using System.Collections;
using System.Collections.Generic;
using Unity.Collections;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.SceneManagement;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
///
/// Server-authoritative match flow. Lives on the persistent NetworkManager object in the boot scene
/// (Main), which stays loaded the whole session (NetworkManager, cameras, HUD). The gameplay scenes
/// (Lobby, Test Map) are loaded ADDITIVELY through NGO's scene manager so Main is never torn down.
///
/// Two design pillars make the persistent-Main + additive-gameplay model actually work:
///
/// 1. Clients sync ADDITIVELY ( =
/// ). The NGO default (Single) would unload every scene the
/// connecting client already has - including its own Main (cameras/HUD/managers) - and reload the
/// server's active scene in single mode, which also crashes the player-object scene migration
/// (MoveGameObjectToScene "Destination scene is not valid"). Additive keeps the client's Main and
/// layers the server's scenes on top. Must be set on the server before any client connects; it is
/// auto-propagated to clients via the synchronize event.
///
/// 2. Players are spawned by THIS manager, not by NGO auto-spawn. NGO would auto-spawn the player the
/// instant a peer connects, into whatever scene is active right then - for the host that is Main
/// (the additive Lobby load is still in flight), which has no floor, so the host falls into the
/// void. We disable auto-spawn (null out ) and instead
/// spawn the neutral Player prefab into the gameplay scene only once it is loaded, so avatars always
/// land on a floor. Main therefore holds zero network objects.
///
/// Flow: server start -> additive sync mode set -> Lobby loaded additively -> Player spawned for every
/// connected peer (full mode set, including First Person). Late joiners spawn on connect into the
/// already-loaded scene. The host walks into the Start Match trigger -> : one
/// random connected client is rolled Hunter, the rest Hider; the Lobby is unloaded and Test Map loaded
/// (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.
/// 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.
///
/// End / join / teardown:
/// - The match authority presses Esc -> : 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 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.
/// - On shutdown / disconnect () every gameplay scene is unloaded so only
/// Main is left loaded & active. NGO's Dispose does NOT unload additively-synced scenes, so we do it.
///
/// Not a NetworkBehaviour by design: every state change rides existing NGO replication (additive scene
/// sync + player-object spawn/despawn), so there is no in-scene NetworkObject hash matching or custom
/// RPC to get wrong. The phase here is server-local guard state; clients infer their mode set from the
/// spawned avatar (), not from a replicated phase, so there
/// is no spawn-vs-phase timing race.
///
[DisallowMultipleComponent]
public class MatchManager : MonoBehaviour
{
public enum MatchPhase { Lobby, Transitioning, InMatch }
public static MatchManager Instance { get; private set; }
[Header("Scenes (must be in Build Settings)")]
[Tooltip("Persistent boot scene that always stays loaded (NetworkManager, cameras, HUD). On a " +
"shutdown/disconnect every other scene is unloaded so this is the only one left & active.")]
[SerializeField] private string mainSceneName = "Main";
[SerializeField] private string lobbySceneName = "Lobby";
[SerializeField] private string matchSceneName = "Test Map";
[Header("Role prefab variants (must be registered network prefabs)")]
[SerializeField] private GameObject hunterPrefab;
[SerializeField] private GameObject hiderPrefab;
[Tooltip("Empty free-cam-only avatar spawned for a client that joins MID-MATCH. No body/collider - the " +
"free-cam rig is a separate scene object. Must be a registered network prefab.")]
[SerializeField] private GameObject spectatorPrefab;
[Header("Spawn")]
[Tooltip("World position lobby avatars are spawned at (raised a touch above the floor so gravity " +
"settles them). Per-client ring fan-out is applied on top (NetworkPlayerSetup.PlaceOnSpawnRing).")]
[SerializeField] private Vector3 lobbySpawnCenter = new Vector3(0f, 1f, 0f);
[Tooltip("World position the respawned match avatars are placed at on the match map; per-client ring " +
"fan-out is applied on top (NetworkPlayerSetup.PlaceOnSpawnRing).")]
[SerializeField] private Vector3 matchSpawnCenter = new Vector3(0f, 1f, 0f);
/// Server-local phase guard. Not replicated - see class summary.
public MatchPhase Phase { get; private set; } = MatchPhase.Lobby;
private NetworkManager _net;
private GameObject _playerPrefab; // captured from NetworkConfig.PlayerPrefab; auto-spawn is then disabled so we spawn manually into a loaded scene
private bool _hooked;
private bool _sceneReady; // server-only: a gameplay scene (lobby/map) is loaded & active, so it is safe to spawn avatars
private bool _cleanedUp; // guards the shutdown scene-cleanup so a host (server+client stop) doesn't run it twice
// Role pick uses its OWN generator, seeded once from real entropy. UnityEngine.Random is a single
// engine-wide generator whose state at match-start can sit at the same point every fresh play
// session (nothing random consumed before it), which made the "random" hunter land on the same
// client every time. An independent System.Random decouples the pick from that shared global state.
private readonly System.Random _roleRng = new System.Random(System.Guid.NewGuid().GetHashCode());
// Painting carry across an avatar respawn (scene switch). Per-machine: the LOCAL owner's painting,
// parked here by its despawning PlayerPaintSync (that component is gone before the replacement spawns)
// and consumed once by the next owner avatar. This manager is persistent in Main, so it bridges the
// despawn->spawn gap. Cleared on teardown (ReturnToMainOnly) so a fresh session never inherits a
// previous one's painting; a normal respawn keeps Main loaded, so the parked copy survives it.
private byte[] _carriedPaint;
// Match-control authority. Server-local: which client may start/end the match. Host -> the host
// itself (set at server start); dedicated server -> the first client to connect (set on connect).
private bool _hasAuthorityClient;
private ulong _authorityClientId;
// Client-side mirror, set by the grant message below: this machine's local client is the authority,
// so it reads Esc and asks the server to end the match.
private bool _isLocalAuthority;
// Named messages (CustomMessagingManager). One bridges server->authority-client ("you have authority"),
// the other client->server ("please end the match"); the server only honors it from the authority id.
private const string MsgAuthorityGranted = "Match_AuthorityGranted";
private const string MsgRequestEndMatch = "Match_RequestEndMatch";
private void Awake()
{
if (Instance && Instance != this) { Destroy(this); return; }
Instance = this;
_net = GetComponent();
if (!_net) _net = FindFirstObjectByType();
// Disable NGO auto-spawn (decided purely by PlayerPrefab != null on both host and remote paths).
// We keep the reference and spawn manually once a floored scene exists. Runtime-only mutation -
// the scene asset still carries PlayerPrefab, so there is no asset diff.
if (_net != null)
{
_playerPrefab = _net.NetworkConfig.PlayerPrefab;
_net.NetworkConfig.PlayerPrefab = null;
}
}
private void OnEnable()
{
if (!_net) _net = FindFirstObjectByType();
if (!_net) return;
_net.OnServerStarted += OnServerStarted;
_net.OnClientStarted += OnClientStarted;
_net.OnServerStopped += OnNetStopped;
_net.OnClientStopped += OnNetStopped;
}
private void OnDisable()
{
if (_net)
{
_net.OnServerStarted -= OnServerStarted;
_net.OnClientStarted -= OnClientStarted;
_net.OnServerStopped -= OnNetStopped;
_net.OnClientStopped -= OnNetStopped;
_net.OnClientConnectedCallback -= OnClientConnected;
_net.OnClientDisconnectCallback -= OnClientDisconnected;
if (_net.SceneManager != null) _net.SceneManager.OnSceneEvent -= OnSceneEvent;
if (_net.CustomMessagingManager != null)
{
_net.CustomMessagingManager.UnregisterNamedMessageHandler(MsgAuthorityGranted);
_net.CustomMessagingManager.UnregisterNamedMessageHandler(MsgRequestEndMatch);
}
}
if (Instance == this) Instance = null;
}
private void OnServerStarted()
{
_cleanedUp = false;
HookSceneManager();
// Keep the connecting client's already-loaded scenes (its Main) and layer ours on top.
// Must run before any client synchronizes; auto-propagates to clients. See class summary.
if (_net.SceneManager != null)
_net.SceneManager.SetClientSynchronizationMode(LoadSceneMode.Additive);
Phase = MatchPhase.Lobby;
_sceneReady = false;
// Match-control authority. A host has its own player, so it is the authority right away. A
// dedicated server has no local player; the first client to connect claims it (OnClientConnected).
_hasAuthorityClient = false;
if (_net.IsHost) { _authorityClientId = _net.LocalClientId; _hasAuthorityClient = true; }
if (_net.CustomMessagingManager != null)
_net.CustomMessagingManager.RegisterNamedMessageHandler(MsgRequestEndMatch, OnRequestEndMatchMessage);
// Spawn late joiners on connect (server-side callback). Re-hook defensively in case of re-host.
_net.OnClientConnectedCallback -= OnClientConnected;
_net.OnClientConnectedCallback += OnClientConnected;
_net.OnClientDisconnectCallback -= OnClientDisconnected;
_net.OnClientDisconnectCallback += OnClientDisconnected;
StartCoroutine(LoadLobbyRoutine());
}
private void OnClientStarted()
{
_cleanedUp = false;
_isLocalAuthority = false;
HookSceneManager();
// Listen for the server granting this machine match authority (dedicated-server case). Registered
// here (client start) so the handler exists before the server sends the grant on connect.
if (_net.CustomMessagingManager != null)
_net.CustomMessagingManager.RegisterNamedMessageHandler(MsgAuthorityGranted, OnAuthorityGrantedMessage);
}
// Fired on shutdown / disconnect for both the server and the client (a host gets both, hence the
// _cleanedUp guard). Aborts any in-flight scene op and tears the session's scenes back down so only
// Main is left loaded & active - NGO's own Dispose does NOT unload additively-synced scenes.
private void OnNetStopped(bool _)
{
if (_cleanedUp) return;
_cleanedUp = true;
StopAllCoroutines();
_hooked = false;
_sceneReady = false;
_hasAuthorityClient = false;
_isLocalAuthority = false;
Phase = MatchPhase.Lobby;
if (_net)
{
_net.OnClientConnectedCallback -= OnClientConnected;
_net.OnClientDisconnectCallback -= OnClientDisconnected;
if (_net.SceneManager != null) _net.SceneManager.OnSceneEvent -= OnSceneEvent;
if (_net.CustomMessagingManager != null)
{
_net.CustomMessagingManager.UnregisterNamedMessageHandler(MsgAuthorityGranted);
_net.CustomMessagingManager.UnregisterNamedMessageHandler(MsgRequestEndMatch);
}
}
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;
_net.SceneManager.OnSceneEvent += OnSceneEvent;
_hooked = true;
}
// Keep the freshly loaded gameplay scene the ACTIVE scene on every machine (lighting / skybox /
// instantiation context) - NGO additive loads don't promote the active scene on their own.
private void OnSceneEvent(SceneEvent e)
{
if (e.SceneEventType != SceneEventType.LoadComplete) return;
if (e.SceneName != lobbySceneName && e.SceneName != matchSceneName) return;
if (e.Scene.IsValid() && e.Scene.isLoaded) SceneManager.SetActiveScene(e.Scene);
}
private IEnumerator LoadLobbyRoutine()
{
yield return SceneOp(() => _net.SceneManager.LoadScene(lobbySceneName, LoadSceneMode.Additive),
SceneEventType.LoadEventCompleted, lobbySceneName);
// Lobby is loaded and active on the server: now it is safe to spawn the already-connected
// peers (the host, plus anyone who connected while the load was in flight).
_sceneReady = true;
foreach (ulong id in new List(_net.ConnectedClientsIds)) SpawnFor(id, _playerPrefab, lobbySpawnCenter);
}
// Server-side: a peer finished connecting. If a gameplay scene is already up, spawn it now;
// otherwise LoadLobbyRoutine (lobby) or RespawnAll (mid-transition) covers it (the PlayerObject
// guard in SpawnFor prevents a double spawn).
private void OnClientConnected(ulong clientId)
{
if (_net == null || !_net.IsServer) return;
// Dedicated-server case: the first client to connect becomes the match authority (a host already
// claimed it at server start, so this only fires for a server with no local player). Tell the
// client over a named message so it reads Esc locally; the trigger picks it up server-side.
if (!_hasAuthorityClient)
{
_authorityClientId = clientId;
_hasAuthorityClient = true;
SendAuthorityGrant(clientId);
Debug.Log($"[MatchManager] Client {clientId} is now the match authority.", this);
}
// During a Lobby<->Test Map swap the active scene briefly falls back to Main (no floor); defer
// and let the respawn loop spawn this joiner once the target scene is loaded.
if (!_sceneReady || Phase == MatchPhase.Transitioning) return;
// Mid-match joiner: spawn an empty SPECTATOR avatar (free-cam only) into the running map. They can
// fly around and watch but don't play. When the host ends the match, EndMatchSequence's respawn
// loop covers every connected client, so they turn into a neutral lobby Player with everyone else.
if (Phase == MatchPhase.InMatch) { SpawnFor(clientId, spectatorPrefab, matchSpawnCenter); return; }
SpawnFor(clientId, _playerPrefab, lobbySpawnCenter);
}
// Server-side: if the match authority leaves, hand authority to another connected client (lowest
// remaining id) so a dedicated-server match stays controllable. No-op in the host case (the host
// holds authority and only "leaves" on shutdown, which teardown handles).
private void OnClientDisconnected(ulong clientId)
{
if (_net == null || !_net.IsServer) return;
if (!_hasAuthorityClient || clientId != _authorityClientId) return;
if (_net.IsHost && clientId == _net.LocalClientId) return; // host shutting down; teardown handles it
_hasAuthorityClient = false;
foreach (ulong id in _net.ConnectedClientsIds)
{
if (id == clientId) continue; // the leaving client may still be listed momentarily
_authorityClientId = id;
_hasAuthorityClient = true;
SendAuthorityGrant(id);
Debug.Log($"[MatchManager] Match authority reassigned to client {id}.", this);
break;
}
}
// Spawns the given prefab as a client's player object into the currently active gameplay scene. No-op
// if the client already owns a player object (double-spawn guard) or has since disconnected.
private void SpawnFor(ulong clientId, GameObject prefab, Vector3 at)
{
if (!prefab)
{
Debug.LogError("[MatchManager] Spawn prefab missing - cannot spawn.", this);
return;
}
if (!_net.ConnectedClients.TryGetValue(clientId, out var client)) return;
if (client.PlayerObject) return;
var go = Instantiate(prefab, at, Quaternion.identity);
go.GetComponent().SpawnAsPlayerObject(clientId);
}
/// Server-only. Starts the match: roll roles, swap Lobby -> Test Map, respawn as variants.
/// Safe to call repeatedly (only acts once, while still in the lobby phase).
public void StartMatch()
{
if (_net == null || !_net.IsServer) return;
if (Phase != MatchPhase.Lobby) return; // double-start / not-in-lobby guard
if (!hunterPrefab || !hiderPrefab)
{
Debug.LogError("[MatchManager] Role prefabs not assigned - cannot start match.", this);
return;
}
var ids = new List(_net.ConnectedClientsIds);
if (ids.Count == 0) return;
Phase = MatchPhase.Transitioning;
ulong hunterId = ids[_roleRng.Next(ids.Count)];
Debug.Log($"[MatchManager] Starting match. Hunter = client {hunterId}, {ids.Count} player(s).", this);
StartCoroutine(MatchSequence(hunterId));
}
private IEnumerator MatchSequence(ulong hunterId)
{
var sm = _net.SceneManager;
// 1. Unload the lobby (strictly serialized: one scene op in flight at a time).
Scene lobby = SceneManager.GetSceneByName(lobbySceneName);
if (lobby.IsValid() && lobby.isLoaded)
yield return SceneOp(() => sm.UnloadScene(lobby), SceneEventType.UnloadEventCompleted, lobbySceneName);
// 2. Load the match map.
yield return SceneOp(() => sm.LoadScene(matchSceneName, LoadSceneMode.Additive),
SceneEventType.LoadEventCompleted, matchSceneName);
// 3. Respawn every player as its rolled role's prefab variant.
RespawnAll(id => (id == hunterId) ? hunterPrefab : hiderPrefab, matchSpawnCenter);
Phase = MatchPhase.InMatch;
Debug.Log("[MatchManager] Match started.", this);
}
/// Server-only. Ends the running match: swap Test Map -> Lobby and respawn everyone as the
/// neutral lobby Player (including any spectator-held mid-match joiners). Only acts while in a match.
public void EndMatch()
{
if (_net == null || !_net.IsServer) return;
if (Phase != MatchPhase.InMatch) return; // only endable mid-match
Phase = MatchPhase.Transitioning;
Debug.Log("[MatchManager] Ending match -> returning to lobby.", this);
StartCoroutine(EndMatchSequence());
}
private IEnumerator EndMatchSequence()
{
var sm = _net.SceneManager;
// 1. Unload the match map (strictly serialized: one scene op in flight at a time).
Scene map = SceneManager.GetSceneByName(matchSceneName);
if (map.IsValid() && map.isLoaded)
yield return SceneOp(() => sm.UnloadScene(map), SceneEventType.UnloadEventCompleted, matchSceneName);
// 2. Reload the lobby.
yield return SceneOp(() => sm.LoadScene(lobbySceneName, LoadSceneMode.Additive),
SceneEventType.LoadEventCompleted, lobbySceneName);
// 3. Respawn everyone as the neutral lobby Player (covers held mid-match joiners too).
RespawnAll(_ => _playerPrefab, lobbySpawnCenter);
Phase = MatchPhase.Lobby;
Debug.Log("[MatchManager] Back in lobby.", this);
}
// Runs an NGO scene op and waits for its server-side completion event. NGO rejects a new op while one
// is in flight, so callers must await this before issuing the next.
private IEnumerator SceneOp(System.Func op, SceneEventType completed, string sceneName)
{
bool done = false;
void OnEvt(SceneEvent e)
{
if (e.SceneEventType == completed && e.SceneName == sceneName) done = true;
}
_net.SceneManager.OnSceneEvent += OnEvt;
SceneEventProgressStatus status = op();
if (status != SceneEventProgressStatus.Started)
{
Debug.LogWarning($"[MatchManager] Scene op on '{sceneName}' returned {status}.", this);
_net.SceneManager.OnSceneEvent -= OnEvt;
yield break;
}
while (!done) yield return null;
_net.SceneManager.OnSceneEvent -= OnEvt;
}
// Despawns each connected client's current avatar (if any) and spawns the prefab chosen by
// prefabFor at the given position. Used for both lobby->match (role variants) and match->lobby
// (neutral Player); the latter also gives spectator-held joiners their first avatar.
private void RespawnAll(System.Func prefabFor, Vector3 at)
{
var ids = new List(_net.ConnectedClientsIds);
foreach (ulong id in ids)
{
if (!_net.ConnectedClients.TryGetValue(id, out var client)) continue;
GameObject prefab = prefabFor(id);
if (!prefab) continue;
// Despawn the old avatar first so the client has no stale player object when the new one
// claims the slot (avoids NGO's "already has a player object" reassign warning).
NetworkObject old = client.PlayerObject;
if (old) old.Despawn(true);
var go = Instantiate(prefab, at, Quaternion.identity);
go.GetComponent().SpawnAsPlayerObject(id);
}
}
// Unloads every gameplay scene so only Main is left loaded & active. NGO is already gone here
// (shutdown), so this uses Unity's SceneManager, not NGO's. Main must be made active BEFORE the
// active gameplay scene is unloaded, otherwise Unity has no valid active scene to fall back to.
private void ReturnToMainOnly()
{
// A real disconnect/shutdown is not a respawn: drop any parked painting so a fresh session
// (re-host / reconnect) never restores a previous match's painting onto its first avatar.
_carriedPaint = null;
Scene main = SceneManager.GetSceneByName(mainSceneName);
if (main.IsValid() && main.isLoaded) SceneManager.SetActiveScene(main);
UnloadLocalIfLoaded(lobbySceneName);
UnloadLocalIfLoaded(matchSceneName);
// The local avatar is gone; drop the mode cycle back to a player-less state so the persistent
// orbit input stops re-locking the cursor (and any FreeCam/First-Person takeover is undone). Without
// this the OS cursor stays captured back in the empty Main scene.
var modes = FindFirstObjectByType(FindObjectsInactive.Include);
if (modes) modes.ReleaseToNoPlayer();
}
private void UnloadLocalIfLoaded(string sceneName)
{
Scene s = SceneManager.GetSceneByName(sceneName);
if (s.IsValid() && s.isLoaded && s != SceneManager.GetActiveScene())
SceneManager.UnloadSceneAsync(s);
}
/// Owner-side: park the local painting so the avatar a scene switch spawns next can restore it.
public void StoreCarriedPaint(byte[] data) => _carriedPaint = data;
/// Owner-side: take (and clear) the parked painting for the freshly spawned avatar, or null if none.
public byte[] TakeCarriedPaint()
{
byte[] d = _carriedPaint;
_carriedPaint = null;
return d;
}
/// True if the given client currently holds match-control authority (may start and end the match).
public bool IsMatchAuthority(ulong clientId) => _hasAuthorityClient && clientId == _authorityClientId;
// Server -> client: tell the designated client it is the match authority (so it reads Esc locally).
private void SendAuthorityGrant(ulong clientId)
{
var cmm = _net != null ? _net.CustomMessagingManager : null;
if (cmm == null) return;
using (var writer = new FastBufferWriter(sizeof(byte), Allocator.Temp))
{
writer.WriteByteSafe(1); // payload unused; a named message still needs a buffer
cmm.SendNamedMessage(MsgAuthorityGranted, clientId, writer);
}
}
// Client handler: this machine has been granted match authority.
private void OnAuthorityGrantedMessage(ulong senderClientId, FastBufferReader reader)
{
_isLocalAuthority = true;
Debug.Log("[MatchManager] This client is the match authority: walk into the Start Match trigger to begin, Esc to end.", this);
}
// Client -> server: ask the server to end the match. Only honored from the authority client (and only
// while a match is running - EndMatch guards the phase).
private void RequestEndMatchFromServer()
{
var cmm = _net != null ? _net.CustomMessagingManager : null;
if (cmm == null) return;
using (var writer = new FastBufferWriter(sizeof(byte), Allocator.Temp))
{
writer.WriteByteSafe(1);
cmm.SendNamedMessage(MsgRequestEndMatch, NetworkManager.ServerClientId, writer);
}
}
// Server handler: an authority client asked to end the match.
private void OnRequestEndMatchMessage(ulong senderClientId, FastBufferReader reader)
{
if (_net == null || !_net.IsServer) return;
if (!IsMatchAuthority(senderClientId)) return;
EndMatch(); // guards Phase == InMatch itself
}
}