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HighGroundRoyaleNetcode/Assets/Scripts/ConnectionManagement/ConnectionState/OfflineState.cs

124 lines
5.1 KiB
C#

using System;
using Unity.BossRoom.ConnectionManagement;
using Unity.BossRoom.UnityServices.Lobbies;
using Unity.BossRoom.Utils;
using Unity.Multiplayer.Samples.Utilities;
using Unity.Netcode;
using Unity.Netcode.Transports.UTP;
using UnityEngine;
using UnityEngine.SceneManagement;
using VContainer;
namespace UUnity.BossRoom.ConnectionManagement
{
/// <summary>
/// Connection state corresponding to when the NetworkManager is shut down. From this state we can transition to the
/// ClientConnecting sate, if starting as a client, or the StartingHost state, if starting as a host.
/// </summary>
class OfflineState : ConnectionState
{
[Inject]
LobbyServiceFacade m_LobbyServiceFacade;
[Inject]
ProfileManager m_ProfileManager;
[Inject]
LocalLobby m_LocalLobby;
const string k_MainMenuSceneName = "MainMenu";
public override void Enter()
{
m_LobbyServiceFacade.EndTracking();
m_ConnectionManager.NetworkManager.Shutdown();
if (SceneManager.GetActiveScene().name != k_MainMenuSceneName)
{
SceneLoaderWrapper.Instance.LoadScene(k_MainMenuSceneName, useNetworkSceneManager: false);
}
}
public override void Exit() { }
public override void StartClientIP(string playerName, string ipaddress, int port)
{
var connectionMethod = new ConnectionMethodIP(ipaddress, (ushort)port, m_ConnectionManager, m_ProfileManager, playerName);
m_ConnectionManager.m_ClientReconnecting.Configure(connectionMethod);
m_ConnectionManager.ChangeState(m_ConnectionManager.m_ClientConnecting.Configure(connectionMethod));
}
public override void StartClientLobby(string playerName)
{
var connectionMethod = new ConnectionMethodRelay(m_LobbyServiceFacade, m_LocalLobby, m_ConnectionManager, m_ProfileManager, playerName);
m_ConnectionManager.m_ClientReconnecting.Configure(connectionMethod);
m_ConnectionManager.ChangeState(m_ConnectionManager.m_ClientConnecting.Configure(connectionMethod));
}
public override void StartHostIP(string playerName, string ipaddress, int port)
{
var connectionMethod = new ConnectionMethodIP(ipaddress, (ushort)port, m_ConnectionManager, m_ProfileManager, playerName);
m_ConnectionManager.ChangeState(m_ConnectionManager.m_StartingHost.Configure(connectionMethod));
}
public override void StartHostLobby(string playerName)
{
var connectionMethod = new ConnectionMethodRelay(m_LobbyServiceFacade, m_LocalLobby, m_ConnectionManager, m_ProfileManager, playerName);
m_ConnectionManager.ChangeState(m_ConnectionManager.m_StartingHost.Configure(connectionMethod));
}
public override void StartServerIP(string ip, int port)
{
// Log input parameters to ensure they are correct
Debug.Log($"StartServerIP called with IP: {ip}, Port: {port}");
// Check if NetworkManager.Singleton is null
if (NetworkManager.Singleton == null)
{
Debug.Log("NetworkManager.Singleton is null. Ensure a NetworkManager exists in the scene.");
return;
}
// Check if NetworkConfig or NetworkTransport is null
if (NetworkManager.Singleton.NetworkConfig == null)
{
Debug.Log("NetworkManager.Singleton.NetworkConfig is null. Ensure NetworkConfig is properly configured.");
return;
}
if (NetworkManager.Singleton.NetworkConfig.NetworkTransport == null)
{
Debug.Log("NetworkManager.Singleton.NetworkConfig.NetworkTransport is null. Ensure NetworkTransport is properly configured.");
return;
}
// Attempt to cast the transport to UnityTransport
var utp = NetworkManager.Singleton.NetworkConfig.NetworkTransport as UnityTransport;
if (utp == null)
{
Debug.Log("Failed to cast NetworkTransport to UnityTransport. Ensure UnityTransport is set up as the transport.");
return;
}
// Log before setting connection data
Debug.Log($"Setting UnityTransport connection data with IP: {ip}, Port: {port}");
utp.SetConnectionData(ip, (ushort)port);
// Check if ConnectionManager or m_ServerStarting is null
if (m_ConnectionManager == null)
{
Debug.Log("m_ConnectionManager is null. Ensure it is properly assigned.");
return;
}
if (m_ConnectionManager.m_ServerStarting == null)
{
Debug.Log("m_ServerStarting is null. Ensure all states are properly initialized in ConnectionManager.");
return;
}
// Log state change
Debug.Log("Changing state to m_ServerStarting.");
m_ConnectionManager.ChangeState(m_ConnectionManager.m_ServerStarting);
}
}
}