Files
rolld/game/Assets/Scripts/Network/NetworkManager.cs

386 lines
14 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using Colyseus;
using Colyseus.Schema;
/// <summary>
/// Singleton managing the Colyseus connection, room lifecycle, remote player spawning,
/// and game-phase events (eliminated, qualified, roundStart, roundEnd, gameEnd).
/// </summary>
public class NetworkManager : MonoBehaviour
{
public static NetworkManager Instance { get; private set; }
private const string serverURL = "wss://rolld.io:2567";
[Header("Prefab")]
[Tooltip("Prefab for remote players (must have RemotePlayerController)")]
public GameObject remotePlayerPrefab;
// --- Public state for UI ---
public bool IsConnected { get; private set; }
public string RoomId { get; private set; } = "";
public string LocalSessionId { get; private set; } = "";
public int PlayerCount { get; private set; }
public string ConnectionStatus { get; private set; } = "Déconnecté";
public string LastError { get; private set; } = "";
// Expose remote players for debug UI
public Dictionary<string, RemotePlayerController> RemotePlayers => _remotePlayers;
// Local player info (set during join)
public string LocalPlayerName { get; private set; } = "";
public Color LocalPlayerColor { get; private set; } = Color.white;
// --- Events ---
public event Action OnConnected;
public event Action OnDisconnected;
public event Action<string> OnPlayerJoined;
public event Action<string> OnPlayerLeft;
// Game flow events
public event Action<string> OnPhaseChanged; // phase name
public event Action<float> OnCountdownChanged; // seconds remaining
public event Action<string, string> OnEliminated; // sessionId, reason
public event Action<string> OnQualified; // sessionId
public event Action<int, string> OnRoundStart; // roundNumber, mode
public event Action<int> OnRoundEnd; // roundNumber
public event Action<string> OnGameEnd; // winnerName
public event Action<float> OnDeathZoneYChanged; // for survival mode
// --- Internals ---
private Client _client;
private Room<NetworkState> _room;
private StateCallbackStrategy<NetworkState> _callbacks;
private readonly Dictionary<string, RemotePlayerController> _remotePlayers = new();
private float _broadcastTimer;
private const float BROADCAST_INTERVAL = 0.01667f; // ~60/sec
private bool _isJoining;
private Transform _localPlayer;
private Rigidbody _localPlayerRb;
private Vector3 _lastSentPos;
private Vector3 _lastSentVel;
private Vector3 _lastSentAngVel;
private const float POS_THRESHOLD = 0.005f;
private const float VEL_THRESHOLD = 0.05f;
private string _lastPhase = "";
void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(gameObject);
}
void Update()
{
if (!IsConnected || _room == null) return;
_broadcastTimer += Time.deltaTime;
if (_broadcastTimer >= BROADCAST_INTERVAL)
{
_broadcastTimer = 0f;
BroadcastPosition();
}
}
public NetworkPlayer GetLocalPlayerState()
{
if (_room == null || _room.State.players == null || string.IsNullOrEmpty(LocalSessionId)) return null;
_room.State.players.TryGetValue(LocalSessionId, out var player);
return player;
}
// ─── Join / Leave ────────────────────────────────────────────────────
public async void JoinArena(string playerName, Color color)
{
if (_isJoining || IsConnected)
{
Debug.LogWarning("[Network] Already connecting or connected.");
return;
}
_isJoining = true;
ConnectionStatus = "Connexion en cours...";
LastError = "";
LocalPlayerName = playerName;
LocalPlayerColor = color;
try
{
Debug.Log($"[Network] Connecting to {serverURL}...");
_client = new Client(serverURL);
var options = new Dictionary<string, object>
{
{ "name", playerName },
{ "colorR", color.r },
{ "colorG", color.g },
{ "colorB", color.b }
};
_room = await _client.JoinOrCreate<NetworkState>("arena", options);
LocalSessionId = _room.SessionId;
RoomId = _room.RoomId;
IsConnected = true;
ConnectionStatus = "Connecté";
Debug.Log($"[Network] Joined room {RoomId} as {LocalSessionId}");
_callbacks = Callbacks.Get(_room);
// Players
_callbacks.OnAdd(state => state.players, (key, player) => OnPlayerAdd(key, player));
_callbacks.OnRemove(state => state.players, (key, player) => OnPlayerRemove(key, player));
// Game state changes
_callbacks.Listen(state => state.phase, (newValue, prevValue) => _OnPhaseChanged(newValue));
_callbacks.Listen(state => state.countdown, (newValue, prevValue) => OnCountdownChanged?.Invoke(newValue));
_callbacks.Listen(state => state.deathZoneY, (newValue, prevValue) => OnDeathZoneYChanged?.Invoke(newValue));
// Server messages
_room.OnMessage<EliminatedMsg>("eliminated", msg =>
{
Debug.Log($"[Network] Eliminated: {msg.sessionId} ({msg.reason})");
OnEliminated?.Invoke(msg.sessionId, msg.reason);
});
_room.OnMessage<QualifiedMsg>("qualified", msg =>
{
Debug.Log($"[Network] Qualified: {msg.sessionId}");
OnQualified?.Invoke(msg.sessionId);
});
_room.OnMessage<RoundStartMsg>("roundStart", msg =>
{
Debug.Log($"[Network] Round {msg.round} started ({msg.mode})");
OnRoundStart?.Invoke(msg.round, msg.mode);
});
_room.OnMessage<RoundEndMsg>("roundEnd", msg =>
{
Debug.Log($"[Network] Round {msg.round} ended");
OnRoundEnd?.Invoke(msg.round);
});
_room.OnMessage<GameEndMsg>("gameEnd", msg =>
{
Debug.Log($"[Network] Game over — Winner: {msg.winner}");
OnGameEnd?.Invoke(msg.winner);
});
_room.OnLeave += OnRoomLeave;
OnConnected?.Invoke();
}
catch (Exception e)
{
Debug.LogError($"[Network] Failed to join: {e.Message}");
ConnectionStatus = "Erreur de connexion";
LastError = e.Message;
IsConnected = false;
}
finally
{
_isJoining = false;
}
}
public async void LeaveRoom()
{
if (_room != null) await _room.Leave();
Cleanup();
}
public async void SendReady()
{
if (_room != null && IsConnected)
await _room.Send("ready", null);
}
public async void SendCheckpoint(int index)
{
if (_room != null && IsConnected)
await _room.Send("checkpointReached", new { index });
}
public async void SendDeathZoneHit()
{
if (_room != null && IsConnected)
await _room.Send("deathZoneHit", null);
}
public async void SendInZone(bool inZone)
{
if (_room != null && IsConnected)
await _room.Send("inZone", new { inZone });
}
// ─── State Callbacks ─────────────────────────────────────────────────
private void _OnPhaseChanged(string phase)
{
if (phase == _lastPhase) return;
_lastPhase = phase;
Debug.Log($"[Network] Phase → {phase}");
OnPhaseChanged?.Invoke(phase);
}
private void OnPlayerAdd(string sessionId, NetworkPlayer player)
{
Debug.Log($"[Network] Player joined: {sessionId} ({player.name})");
PlayerCount = _room.State.players?.Count ?? 0;
if (sessionId == LocalSessionId) return;
if (remotePlayerPrefab != null)
{
Vector3 spawnPos = new Vector3(player.x, player.y, player.z);
GameObject remoteBall = Instantiate(remotePlayerPrefab, spawnPos, Quaternion.identity);
remoteBall.name = $"RemotePlayer_{player.name}_{sessionId[..6]}";
var controller = remoteBall.GetComponent<RemotePlayerController>()
?? remoteBall.AddComponent<RemotePlayerController>();
controller.Initialize(sessionId, player.name,
new Color(player.colorR, player.colorG, player.colorB));
_remotePlayers[sessionId] = controller;
}
_callbacks.OnChange(player, () => OnPlayerChange(sessionId, player));
OnPlayerJoined?.Invoke(sessionId);
}
private void OnPlayerRemove(string sessionId, NetworkPlayer player)
{
Debug.Log($"[Network] Player left: {sessionId}");
PlayerCount = _room.State.players?.Count ?? 0;
if (_remotePlayers.TryGetValue(sessionId, out var controller))
{
if (controller != null && controller.gameObject != null)
Destroy(controller.gameObject);
_remotePlayers.Remove(sessionId);
}
OnPlayerLeft?.Invoke(sessionId);
}
private void OnPlayerChange(string sessionId, NetworkPlayer player)
{
if (sessionId == LocalSessionId) return;
if (_remotePlayers.TryGetValue(sessionId, out var controller))
{
controller.SetTargetState(
new Vector3(player.x, player.y, player.z),
new Vector3(player.vx, player.vy, player.vz),
new Quaternion(player.rx, player.ry, player.rz, player.rw),
player.t,
new Vector3(player.avx, player.avy, player.avz)
);
// Sync team color changes (for teams mode)
controller.UpdateTeamColor(player.team,
new Color(player.colorR, player.colorG, player.colorB));
// Hide/show eliminated remote players
controller.SetVisible(!player.isEliminated);
}
}
// ─── Position Broadcasting ────────────────────────────────────────────
private void BroadcastPosition()
{
if (_room == null || !IsConnected) return;
if (_localPlayer == null)
{
var pc = FindFirstObjectByType<PlayerController>();
if (pc != null)
{
_localPlayer = pc.transform;
_localPlayerRb = pc.GetComponent<Rigidbody>();
}
else return;
}
Vector3 pos = _localPlayer.position;
Vector3 vel = _localPlayerRb != null ? _localPlayerRb.linearVelocity : Vector3.zero;
Vector3 angVel = _localPlayerRb != null ? _localPlayerRb.angularVelocity : Vector3.zero;
if (Vector3.Distance(pos, _lastSentPos) < POS_THRESHOLD &&
Vector3.Distance(vel, _lastSentVel) < VEL_THRESHOLD &&
Vector3.Distance(angVel, _lastSentAngVel) < VEL_THRESHOLD)
return;
_lastSentPos = pos;
_lastSentVel = vel;
_lastSentAngVel = angVel;
Quaternion rot = _localPlayer.rotation;
var data = new Dictionary<string, object>
{
{ "x", pos.x }, { "y", pos.y }, { "z", pos.z },
{ "vx", vel.x }, { "vy", vel.y }, { "vz", vel.z },
{ "rx", rot.x }, { "ry", rot.y }, { "rz", rot.z }, { "rw", rot.w },
{ "avx", angVel.x }, { "avy", angVel.y }, { "avz", angVel.z }
};
_ = _room.Send("position", data);
}
// ─── Room Lifecycle ───────────────────────────────────────────────────
private void OnRoomLeave(int code)
{
Debug.Log($"[Network] Left room (code: {code})");
Cleanup();
OnDisconnected?.Invoke();
}
private void Cleanup()
{
IsConnected = false;
ConnectionStatus = "Déconnecté";
RoomId = "";
PlayerCount = 0;
LocalPlayerName = "";
LocalPlayerColor = Color.white;
_lastPhase = "";
foreach (var kvp in _remotePlayers)
{
if (kvp.Value != null && kvp.Value.gameObject != null)
Destroy(kvp.Value.gameObject);
}
_remotePlayers.Clear();
_room = null;
_client = null;
_callbacks = null;
_localPlayer = null;
_localPlayerRb = null;
}
void OnDestroy()
{
if (_room != null) _ = _room.Leave(false);
}
}
// ─── Message DTOs ─────────────────────────────────────────────────────────────
[Serializable] public class EliminatedMsg { public string sessionId; public string name; public string reason; }
[Serializable] public class QualifiedMsg { public string sessionId; public string name; }
[Serializable] public class RoundStartMsg { public int round; public string mode; public int totalRounds; }
[Serializable] public class RoundEndMsg { public int round; }
[Serializable] public class GameEndMsg { public string winner; }