using System.Collections; using System.Collections.Generic; using Unity.Netcode; using UnityEngine; using UnityEngine.SceneManagement; /// /// 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. /// /// 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)")] [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; [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 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; if (_net.SceneManager != null) _net.SceneManager.OnSceneEvent -= OnSceneEvent; } if (Instance == this) Instance = null; } private void OnServerStarted() { 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; // Spawn late joiners on connect (server-side callback). Re-hook defensively in case of re-host. _net.OnClientConnectedCallback -= OnClientConnected; _net.OnClientConnectedCallback += OnClientConnected; StartCoroutine(LoadLobbyRoutine()); } private void OnClientStarted() => HookSceneManager(); private void OnNetStopped(bool _) { _hooked = false; _sceneReady = false; Phase = MatchPhase.Lobby; if (_net) _net.OnClientConnectedCallback -= OnClientConnected; } 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)) SpawnPlayerFor(id, 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 SpawnPlayerFor prevents a double spawn). private void OnClientConnected(ulong clientId) { if (_net == null || !_net.IsServer) return; // During the Lobby->Test Map swap the active scene briefly falls back to Main (no floor); defer // and let RespawnAll spawn this joiner once the map is loaded. if (!_sceneReady || Phase == MatchPhase.Transitioning) return; Vector3 at = Phase == MatchPhase.InMatch ? matchSpawnCenter : lobbySpawnCenter; SpawnPlayerFor(clientId, at); } // Spawns the neutral Player avatar for a client 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 SpawnPlayerFor(ulong clientId, Vector3 at) { if (!_playerPrefab) { Debug.LogError("[MatchManager] Player prefab missing (was NetworkConfig.PlayerPrefab assigned?) - cannot spawn.", this); return; } if (!_net.ConnectedClients.TryGetValue(clientId, out var client)) return; if (client.PlayerObject) return; var go = Instantiate(_playerPrefab, 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[Random.Range(0, ids.Count)]; Debug.Log($"[MatchManager] Starting match. Hunter = client {hunterId}, {ids.Count} player(s).", this); StartCoroutine(MatchSequence(hunterId)); } private IEnumerator MatchSequence(ulong hunterId) { var sm = _net.SceneManager; // 1. Unload the lobby (strictly serialized: one scene op in flight at a time). Scene lobby = SceneManager.GetSceneByName(lobbySceneName); if (lobby.IsValid() && lobby.isLoaded) yield return SceneOp(() => sm.UnloadScene(lobby), SceneEventType.UnloadEventCompleted, lobbySceneName); // 2. Load the match map. yield return SceneOp(() => sm.LoadScene(matchSceneName, LoadSceneMode.Additive), SceneEventType.LoadEventCompleted, matchSceneName); // 3. Respawn every player as its rolled role's prefab variant. RespawnAll(hunterId); Phase = MatchPhase.InMatch; Debug.Log("[MatchManager] Match started.", this); } // Runs an NGO scene op and waits for its server-side completion event. NGO rejects a new op while one // is in flight, so callers must await this before issuing the next. private IEnumerator SceneOp(System.Func op, SceneEventType completed, string sceneName) { bool done = false; void OnEvt(SceneEvent e) { if (e.SceneEventType == completed && e.SceneName == sceneName) done = true; } _net.SceneManager.OnSceneEvent += OnEvt; SceneEventProgressStatus status = op(); if (status != SceneEventProgressStatus.Started) { Debug.LogWarning($"[MatchManager] Scene op on '{sceneName}' returned {status}.", this); _net.SceneManager.OnSceneEvent -= OnEvt; yield break; } while (!done) yield return null; _net.SceneManager.OnSceneEvent -= OnEvt; } private void RespawnAll(ulong hunterId) { var ids = new List(_net.ConnectedClientsIds); foreach (ulong id in ids) { if (!_net.ConnectedClients.TryGetValue(id, out var client)) continue; GameObject prefab = (id == hunterId) ? hunterPrefab : hiderPrefab; // Despawn the lobby avatar first so the client has no stale player object when the variant // 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, matchSpawnCenter, Quaternion.identity); go.GetComponent().SpawnAsPlayerObject(id); } } }