Comitting lobby code without testing.
This commit is contained in:
parent
66f84652dc
commit
60fa58b07f
14 changed files with 1207 additions and 37 deletions
165
Assets/_Project/Scripts/Gameplay/LobbyService.cs
Normal file
165
Assets/_Project/Scripts/Gameplay/LobbyService.cs
Normal file
|
|
@ -0,0 +1,165 @@
|
|||
// Assets/_Project/Scripts/Gameplay/LobbyService.cs
|
||||
using Unity.Netcode;
|
||||
using UnityEngine;
|
||||
using TD.Core;
|
||||
using TD.Net;
|
||||
|
||||
namespace TD.Gameplay
|
||||
{
|
||||
/// <summary>
|
||||
/// Scene singleton that owns lobby-wide actions: Start Match (host),
|
||||
/// Return to Lobby (after a match), and the "host disconnected" broadcast.
|
||||
/// Lives in the <c>Lobby</c> scene with a NetworkObject; spawns when the
|
||||
/// scene loads.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// <para><b>What lives here vs. on PlayerMatchState.</b> Per-player state
|
||||
/// (race, ready, slot, display name) lives on <see cref="PlayerMatchState"/>
|
||||
/// because it carries across scene transitions with the player connection.
|
||||
/// Lobby-wide ACTIONS (Start Match, Return to Lobby) live here because they
|
||||
/// are scoped to the lobby scene and don't need to persist.</para>
|
||||
///
|
||||
/// <para><b>Start Match flow.</b>
|
||||
/// <list type="number">
|
||||
/// <item>Host clicks Start in the lobby UI.</item>
|
||||
/// <item>UI calls <see cref="RequestStartMatchRpc"/>; server validates:
|
||||
/// every PlayerMatchState has a race and IsReady.</item>
|
||||
/// <item>Server calls <c>NetworkBootstrap.LoadSceneAsHost(SceneNames.Match)</c>.
|
||||
/// NGO replicates the scene load to every client.</item>
|
||||
/// <item>Match scene loads; <see cref="MatchState"/> spawns there; gameplay
|
||||
/// begins as usual.</item>
|
||||
/// </list></para>
|
||||
///
|
||||
/// <para><b>Return to Lobby flow.</b> Triggered by the match-end overlay's
|
||||
/// "Retry" button. Server calls <see cref="RequestReturnToLobbyRpc"/>;
|
||||
/// resets <see cref="PlayerMatchState.IsReady"/> on every player; loads
|
||||
/// the Lobby scene. Race picks are preserved so players don't have to
|
||||
/// re-select.</para>
|
||||
///
|
||||
/// <para><b>Host-leaves behavior (Option A).</b> When the host quits, NGO
|
||||
/// shuts down the connection for every client. Clients detect the disconnect
|
||||
/// in <see cref="MainMenuRedirectOnDisconnect"/> (subscribed to
|
||||
/// <c>NetworkManager.OnClientDisconnectCallback</c> on the local client)
|
||||
/// and load the MainMenu scene locally. See roadmap §1.7-Future Steam Lobby
|
||||
/// Migration for the Option C upgrade (lobby persists, new host elected)
|
||||
/// once Steam SDK is in.</para>
|
||||
/// </remarks>
|
||||
[RequireComponent(typeof(NetworkObject))]
|
||||
public class LobbyService : NetworkBehaviour
|
||||
{
|
||||
// ----- Singleton --------------------------------------------------
|
||||
|
||||
public static LobbyService Instance { get; private set; }
|
||||
|
||||
// ----- Lifecycle --------------------------------------------------
|
||||
|
||||
public override void OnNetworkSpawn()
|
||||
{
|
||||
if (Instance != null && Instance != this)
|
||||
{
|
||||
Debug.LogError("[LobbyService] Duplicate instance detected. " +
|
||||
"Only one LobbyService should exist per scene.");
|
||||
return;
|
||||
}
|
||||
Instance = this;
|
||||
|
||||
// Entering the lobby always starts everyone un-ready. Race picks
|
||||
// are preserved from the previous lobby visit, but ready state
|
||||
// resets so each match requires explicit re-readying.
|
||||
if (IsServer)
|
||||
ResetAllReady();
|
||||
}
|
||||
|
||||
public override void OnNetworkDespawn()
|
||||
{
|
||||
if (Instance == this) Instance = null;
|
||||
}
|
||||
|
||||
// ----- Public RPC API (client → server) --------------------------
|
||||
|
||||
/// <summary>
|
||||
/// Host-only request to begin the match. Validates that every connected
|
||||
/// player has picked a race and is ready, then transitions every peer
|
||||
/// to the Match scene via NGO scene management.
|
||||
/// </summary>
|
||||
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
|
||||
public void RequestStartMatchRpc(RpcParams rpcParams = default)
|
||||
{
|
||||
// Only the host's local client may start a match. We compare the
|
||||
// sender's clientId to the server's clientId (which == the host's
|
||||
// local clientId in host mode).
|
||||
if (rpcParams.Receive.SenderClientId != NetworkManager.Singleton.LocalClientId)
|
||||
{
|
||||
Debug.LogWarning("[LobbyService] Non-host client attempted to start the match. Ignored.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (!AreAllPlayersReady(out string reason))
|
||||
{
|
||||
Debug.Log($"[LobbyService] Cannot start match: {reason}");
|
||||
return;
|
||||
}
|
||||
|
||||
NetworkBootstrap.LoadSceneAsHost(SceneNames.Match);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Anyone can request a return to the lobby (typically the host clicks
|
||||
/// "Retry" after a match). Server-side: resets ready state on every
|
||||
/// player and triggers the scene transition. Race picks are preserved.
|
||||
/// </summary>
|
||||
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
|
||||
public void RequestReturnToLobbyRpc()
|
||||
{
|
||||
// We don't gate this on host-only currently — any client retrying is
|
||||
// semantically equivalent (the host needs to be willing to keep
|
||||
// running). When dedicated server / Steam migration lands this
|
||||
// becomes host-only.
|
||||
ResetAllReady();
|
||||
NetworkBootstrap.LoadSceneAsHost(SceneNames.Lobby);
|
||||
}
|
||||
|
||||
// ----- Public queries --------------------------------------------
|
||||
|
||||
/// <summary>
|
||||
/// True if every connected player has picked a race AND marked themselves
|
||||
/// ready. Returns the reason as <paramref name="reason"/> when false
|
||||
/// (for debug logs / future UI tooltips on the disabled Start button).
|
||||
/// </summary>
|
||||
public static bool AreAllPlayersReady(out string reason)
|
||||
{
|
||||
int count = 0;
|
||||
foreach (var pms in PlayerMatchState.AllPlayers)
|
||||
{
|
||||
count++;
|
||||
if (pms.RaceSelection == RaceId.None)
|
||||
{
|
||||
reason = $"Slot {pms.Slot} hasn't picked a race.";
|
||||
return false;
|
||||
}
|
||||
if (!pms.IsReady)
|
||||
{
|
||||
reason = $"Slot {pms.Slot} is not ready.";
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
if (count == 0)
|
||||
{
|
||||
reason = "No players connected.";
|
||||
return false;
|
||||
}
|
||||
|
||||
reason = string.Empty;
|
||||
return true;
|
||||
}
|
||||
|
||||
// ----- Server helpers --------------------------------------------
|
||||
|
||||
private static void ResetAllReady()
|
||||
{
|
||||
foreach (var pms in PlayerMatchState.AllPlayers)
|
||||
pms.SetReady(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue