using System ;
using System.Collections ;
using Unity.BossRoom.ConnectionManagement ;
using Unity.BossRoom.Gameplay.GameplayObjects ;
using Unity.BossRoom.Infrastructure ;
using Unity.Multiplayer.Samples.BossRoom ;
using Unity.Multiplayer.Samples.Utilities ;
using Unity.Netcode ;
using UnityEngine ;
using VContainer ;
namespace Unity.BossRoom.Gameplay.GameState
{
/// <summary>
/// Server specialization of Character Select game state.
/// </summary>
[RequireComponent(typeof(NetcodeHooks), typeof(NetworkCharSelection))]
public class ServerCharSelectState : GameStateBehaviour
{
[SerializeField]
NetcodeHooks m_NetcodeHooks ;
public override GameState ActiveState = > GameState . CharSelect ;
public NetworkCharSelection networkCharSelection { get ; private set ; }
Coroutine m_WaitToEndLobbyCoroutine ;
[Inject]
ConnectionManager m_ConnectionManager ;
protected override void Awake ( )
{
base . Awake ( ) ;
networkCharSelection = GetComponent < NetworkCharSelection > ( ) ;
m_NetcodeHooks . OnNetworkSpawnHook + = OnNetworkSpawn ;
m_NetcodeHooks . OnNetworkDespawnHook + = OnNetworkDespawn ;
}
protected override void OnDestroy ( )
{
base . OnDestroy ( ) ;
if ( m_NetcodeHooks )
{
m_NetcodeHooks . OnNetworkSpawnHook - = OnNetworkSpawn ;
m_NetcodeHooks . OnNetworkDespawnHook - = OnNetworkDespawn ;
}
}
void OnClientChangedSeat ( ulong clientId , int newSeatIdx , bool lockedIn )
{
int idx = FindLobbyPlayerIdx ( clientId ) ;
if ( idx = = - 1 )
{
throw new Exception ( $"OnClientChangedSeat: client ID {clientId} is not a lobby player and cannot change seats! Shouldn't be here!" ) ;
}
if ( networkCharSelection . IsLobbyClosed . Value )
{
// The user tried to change their class after everything was locked in... too late! Discard this choice
return ;
}
if ( newSeatIdx = = - 1 )
{
// we can't lock in with no seat
lockedIn = false ;
}
else
{
// see if someone has already locked-in that seat! If so, too late... discard this choice
foreach ( NetworkCharSelection . LobbyPlayerState playerInfo in networkCharSelection . LobbyPlayers )
{
if ( playerInfo . ClientId ! = clientId & & playerInfo . SeatIdx = = newSeatIdx & & playerInfo . SeatState = = NetworkCharSelection . SeatState . LockedIn )
{
// somebody already locked this choice in. Stop!
// Instead of granting lock request, change this player to Inactive state.
networkCharSelection . LobbyPlayers [ idx ] = new NetworkCharSelection . LobbyPlayerState ( clientId ,
networkCharSelection . LobbyPlayers [ idx ] . PlayerName ,
networkCharSelection . LobbyPlayers [ idx ] . PlayerNumber ,
NetworkCharSelection . SeatState . Inactive ) ;
// then early out
return ;
}
}
}
networkCharSelection . LobbyPlayers [ idx ] = new NetworkCharSelection . LobbyPlayerState ( clientId ,
networkCharSelection . LobbyPlayers [ idx ] . PlayerName ,
networkCharSelection . LobbyPlayers [ idx ] . PlayerNumber ,
lockedIn ? NetworkCharSelection . SeatState . LockedIn : NetworkCharSelection . SeatState . Active ,
newSeatIdx ,
Time . time ) ;
if ( lockedIn )
{
// to help the clients visually keep track of who's in what seat, we'll "kick out" any other players
// who were also in that seat. (Those players didn't click "Ready!" fast enough, somebody else took their seat!)
for ( int i = 0 ; i < networkCharSelection . LobbyPlayers . Count ; + + i )
{
if ( networkCharSelection . LobbyPlayers [ i ] . SeatIdx = = newSeatIdx & & i ! = idx )
{
// change this player to Inactive state.
networkCharSelection . LobbyPlayers [ i ] = new NetworkCharSelection . LobbyPlayerState (
networkCharSelection . LobbyPlayers [ i ] . ClientId ,
networkCharSelection . LobbyPlayers [ i ] . PlayerName ,
networkCharSelection . LobbyPlayers [ i ] . PlayerNumber ,
NetworkCharSelection . SeatState . Inactive ) ;
}
}
}
CloseLobbyIfReady ( ) ;
}
/// <summary>
/// Returns the index of a client in the master LobbyPlayer list, or -1 if not found
/// </summary>
int FindLobbyPlayerIdx ( ulong clientId )
{
for ( int i = 0 ; i < networkCharSelection . LobbyPlayers . Count ; + + i )
{
if ( networkCharSelection . LobbyPlayers [ i ] . ClientId = = clientId )
return i ;
}
return - 1 ;
}
/// <summary>
/// Looks through all our connections and sees if everyone has locked in their choice;
/// if so, we lock in the whole lobby, save state, and begin the transition to gameplay
/// </summary>
void CloseLobbyIfReady ( )
{
foreach ( NetworkCharSelection . LobbyPlayerState playerInfo in networkCharSelection . LobbyPlayers )
{
if ( playerInfo . SeatState ! = NetworkCharSelection . SeatState . LockedIn )
return ; // nope, at least one player isn't locked in yet!
}
// everybody's ready at the same time! Lock it down!
networkCharSelection . IsLobbyClosed . Value = true ;
// remember our choices so the next scene can use the info
SaveLobbyResults ( ) ;
// Delay a few seconds to give the UI time to react, then switch scenes
m_WaitToEndLobbyCoroutine = StartCoroutine ( WaitToEndLobby ( ) ) ;
}
/// <summary>
/// Cancels the process of closing the lobby, so that if a new player joins, they are able to chose a character.
/// </summary>
void CancelCloseLobby ( )
{
if ( m_WaitToEndLobbyCoroutine ! = null )
{
StopCoroutine ( m_WaitToEndLobbyCoroutine ) ;
}
networkCharSelection . IsLobbyClosed . Value = false ;
}
void SaveLobbyResults ( )
{
int numofPlayersInLobby = networkCharSelection . LobbyPlayers . Count ;
PlayerPrefs . SetInt ( "NumberOfLobbyPlayers" , numofPlayersInLobby ) ;
Debug . Log ( "Number of Players in lobby are: " + numofPlayersInLobby ) ;
foreach ( NetworkCharSelection . LobbyPlayerState playerInfo in networkCharSelection . LobbyPlayers )
{
var playerNetworkObject = NetworkManager . Singleton . SpawnManager . GetPlayerNetworkObject ( playerInfo . ClientId ) ;
if ( playerNetworkObject & & playerNetworkObject . TryGetComponent ( out PersistentPlayer persistentPlayer ) )
{
// pass avatar GUID to PersistentPlayer
// it'd be great to simplify this with something like a NetworkScriptableObjects :(
persistentPlayer . NetworkAvatarGuidState . AvatarGuid . Value =
networkCharSelection . AvatarConfiguration [ playerInfo . SeatIdx ] . Guid . ToNetworkGuid ( ) ;
}
}
}
IEnumerator WaitToEndLobby ( )
{
yield return new WaitForSeconds ( 3 ) ;
SceneLoaderWrapper . Instance . LoadScene ( "BossRoom" , useNetworkSceneManager : true ) ;
}
public void OnNetworkDespawn ( )
{
if ( NetworkManager . Singleton )
{
NetworkManager . Singleton . OnClientDisconnectCallback - = OnClientDisconnectCallback ;
NetworkManager . Singleton . SceneManager . OnSceneEvent - = OnSceneEvent ;
}
if ( networkCharSelection )
{
networkCharSelection . OnClientChangedSeat - = OnClientChangedSeat ;
}
}
public void OnNetworkSpawn ( )
{
if ( ! NetworkManager . Singleton . IsServer )
{
enabled = false ;
}
else
{
NetworkManager . Singleton . OnClientDisconnectCallback + = OnClientDisconnectCallback ;
networkCharSelection . OnClientChangedSeat + = OnClientChangedSeat ;
NetworkManager . Singleton . SceneManager . OnSceneEvent + = OnSceneEvent ;
}
}
void OnSceneEvent ( SceneEvent sceneEvent )
{
// We need to filter out the event that are not a client has finished loading the scene
if ( sceneEvent . SceneEventType ! = SceneEventType . LoadComplete ) return ;
// When the client finishes loading the Lobby Map, we will need to Seat it
SeatNewPlayer ( sceneEvent . ClientId ) ;
}
int GetAvailablePlayerNumber ( )
{
for ( int possiblePlayerNumber = 0 ; possiblePlayerNumber < m_ConnectionManager . MaxConnectedPlayers ; + + possiblePlayerNumber )
{
if ( IsPlayerNumberAvailable ( possiblePlayerNumber ) )
{
return possiblePlayerNumber ;
}
}
// we couldn't get a Player# for this person... which means the lobby is full!
return - 1 ;
}
bool IsPlayerNumberAvailable ( int playerNumber )
{
bool found = false ;
foreach ( NetworkCharSelection . LobbyPlayerState playerState in networkCharSelection . LobbyPlayers )
{
if ( playerState . PlayerNumber = = playerNumber )
{
found = true ;
break ;
}
}
return ! found ;
}
void SeatNewPlayer ( ulong clientId )
{
// If lobby is closing and waiting to start the game, cancel to allow that new player to select a character
if ( networkCharSelection . IsLobbyClosed . Value )
{
CancelCloseLobby ( ) ;
}
SessionPlayerData ? sessionPlayerData = SessionManager < SessionPlayerData > . Instance . GetPlayerData ( clientId ) ;
if ( sessionPlayerData . HasValue )
{
var playerData = sessionPlayerData . Value ;
if ( playerData . PlayerNumber = = - 1 | | ! IsPlayerNumberAvailable ( playerData . PlayerNumber ) )
{
// If no player num already assigned or if player num is no longer available, get an available one.
playerData . PlayerNumber = GetAvailablePlayerNumber ( ) ;
}
if ( playerData . PlayerNumber = = - 1 )
{
// Sanity check. We ran out of seats... there was no room!
throw new Exception ( $"we shouldn't be here, connection approval should have refused this connection already for client ID {clientId} and player num {playerData.PlayerNumber}" ) ;
}
networkCharSelection . LobbyPlayers . Add ( new NetworkCharSelection . LobbyPlayerState ( clientId , playerData . PlayerName , playerData . PlayerNumber , NetworkCharSelection . SeatState . Inactive ) ) ;
SessionManager < SessionPlayerData > . Instance . SetPlayerData ( clientId , playerData ) ;
}
}
void OnClientDisconnectCallback ( ulong clientId )
{
// clear this client's PlayerNumber and any associated visuals (so other players know they're gone).
for ( int i = 0 ; i < networkCharSelection . LobbyPlayers . Count ; + + i )
{
if ( networkCharSelection . LobbyPlayers [ i ] . ClientId = = clientId )
{
networkCharSelection . LobbyPlayers . RemoveAt ( i ) ;
break ;
}
}
if ( ! networkCharSelection . IsLobbyClosed . Value )
{
// If the lobby is not already closing, close if the remaining players are all ready
CloseLobbyIfReady ( ) ;
}
}
}
}