Deduplication pass (44 extractions): - New SmoothedLook: shared smoothed yaw/pitch look tick + view seeding (FirstPersonController, FreeCamController) - New CharacterTeleport: disable-CC-around-teleport idiom (rescue, owner position apply, free-cam sync) - New GeometryUtil: RescaleToUnitScale + TransformBounds (concealment meter/volume, skinned collider baker) - Paint family: canonical map read/write shared between Net and Persistence, snapshot decode, backend stroke dispatch, RebuildBackend, ResolveSeed, chunked RPC send/gate/copy, CamoKnobs/HeightKnobs aggregates, SanitizeFileKey, NewMaskTexture, AdoptAlbedo, FindSlider - Player/modes: GameMode SetPlayerControl/SetPainting/SetOrbitInputEnabled, InputUtil.GameplayKeyPressed, NearestClimbHit, ComputeXRay delegates to ComputeResolutionFreeze, FingerIK TryInPlaneAngle - Match/misc: UnhookSessionCallbacks, SendEmptyNamedMessage, SwapScenes, RunSessionOpAsync, CovarianceEigen, CollectClusterPoints, MatchHud GUIStyle cache, HsvColorPicker rehook, VoxelCenter Documentation pass: remove 6 triplicated doc blocks and 2 restating inline comments left after the previous reduction. Behavior-neutral; hot-path rasterizer loops intentionally untouched. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
243 lines
9.6 KiB
C#
243 lines
9.6 KiB
C#
using System;
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using System.Collections.Generic;
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using Unity.Netcode;
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using Unity.Services.Authentication;
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using Unity.Services.Core;
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using Unity.Services.Multiplayer;
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using UnityEngine;
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/// <summary>
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/// Online hosting/joining over Unity Gaming Services so players can connect across the internet
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/// without port forwarding. Uses the unified Multiplayer Services "Sessions" API, which bundles
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/// Relay (NAT-free messaging via Unity's relay servers) + Lobby (the public server list) + anonymous
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/// Authentication behind single calls, and configures + starts the NGO transport itself - so we do
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/// NOT call <see cref="NetworkManager.StartHost"/>/<c>StartClient</c> here; CreateSessionAsync starts
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/// the host and JoinSession* starts the client.
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///
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/// Terminology: the UGS "session" is the entry in the public server list (network layer). It is a
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/// different thing from the in-game "Lobby" scene (the pre-match staging area that <see cref="MatchManager"/>
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/// loads after the connection is up). This component does not touch the match flow at all - the usual
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/// NetworkManager callbacks fire exactly as they do for loopback hosting, so MatchManager, spawning and
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/// authority are unaffected.
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///
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/// This is the logic layer only: state + async host/refresh/join/disconnect calls, surfaced through the
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/// <see cref="Changed"/>/<see cref="SessionsChanged"/> events. The uGUI server browser that drives it lives
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/// on its own canvas (<see cref="OnlineSessionBrowserUI"/>); this component carries no UI of its own.
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/// Requires the project to be linked to a UGS cloud project (Project Settings > Services) with Relay,
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/// Lobby and Authentication (Anonymous) enabled; otherwise sign-in fails with a clear status message.
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/// Attach to the same GameObject as the NetworkManager.
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/// </summary>
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[RequireComponent(typeof(NetworkManager))]
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[DisallowMultipleComponent]
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public class OnlineSessionManager : MonoBehaviour
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{
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[Tooltip("Maximum players per hosted session (host included).")]
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public int maxPlayers = 8;
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private NetworkManager _net;
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private ISession _session; // active session (host or client); null when not in one
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private List<ISessionInfo> _sessions = new List<ISessionInfo>();
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private string _hostName = "";
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private string _status = "Idle";
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private bool _busy;
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private bool _leaving; // suppress the defensive leave while an explicit leave is in flight
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/// <summary>Raised when status, busy state, or the connection state changes, so a bound UI can re-render.
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/// Async continuations resume on the main thread, so handlers run there.</summary>
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public event Action Changed;
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/// <summary>Raised after the browsable session list is replaced (a refresh completed).</summary>
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public event Action SessionsChanged;
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public string Status => _status;
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public bool IsBusy => _busy;
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public bool IsConnected => _net && _net.IsListening;
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public bool InSession => _session != null;
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public IReadOnlyList<ISessionInfo> Sessions => _sessions;
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private void Awake()
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{
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_net = GetComponent<NetworkManager>();
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_hostName = $"{SystemInfo.deviceName} game";
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}
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private void OnEnable()
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{
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if (!_net) return;
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_net.OnServerStarted += OnNetworkStarted;
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_net.OnClientStarted += OnNetworkStarted;
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_net.OnServerStopped += OnNetworkStopped;
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_net.OnClientStopped += OnNetworkStopped;
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}
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private void OnDisable()
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{
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if (!_net) return;
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_net.OnServerStarted -= OnNetworkStarted;
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_net.OnClientStarted -= OnNetworkStarted;
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_net.OnServerStopped -= OnNetworkStopped;
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_net.OnClientStopped -= OnNetworkStopped;
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}
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private void OnNetworkStarted() => Changed?.Invoke();
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// The match-end / disconnect / Shutdown paths stop the NetworkManager without telling UGS. Leave the
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// session here too so the Relay allocation and the public lobby entry are released.
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private void OnNetworkStopped(bool _)
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{
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var stale = _session;
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_session = null;
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if (stale != null && !_leaving) LeaveSilently(stale);
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Changed?.Invoke();
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}
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private async void LeaveSilently(ISession session)
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{
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try { await session.LeaveAsync(); }
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catch (Exception e) { Debug.LogWarning($"[OnlineSession] leave-on-stop failed: {e.Message}"); }
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}
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// ----- Public API (driven by OnlineSessionBrowserUI) -------------------------------------------------
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public void Host() => HostAsync();
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public void Refresh() => RefreshAsync();
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public void Join(string sessionId) => JoinAsync(sessionId);
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public void Disconnect() => DisconnectAsync();
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// ----- Implementation --------------------------------------------------------------------------------
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private void SetStatus(string status)
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{
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_status = status;
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Changed?.Invoke();
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}
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private void SetBusy(bool busy)
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{
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_busy = busy;
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Changed?.Invoke();
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}
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private async System.Threading.Tasks.Task EnsureSignedInAsync()
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{
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if (UnityServices.State != ServicesInitializationState.Initialized)
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{
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// Anonymous tokens are cached per machine under company/product, NOT per project path - so
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// junction-mirror clones (shared ProjectSettings) would otherwise resolve to one UGS player id
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// and collide on join (409 LobbyConflict). Namespacing the auth cache by a hash of this install's
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// path gives each clone a stable, distinct identity. Harmless in production - separate machines
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// already have separate caches; this only matters for same-machine clone testing.
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var options = new InitializationOptions();
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options.SetProfile(ProfileForThisInstall());
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await UnityServices.InitializeAsync(options);
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}
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if (!AuthenticationService.Instance.IsSignedIn)
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await AuthenticationService.Instance.SignInAnonymouslyAsync();
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}
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// Deterministic, regex-safe (^[a-zA-Z0-9_-]{1,30}$) profile derived from the install path, so the same
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// clone is always the same UGS player across restarts - no random per-launch identity, no orphaned ghost
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// players/lobbies piling up. SHA1 over dataPath -> "mirror_" + 12 hex chars = 19 chars (fits the limit).
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private static string ProfileForThisInstall()
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{
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using (var sha1 = System.Security.Cryptography.SHA1.Create())
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{
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var bytes = sha1.ComputeHash(System.Text.Encoding.UTF8.GetBytes(Application.dataPath));
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var name = new System.Text.StringBuilder("mirror_", 19);
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for (int i = 0; i < 6; i++) name.Append(bytes[i].ToString("x2"));
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return name.ToString();
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}
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}
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// Shared busy/sign-in/error skeleton around one session operation; the body carries the
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// op-specific statuses and state.
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private async System.Threading.Tasks.Task RunSessionOpAsync(string failLabel, Func<System.Threading.Tasks.Task> body)
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{
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SetBusy(true);
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try
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{
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SetStatus("Signing in…");
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await EnsureSignedInAsync();
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await body();
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}
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catch (Exception e)
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{
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SetStatus($"{failLabel} failed: {e.Message}");
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Debug.LogException(e);
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}
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finally { SetBusy(false); }
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}
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private async void HostAsync()
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{
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if (_busy || IsConnected) return;
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await RunSessionOpAsync("Host", async () =>
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{
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SetStatus("Creating session…");
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var options = new SessionOptions
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{
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Name = string.IsNullOrWhiteSpace(_hostName) ? "Chameleon game" : _hostName.Trim(),
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MaxPlayers = Mathf.Max(2, maxPlayers)
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}.WithRelayNetwork();
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_session = await MultiplayerService.Instance.CreateSessionAsync(options);
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SetStatus($"Hosting \"{_session.Name}\" (code {_session.Code})");
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});
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}
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private async void RefreshAsync()
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{
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if (_busy) return;
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await RunSessionOpAsync("Refresh", async () =>
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{
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SetStatus("Querying sessions…");
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var results = await MultiplayerService.Instance.QuerySessionsAsync(new QuerySessionsOptions());
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_sessions = new List<ISessionInfo>(results.Sessions);
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SessionsChanged?.Invoke();
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SetStatus($"{_sessions.Count} session(s) found");
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});
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}
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private async void JoinAsync(string sessionId)
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{
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if (_busy || IsConnected || string.IsNullOrEmpty(sessionId)) return;
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await RunSessionOpAsync("Join", async () =>
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{
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SetStatus("Joining session…");
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_session = await MultiplayerService.Instance.JoinSessionByIdAsync(sessionId);
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SetStatus($"Joined \"{_session.Name}\"");
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});
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}
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private async void DisconnectAsync()
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{
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if (_busy) return;
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// A UGS session leaves cleanly (LeaveAsync also tears down the NGO connection). A plain loopback
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// host/client - if one is ever active without a session - just shuts the transport down.
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if (_session != null)
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{
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SetBusy(true);
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_leaving = true;
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var session = _session;
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_session = null;
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try
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{
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SetStatus("Leaving…");
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await session.LeaveAsync();
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SetStatus("Left session");
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}
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catch (Exception e)
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{
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SetStatus($"Leave failed: {e.Message}");
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Debug.LogException(e);
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}
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finally { _leaving = false; SetBusy(false); }
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}
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else if (IsConnected)
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{
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_net.Shutdown();
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SetStatus("Disconnected");
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}
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}
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}
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