feat: free-roam mode + fix multiplayer sync + remote player polish

Backend (ArenaRoom.js):
- Strip race state machine (lobby/countdown/playing/round/qualify). Persistent
  "playing" phase, no rounds, no checkpoints. Free-roam multi.
- Spawn lowered to y=1.5 (was 5) + MIN_DIST raised to 5 (was 3) to avoid
  ejecting overlapping players at connect.
- Schema kept intact (handshake-safe); deprecated fields default-valued.
- npm run schema:gen wired (anti-drift codegen).

Unity client:
- C# schema generated by schema-codegen into RolldSchema namespace
  (Generated/GameState.cs, Generated/Player.cs). NetworkSchema.cs removed —
  handshake no longer scans global namespace.
- NetworkManager: typed Room<GameState>, callbacks rebound, seeds players
  already in room on join.
- RemotePlayerController:
  * Post-spawn 1.5s grace window (BumpReady) — local PlayerController.HandleBump
    ignores remotes during grace.
  * Solid SphereCollider disabled during grace, re-enabled afterwards — fixes
    the kinematic-vs-dynamic eject when a new client spawns inside someone.
  * NPCBall prefab material switched from invisible-in-URP Default-Material to
    BallShader.shadergraph.
  * TrailRenderer added, tinted with player's chosen color.
  * Name label distance-scales (1x-8x) so pseudos remain readable far away.
- GameHUD: OnGUI emptied — race UI (rounds, mode, timer, playersAlive) gone.
- GameCanvas.jsx: BUILD_PREFIX/VERSION bumped for cache-bust.

Frontend WebGL build (pretty_build): final build with all the above.
This commit is contained in:
2026-05-20 12:25:48 +02:00
parent ec05fb8ddd
commit 32becc12f9
22 changed files with 288 additions and 453 deletions

View File

@@ -5,6 +5,7 @@ using UnityEngine;
using UnityEngine.Networking;
using Colyseus;
using Colyseus.Schema;
using RolldSchema;
/// <summary>
/// Singleton managing the Colyseus connection, room lifecycle, remote player spawning,
@@ -70,8 +71,8 @@ public class NetworkManager : MonoBehaviour
// --- Internals ---
private Client _client;
private Room<NetworkState> _room;
private StateCallbackStrategy<NetworkState> _callbacks;
private Room<GameState> _room;
private StateCallbackStrategy<GameState> _callbacks;
private readonly Dictionary<string, RemotePlayerController> _remotePlayers = new();
private float _broadcastTimer;
private const float BROADCAST_INTERVAL = 0.01667f; // ~60/sec
@@ -111,7 +112,7 @@ public class NetworkManager : MonoBehaviour
}
}
public NetworkPlayer GetLocalPlayerState()
public Player GetLocalPlayerState()
{
if (_room == null || _room.State.players == null || string.IsNullOrEmpty(LocalSessionId)) return null;
_room.State.players.TryGetValue(LocalSessionId, out var player);
@@ -168,7 +169,7 @@ public class NetworkManager : MonoBehaviour
if (_room.State.players != null)
{
foreach (var key in _room.State.players.Keys)
OnPlayerAdd((string)key, (NetworkPlayer)_room.State.players[key]);
OnPlayerAdd((string)key, (Player)_room.State.players[key]);
}
OnConnected?.Invoke();
@@ -190,7 +191,7 @@ public class NetworkManager : MonoBehaviour
PrepareJoin(playerName, color);
try
{
_room = await _client.JoinOrCreate<NetworkState>("arena", BuildJoinOptions(playerName, color));
_room = await _client.JoinOrCreate<GameState>("arena", BuildJoinOptions(playerName, color));
FinishJoin();
}
catch (Exception e) { HandleJoinError(e); }
@@ -203,7 +204,7 @@ public class NetworkManager : MonoBehaviour
PrepareJoin(playerName, color);
try
{
_room = await _client.JoinById<NetworkState>(roomId, BuildJoinOptions(playerName, color));
_room = await _client.JoinById<GameState>(roomId, BuildJoinOptions(playerName, color));
FinishJoin();
}
catch (Exception e) { HandleJoinError(e); }
@@ -218,7 +219,7 @@ public class NetworkManager : MonoBehaviour
{
var opts = BuildJoinOptions(playerName, color);
if (roomName != null) opts["roomName"] = roomName;
_room = await _client.Create<NetworkState>("arena", opts);
_room = await _client.Create<GameState>("arena", opts);
FinishJoin();
}
catch (Exception e) { HandleJoinError(e); }
@@ -259,7 +260,7 @@ public class NetworkManager : MonoBehaviour
OnPhaseChanged?.Invoke(phase);
}
private void OnPlayerAdd(string sessionId, NetworkPlayer player)
private void OnPlayerAdd(string sessionId, Player player)
{
Debug.Log($"[Network] Player joined: {sessionId} ({player.name})");
PlayerCount = _room.State.players?.Count ?? 0;
@@ -288,7 +289,7 @@ public class NetworkManager : MonoBehaviour
OnPlayerJoined?.Invoke(sessionId);
}
private void OnPlayerRemove(string sessionId, NetworkPlayer player)
private void OnPlayerRemove(string sessionId, Player player)
{
Debug.Log($"[Network] Player left: {sessionId}");
PlayerCount = _room.State.players?.Count ?? 0;
@@ -303,7 +304,7 @@ public class NetworkManager : MonoBehaviour
OnPlayerLeft?.Invoke(sessionId);
}
private void OnPlayerChange(string sessionId, NetworkPlayer player)
private void OnPlayerChange(string sessionId, Player player)
{
if (sessionId == LocalSessionId) return;