to
/// another connected client.
///
/// End / join / teardown:
/// - The match authority presses Esc -> <see cref="EndMatch"/>: Test Map is swapped back to Lobby and
/// everyone is respawned as the neutral Player. The host/server ends directly; a remote authority
/// client requests it over a named message that only the authority's id is honored for.
/// - The match authority ends the match via <see cref="RequestEndMatch"/> -> <see cref="EndMatch"/>
/// (driven by the online session panel's "Back to Lobby" button - Esc opens that panel rather than
/// ending directly). Test Map is swapped back to Lobby and everyone is respawned as the neutral Player.
/// The host/server ends directly; a remote authority client requests it over a named message that only
/// the authority's id is honored for. A non-authority client's panel button is a plain disconnect.
/// - A client that joins MID-MATCH spawns as a SPECTATOR: a dedicated EMPTY prefab (no body/collider)
/// bound to free-cam-only, so it flies around the running map and watches but does not play. It
/// respawns as a neutral lobby Player when the match ends.
@@ -244,35 +243,6 @@ public class MatchManager : MonoBehaviour
ReturnToMainOnly();
}
// Esc ends the running match (sends everyone back to the lobby) - but only for the match AUTHORITY.
// The host/server reads it locally and ends directly. A remote authority client (dedicated server)
// can't end the match itself (the flow is server-authoritative), so it asks the server over a named
// message; the server validates the sender is the authority and that a match is running.
private void Update()
{
if (_net == null) return;
if (_net.IsServer)
{
if (Phase == MatchPhase.InMatch && IsMatchAuthority(_net.LocalClientId) && EscapePressed())
EndMatch();
return;
}
// Pure client: Phase is server-local, so we don't gate on it here - the server checks it on receipt.
if (_isLocalAuthority && EscapePressed())
RequestEndMatchFromServer();
}
private static bool EscapePressed()
{
#if ENABLE_INPUT_SYSTEM
return Keyboard.current != null && Keyboard.current.escapeKey.wasPressedThisFrame;
#else
return Input.GetKeyDown(KeyCode.Escape);
#endif
}
private void HookSceneManager()
{
if (_hooked || _net == null || _net.SceneManager == null) return;
@@ -527,6 +497,35 @@ public class MatchManager : MonoBehaviour
/// <summary>True if the given client currently holds match-control authority (may start and end the match).</summary>
public bool IsMatchAuthority(ulong clientId) => _hasAuthorityClient && clientId == _authorityClientId;
/// <summary>True if THIS machine holds match authority - the host (whose own client id is the authority)
/// or the granted authority client on a dedicated server. Drives the online panel's Disconnect button:
/// on the map the authority's button means "Back to Lobby" (end the match); everyone else disconnects.</summary>
public bool IsLocalMatchAuthority
{
get
{
if (_net == null) return false;
if (_net.IsServer) return IsMatchAuthority(_net.LocalClientId);
return _isLocalAuthority;
}
}
/// <summary>Ends the running match for everyone (back to the Lobby), routed through authority: the
/// host/server ends directly; a remote authority client asks the server. No-op if this machine is not
/// the authority or no match is running. Replaces the old Esc handler - now driven by the panel button.</summary>
public void RequestEndMatch()
{
if (_net == null) return;
if (_net.IsServer) { EndMatch(); return; } // EndMatch itself guards Phase == InMatch
if (_isLocalAuthority) RequestEndMatchFromServer();
}
// Local active-scene kind. Every peer sets its active scene to Lobby/Map as those load (see OnSceneEvent)
// and back to Main on teardown, so a local UI can tell where it is without the server-local Phase.
public bool IsLocalSceneMain => SceneManager.GetActiveScene().name == mainSceneName;
public bool IsLocalSceneLobby => SceneManager.GetActiveScene().name == lobbySceneName;
public bool IsLocalSceneMap => SceneManager.GetActiveScene().name == matchSceneName;
// Server -> client: tell the designated client it is the match authority (so it reads Esc locally).
private void SendAuthorityGrant(ulong clientId)
{
+121 -2
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@@ -1,7 +1,11 @@
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
/// <summary>
/// uGUI binding for <see cref="OnlineSessionManager"/>. Drives the server-browser canvas - Host / Refresh /
@@ -13,6 +17,13 @@ using UnityEngine.UI;
/// Selection model: Refresh fills the list with clones of <see cref="entryTemplate"/> (each a clickable row
/// showing name + player count). Clicking a row selects it; Join connects to the selected session. While
/// connected, only Disconnect is interactable.
///
/// Overlay behaviour: the panel is always shown in Main (not connected). Once a connection is up it hides;
/// in the lobby/map Esc toggles it back as a modal pause overlay (cursor freed, local gameplay suspended via
/// <see cref="GameModeManager.SetPaused"/>). On the map the Disconnect button becomes "Back to Lobby" for the
/// match authority (ends the match), while everyone else (in the lobby, or a non-authority client on the map)
/// gets a plain disconnect. Only the visual <see cref="panelRoot"/> is toggled - this binder stays alive on
/// its (always-active) canvas so it keeps reading Esc while the panel is hidden.
/// </summary>
public class OnlineSessionBrowserUI : MonoBehaviour
{
@@ -33,6 +44,11 @@ public class OnlineSessionBrowserUI : MonoBehaviour
[Header("Status")]
[SerializeField] private TMP_Text statusLabel;
[Header("Overlay")]
[Tooltip("Visual container toggled by Esc while connected (the panel root). Must be a CHILD of this " +
"binder's object so the binder keeps running - and reading Esc - while the panel is hidden.")]
[SerializeField] private GameObject panelRoot;
[Tooltip("Background tint of the selected row.")]
[SerializeField] private Color selectedTint = new Color(0.26f, 0.52f, 0.96f, 1f);
[Tooltip("Background tint of an unselected row.")]
@@ -42,10 +58,22 @@ public class OnlineSessionBrowserUI : MonoBehaviour
private readonly List<Row> _rows = new List<Row>();
private string _selectedId;
private MatchManager _match; // local match state (scene kind + authority); found at runtime
private GameModeManager _gameMode; // pause hook for the modal overlay; found at runtime
private TMP_Text _disconnectLabel; // disconnect button caption (relabelled to "Back to Lobby")
private bool _open; // Esc-toggled visibility while connected
private bool _connected; // last-seen connection state (to detect transitions)
private string _lastScene; // last-seen active scene name (to auto-close on a scene change)
private string _disconnectText; // last applied caption (avoids per-frame TMP churn)
private void Awake()
{
// The template is the prototype, never shown itself - layout ignores it while disabled.
if (entryTemplate) entryTemplate.SetActive(false);
_match = FindFirstObjectByType<MatchManager>();
_gameMode = FindFirstObjectByType<GameModeManager>();
}
private void OnEnable()
@@ -53,7 +81,11 @@ public class OnlineSessionBrowserUI : MonoBehaviour
if (hostButton) hostButton.onClick.AddListener(OnHost);
if (refreshButton) refreshButton.onClick.AddListener(OnRefresh);
if (joinButton) joinButton.onClick.AddListener(OnJoin);
if (disconnectButton) disconnectButton.onClick.AddListener(OnDisconnect);
if (disconnectButton)
{
disconnectButton.onClick.AddListener(OnDisconnect);
_disconnectLabel = disconnectButton.GetComponentInChildren<TMP_Text>(true);
}
if (manager)
{
@@ -61,8 +93,10 @@ public class OnlineSessionBrowserUI : MonoBehaviour
manager.SessionsChanged += RebuildList;
}
_connected = manager && manager.IsConnected;
RebuildList();
OnManagerChanged();
ApplyVisibility();
}
private void OnDisable()
@@ -79,16 +113,92 @@ public class OnlineSessionBrowserUI : MonoBehaviour
}
}
private void Update()
{
if (!manager) return;
bool connected = manager.IsConnected;
// Auto-close the overlay if the scene changed underneath it (a remote ended/started the match, or
// we walked into Start Match) so it never lingers as a stale pause across a transition.
string scene = SceneManager.GetActiveScene().name;
if (connected && _open && _lastScene != null && scene != _lastScene)
SetOpen(false);
_lastScene = scene;
if (!connected) return; // Main: panel always shown, Esc ignored
bool inLobbyOrMap = _match && (_match.IsLocalSceneLobby || _match.IsLocalSceneMap);
if (inLobbyOrMap && EscapePressed())
SetOpen(!_open);
RefreshDisconnectLabel();
}
private void OnHost() { if (manager) manager.Host(); }
private void OnRefresh() { if (manager) manager.Refresh(); }
private void OnJoin() { if (manager && !string.IsNullOrEmpty(_selectedId)) manager.Join(_selectedId); }
private void OnDisconnect() { if (manager) manager.Disconnect(); }
private void OnDisconnect()
{
if (!manager) return;
// On the map, the match AUTHORITY's button means "Back to Lobby" (end the match for everyone)
// rather than leaving the session. Everyone else - in the lobby, or a non-authority client on the
// map - does a plain disconnect.
if (_match && _match.IsLocalSceneMap && _match.IsLocalMatchAuthority)
{
_match.RequestEndMatch();
SetOpen(false); // heading back to the lobby; close the overlay + resume input
return;
}
manager.Disconnect();
}
private void OnManagerChanged()
{
if (!manager) return;
bool connected = manager.IsConnected;
if (connected != _connected)
{
_connected = connected;
// Connection up (hosted/joined) -> hide the panel; Esc reopens it in the lobby/map.
// Back to Main (disconnect/shutdown) -> show it again and drop any pause.
_open = false;
if (!connected && _gameMode) _gameMode.SetPaused(false);
ApplyVisibility();
}
if (statusLabel) statusLabel.text = manager.Status;
UpdateButtons();
RefreshDisconnectLabel();
}
private void SetOpen(bool open)
{
_open = open;
ApplyVisibility();
if (_gameMode) _gameMode.SetPaused(open);
}
private void ApplyVisibility()
{
bool show = !(manager && manager.IsConnected) || _open;
if (panelRoot && panelRoot.activeSelf != show)
panelRoot.SetActive(show);
}
private void RefreshDisconnectLabel()
{
if (!_disconnectLabel) return;
bool backToLobby = _match && _match.IsLocalSceneMap && _match.IsLocalMatchAuthority;
string text = backToLobby ? "Back to Lobby" : "Disconnect";
if (text != _disconnectText)
{
_disconnectText = text;
_disconnectLabel.text = text;
}
}
private void UpdateButtons()
@@ -165,4 +275,13 @@ public class OnlineSessionBrowserUI : MonoBehaviour
var t = root.Find(childName);
return t ? t.GetComponent<TMP_Text>() : null;
}
private static bool EscapePressed()
{
#if ENABLE_INPUT_SYSTEM
return Keyboard.current != null && Keyboard.current.escapeKey.wasPressedThisFrame;
#else
return Input.GetKeyDown(KeyCode.Escape);
#endif
}
}