Comitting lobby code without testing.

This commit is contained in:
Matt F 2026-05-15 14:30:15 -07:00
parent 66f84652dc
commit 60fa58b07f
14 changed files with 1207 additions and 37 deletions

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// 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);
}
}
}