Replace the connection-approval role selection with a server-authoritative match flow built on NGO additive scene management: - Scenes: Main is the persistent foundation (NetworkManager, GameModeManager, cameras, HUD); Lobby and Test Map load/unload additively. Add Lobby + Test Map to the build settings; remove the obsolete SampleScene. - MatchManager (plain MonoBehaviour singleton): loads Lobby on server start, StartMatchTrigger lets the host start the match, rolls one random Hunter (rest Hider), swaps Lobby -> Test Map (strictly serialized per NGO), respawns each player as its role variant. Forces additive client sync mode so clients keep Main instead of single-loading it (fixes "Destination scene is not valid"). - Server-driven spawning: null out NetworkConfig.PlayerPrefab at runtime to disable auto-spawn, then spawn players after the lobby floor exists (fixes falling through the floor) with double-spawn and transition guards. - StartMatchTrigger: server-gated OnTriggerEnter, only the host's own player starts the match. - NetworkBootstrap: drop role selection / connection approval; everyone spawns as the neutral Player prefab. Host/Client/Server/Shutdown buttons stay. - NetworkPlayerSetup.ScopedModes flag (baked on Hunter/Hider prefabs): lobby avatar gets the full mode set, match variants get the role-scoped set. - GameModeManager.BindLocalPlayer reads ScopedModes and rebinds the painter unconditionally (fixes stale painter binding on respawn -> brush painting in every mode). - MeshPainter.PaintingEnabled defaults to false (unbound/pre-spawn/remote never paints); PaintHud visibility now also gates on a bound painter (fixes the HUD showing at startup before any avatar exists). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
283 lines
13 KiB
C#
283 lines
13 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using Unity.Netcode;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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/// <summary>
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/// Server-authoritative match flow. Lives on the persistent NetworkManager object in the boot scene
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/// (Main), which stays loaded the whole session (NetworkManager, cameras, HUD). The gameplay scenes
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/// (Lobby, Test Map) are loaded ADDITIVELY through NGO's scene manager so Main is never torn down.
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///
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/// Two design pillars make the persistent-Main + additive-gameplay model actually work:
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///
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/// 1. Clients sync ADDITIVELY (<see cref="NetworkSceneManager.SetClientSynchronizationMode"/> =
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/// <see cref="LoadSceneMode.Additive"/>). The NGO default (Single) would unload every scene the
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/// connecting client already has - including its own Main (cameras/HUD/managers) - and reload the
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/// server's active scene in single mode, which also crashes the player-object scene migration
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/// (MoveGameObjectToScene "Destination scene is not valid"). Additive keeps the client's Main and
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/// layers the server's scenes on top. Must be set on the server before any client connects; it is
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/// auto-propagated to clients via the synchronize event.
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///
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/// 2. Players are spawned by THIS manager, not by NGO auto-spawn. NGO would auto-spawn the player the
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/// instant a peer connects, into whatever scene is active right then - for the host that is Main
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/// (the additive Lobby load is still in flight), which has no floor, so the host falls into the
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/// void. We disable auto-spawn (null out <see cref="NetworkConfig.PlayerPrefab"/>) and instead
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/// spawn the neutral Player prefab into the gameplay scene only once it is loaded, so avatars always
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/// land on a floor. Main therefore holds zero network objects.
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///
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/// Flow: server start -> additive sync mode set -> Lobby loaded additively -> Player spawned for every
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/// connected peer (full mode set, including First Person). Late joiners spawn on connect into the
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/// already-loaded scene. The host walks into the Start Match trigger -> <see cref="StartMatch"/>: one
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/// random connected client is rolled Hunter, the rest Hider; the Lobby is unloaded and Test Map loaded
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/// (strictly serialized - an NGO constraint, only one scene op in flight); then every player object is
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/// despawned and respawned as its role's prefab variant.
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///
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/// Not a NetworkBehaviour by design: every state change rides existing NGO replication (additive scene
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/// sync + player-object spawn/despawn), so there is no in-scene NetworkObject hash matching or custom
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/// RPC to get wrong. The phase here is server-local guard state; clients infer their mode set from the
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/// spawned avatar (<see cref="NetworkPlayerSetup.ScopedModes"/>), not from a replicated phase, so there
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/// is no spawn-vs-phase timing race.
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/// </summary>
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[DisallowMultipleComponent]
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public class MatchManager : MonoBehaviour
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{
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public enum MatchPhase { Lobby, Transitioning, InMatch }
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public static MatchManager Instance { get; private set; }
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[Header("Scenes (must be in Build Settings)")]
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[SerializeField] private string lobbySceneName = "Lobby";
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[SerializeField] private string matchSceneName = "Test Map";
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[Header("Role prefab variants (must be registered network prefabs)")]
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[SerializeField] private GameObject hunterPrefab;
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[SerializeField] private GameObject hiderPrefab;
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[Header("Spawn")]
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[Tooltip("World position lobby avatars are spawned at (raised a touch above the floor so gravity " +
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"settles them). Per-client ring fan-out is applied on top (NetworkPlayerSetup.PlaceOnSpawnRing).")]
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[SerializeField] private Vector3 lobbySpawnCenter = new Vector3(0f, 1f, 0f);
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[Tooltip("World position the respawned match avatars are placed at on the match map; per-client ring " +
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"fan-out is applied on top (NetworkPlayerSetup.PlaceOnSpawnRing).")]
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[SerializeField] private Vector3 matchSpawnCenter = new Vector3(0f, 1f, 0f);
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/// <summary>Server-local phase guard. Not replicated - see class summary.</summary>
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public MatchPhase Phase { get; private set; } = MatchPhase.Lobby;
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private NetworkManager _net;
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private GameObject _playerPrefab; // captured from NetworkConfig.PlayerPrefab; auto-spawn is then disabled so we spawn manually into a loaded scene
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private bool _hooked;
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private bool _sceneReady; // server-only: a gameplay scene (lobby/map) is loaded & active, so it is safe to spawn avatars
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private void Awake()
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{
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if (Instance && Instance != this) { Destroy(this); return; }
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Instance = this;
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_net = GetComponent<NetworkManager>();
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if (!_net) _net = FindFirstObjectByType<NetworkManager>();
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// Disable NGO auto-spawn (decided purely by PlayerPrefab != null on both host and remote paths).
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// We keep the reference and spawn manually once a floored scene exists. Runtime-only mutation -
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// the scene asset still carries PlayerPrefab, so there is no asset diff.
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if (_net != null)
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{
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_playerPrefab = _net.NetworkConfig.PlayerPrefab;
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_net.NetworkConfig.PlayerPrefab = null;
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}
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}
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private void OnEnable()
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{
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if (!_net) _net = FindFirstObjectByType<NetworkManager>();
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if (!_net) return;
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_net.OnServerStarted += OnServerStarted;
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_net.OnClientStarted += OnClientStarted;
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_net.OnServerStopped += OnNetStopped;
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_net.OnClientStopped += OnNetStopped;
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}
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private void OnDisable()
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{
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if (_net)
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{
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_net.OnServerStarted -= OnServerStarted;
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_net.OnClientStarted -= OnClientStarted;
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_net.OnServerStopped -= OnNetStopped;
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_net.OnClientStopped -= OnNetStopped;
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_net.OnClientConnectedCallback -= OnClientConnected;
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if (_net.SceneManager != null) _net.SceneManager.OnSceneEvent -= OnSceneEvent;
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}
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if (Instance == this) Instance = null;
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}
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private void OnServerStarted()
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{
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HookSceneManager();
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// Keep the connecting client's already-loaded scenes (its Main) and layer ours on top.
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// Must run before any client synchronizes; auto-propagates to clients. See class summary.
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if (_net.SceneManager != null)
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_net.SceneManager.SetClientSynchronizationMode(LoadSceneMode.Additive);
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Phase = MatchPhase.Lobby;
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_sceneReady = false;
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// Spawn late joiners on connect (server-side callback). Re-hook defensively in case of re-host.
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_net.OnClientConnectedCallback -= OnClientConnected;
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_net.OnClientConnectedCallback += OnClientConnected;
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StartCoroutine(LoadLobbyRoutine());
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}
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private void OnClientStarted() => HookSceneManager();
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private void OnNetStopped(bool _)
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{
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_hooked = false;
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_sceneReady = false;
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Phase = MatchPhase.Lobby;
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if (_net) _net.OnClientConnectedCallback -= OnClientConnected;
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}
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private void HookSceneManager()
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{
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if (_hooked || _net == null || _net.SceneManager == null) return;
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_net.SceneManager.OnSceneEvent += OnSceneEvent;
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_hooked = true;
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}
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// Keep the freshly loaded gameplay scene the ACTIVE scene on every machine (lighting / skybox /
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// instantiation context) - NGO additive loads don't promote the active scene on their own.
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private void OnSceneEvent(SceneEvent e)
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{
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if (e.SceneEventType != SceneEventType.LoadComplete) return;
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if (e.SceneName != lobbySceneName && e.SceneName != matchSceneName) return;
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if (e.Scene.IsValid() && e.Scene.isLoaded) SceneManager.SetActiveScene(e.Scene);
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}
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private IEnumerator LoadLobbyRoutine()
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{
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yield return SceneOp(() => _net.SceneManager.LoadScene(lobbySceneName, LoadSceneMode.Additive),
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SceneEventType.LoadEventCompleted, lobbySceneName);
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// Lobby is loaded and active on the server: now it is safe to spawn the already-connected
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// peers (the host, plus anyone who connected while the load was in flight).
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_sceneReady = true;
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foreach (ulong id in new List<ulong>(_net.ConnectedClientsIds)) SpawnPlayerFor(id, lobbySpawnCenter);
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}
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// Server-side: a peer finished connecting. If a gameplay scene is already up, spawn it now;
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// otherwise LoadLobbyRoutine (lobby) or RespawnAll (mid-transition) covers it (the PlayerObject
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// guard in SpawnPlayerFor prevents a double spawn).
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private void OnClientConnected(ulong clientId)
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{
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if (_net == null || !_net.IsServer) return;
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// During the Lobby->Test Map swap the active scene briefly falls back to Main (no floor); defer
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// and let RespawnAll spawn this joiner once the map is loaded.
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if (!_sceneReady || Phase == MatchPhase.Transitioning) return;
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Vector3 at = Phase == MatchPhase.InMatch ? matchSpawnCenter : lobbySpawnCenter;
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SpawnPlayerFor(clientId, at);
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}
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// Spawns the neutral Player avatar for a client into the currently active gameplay scene. No-op if
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// the client already owns a player object (double-spawn guard) or has since disconnected.
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private void SpawnPlayerFor(ulong clientId, Vector3 at)
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{
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if (!_playerPrefab)
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{
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Debug.LogError("[MatchManager] Player prefab missing (was NetworkConfig.PlayerPrefab assigned?) - cannot spawn.", this);
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return;
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}
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if (!_net.ConnectedClients.TryGetValue(clientId, out var client)) return;
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if (client.PlayerObject) return;
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var go = Instantiate(_playerPrefab, at, Quaternion.identity);
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go.GetComponent<NetworkObject>().SpawnAsPlayerObject(clientId);
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}
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/// <summary>Server-only. Starts the match: roll roles, swap Lobby -> Test Map, respawn as variants.
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/// Safe to call repeatedly (only acts once, while still in the lobby phase).</summary>
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public void StartMatch()
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{
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if (_net == null || !_net.IsServer) return;
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if (Phase != MatchPhase.Lobby) return; // double-start / not-in-lobby guard
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if (!hunterPrefab || !hiderPrefab)
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{
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Debug.LogError("[MatchManager] Role prefabs not assigned - cannot start match.", this);
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return;
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}
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var ids = new List<ulong>(_net.ConnectedClientsIds);
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if (ids.Count == 0) return;
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Phase = MatchPhase.Transitioning;
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ulong hunterId = ids[Random.Range(0, ids.Count)];
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Debug.Log($"[MatchManager] Starting match. Hunter = client {hunterId}, {ids.Count} player(s).", this);
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StartCoroutine(MatchSequence(hunterId));
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}
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private IEnumerator MatchSequence(ulong hunterId)
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{
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var sm = _net.SceneManager;
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// 1. Unload the lobby (strictly serialized: one scene op in flight at a time).
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Scene lobby = SceneManager.GetSceneByName(lobbySceneName);
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if (lobby.IsValid() && lobby.isLoaded)
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yield return SceneOp(() => sm.UnloadScene(lobby), SceneEventType.UnloadEventCompleted, lobbySceneName);
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// 2. Load the match map.
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yield return SceneOp(() => sm.LoadScene(matchSceneName, LoadSceneMode.Additive),
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SceneEventType.LoadEventCompleted, matchSceneName);
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// 3. Respawn every player as its rolled role's prefab variant.
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RespawnAll(hunterId);
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Phase = MatchPhase.InMatch;
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Debug.Log("[MatchManager] Match started.", this);
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}
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// Runs an NGO scene op and waits for its server-side completion event. NGO rejects a new op while one
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// is in flight, so callers must await this before issuing the next.
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private IEnumerator SceneOp(System.Func<SceneEventProgressStatus> op, SceneEventType completed, string sceneName)
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{
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bool done = false;
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void OnEvt(SceneEvent e)
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{
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if (e.SceneEventType == completed && e.SceneName == sceneName) done = true;
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}
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_net.SceneManager.OnSceneEvent += OnEvt;
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SceneEventProgressStatus status = op();
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if (status != SceneEventProgressStatus.Started)
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{
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Debug.LogWarning($"[MatchManager] Scene op on '{sceneName}' returned {status}.", this);
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_net.SceneManager.OnSceneEvent -= OnEvt;
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yield break;
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}
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while (!done) yield return null;
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_net.SceneManager.OnSceneEvent -= OnEvt;
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}
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private void RespawnAll(ulong hunterId)
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{
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var ids = new List<ulong>(_net.ConnectedClientsIds);
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foreach (ulong id in ids)
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{
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if (!_net.ConnectedClients.TryGetValue(id, out var client)) continue;
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GameObject prefab = (id == hunterId) ? hunterPrefab : hiderPrefab;
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// Despawn the lobby avatar first so the client has no stale player object when the variant
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// claims the slot (avoids NGO's "already has a player object" reassign warning).
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NetworkObject old = client.PlayerObject;
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if (old) old.Despawn(true);
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var go = Instantiate(prefab, matchSpawnCenter, Quaternion.identity);
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go.GetComponent<NetworkObject>().SpawnAsPlayerObject(id);
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}
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}
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}
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