Adding 9 Player level

This commit is contained in:
Matt F 2026-05-21 23:36:19 -07:00
parent fdada6f132
commit a7be12fa9b
30 changed files with 45984 additions and 300 deletions

View file

@ -2,6 +2,7 @@
using Unity.Netcode;
using UnityEngine;
using TD.Core;
using TD.Levels;
using TD.Net;
namespace TD.Gameplay
@ -51,6 +52,40 @@ namespace TD.Gameplay
public static LobbyService Instance { get; private set; }
// ----- Networked lobby state --------------------------------------
// Index into MapRegistry.Maps of the currently selected map. Server-write,
// everyone-read. Default 0 (the first registered map = MapRegistry.Default).
// UI subscribes to OnValueChanged to refresh the map browser highlight.
// A stale index (map removed between sessions) is tolerated by MapRegistry.Get
// returning null; RequestStartMatchRpc validates before loading.
private readonly NetworkVariable<int> selectedMapIndex =
new NetworkVariable<int>(0, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Server);
/// <summary>
/// The index of the currently selected map within <see cref="MapRegistry.Maps"/>.
/// All clients read the same value; only the host can change it via
/// <see cref="RequestSelectMapRpc"/>.
/// </summary>
public int SelectedMapIndex => selectedMapIndex.Value;
/// <summary>
/// Exposed for UI subscription to <c>OnValueChanged</c>. Treat as read-only —
/// mutations must go through the server via <see cref="RequestSelectMapRpc"/>
/// so the host-only gate is enforced.
/// </summary>
public NetworkVariable<int> SelectedMapIndexVar => selectedMapIndex;
/// <summary>
/// Convenience: resolves the currently selected <see cref="LevelData"/> via
/// <see cref="MapRegistry"/>. Returns null if the registry is missing (e.g. the
/// editor was started directly in the Lobby scene) or the index is stale.
/// </summary>
public LevelData SelectedMap =>
MapRegistry.Instance != null
? MapRegistry.Instance.Get(selectedMapIndex.Value)
: null;
// ----- Lifecycle --------------------------------------------------
public override void OnNetworkSpawn()
@ -67,7 +102,19 @@ namespace TD.Gameplay
// are preserved from the previous lobby visit, but ready state
// resets so each match requires explicit re-readying.
if (IsServer)
{
ResetAllReady();
// If the current selection is invalid for any reason (registry missing,
// index stale from a previous session), snap to the default. Index 0
// is already the default-default; this is a no-op except after the
// registry's contents change between sessions.
var registry = MapRegistry.Instance;
if (registry != null && registry.Get(selectedMapIndex.Value) == null && registry.Count > 0)
{
selectedMapIndex.Value = 0;
}
}
}
public override void OnNetworkDespawn()
@ -79,8 +126,9 @@ namespace TD.Gameplay
/// <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.
/// player has picked a race and is ready AND that the selected map can
/// accommodate the current lobby's player count, then transitions every
/// peer to the selected map's scene via NGO scene management.
/// </summary>
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
public void RequestStartMatchRpc(RpcParams rpcParams = default)
@ -100,7 +148,81 @@ namespace TD.Gameplay
return;
}
NetworkBootstrap.LoadSceneAsHost(SceneNames.Match);
// Re-validate the selected map server-side. The UI greys out unselectable
// maps based on lobby size, but a late join could push us above the map's
// PlayerCount between the click and the RPC arriving. Defensive check.
var registry = MapRegistry.Instance;
if (registry == null)
{
Debug.LogError("[LobbyService] Cannot start match: MapRegistry.Instance is null. " +
"Make sure MainMenu was loaded before the lobby (the registry " +
"DontDestroyOnLoads from there).");
return;
}
var selected = registry.Get(selectedMapIndex.Value);
if (selected == null)
{
Debug.LogError($"[LobbyService] Cannot start match: selected map index " +
$"{selectedMapIndex.Value} is not registered.");
return;
}
int playerCount = CountConnectedPlayers();
if (!MapRegistry.IsSelectableFor(selected, playerCount))
{
Debug.Log($"[LobbyService] Cannot start match: map '{selected.MapName}' supports " +
$"up to {selected.PlayerCount} players but the lobby has {playerCount}.");
return;
}
if (string.IsNullOrEmpty(selected.SceneName))
{
Debug.LogError($"[LobbyService] Cannot start match: '{selected.MapName}' has " +
$"empty SceneName (ScenePath='{selected.ScenePath}'). Re-bake the level.");
return;
}
Debug.Log($"[LobbyService] Starting match on '{selected.MapName}' " +
$"(index={selectedMapIndex.Value}, scene='{selected.SceneName}', " +
$"scenePath='{selected.ScenePath}', players={playerCount}).");
NetworkBootstrap.LoadSceneAsHost(selected.SceneName);
}
/// <summary>
/// Host-only request to change the selected map. Validates that the requested index
/// resolves to a real map in <see cref="MapRegistry"/>; if so, writes
/// <see cref="SelectedMapIndex"/> which replicates to every client.
/// </summary>
/// <remarks>
/// Selectability for the current lobby size is NOT enforced here — players are
/// allowed to highlight an oversized map (e.g. while waiting for more friends to
/// join); the actual Start Match call enforces the rule. This keeps the host's
/// intent visible to everyone without preventing them from "claiming" a future map.
/// </remarks>
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
public void RequestSelectMapRpc(int mapIndex, RpcParams rpcParams = default)
{
if (rpcParams.Receive.SenderClientId != NetworkManager.Singleton.LocalClientId)
{
Debug.LogWarning("[LobbyService] Non-host client attempted to change the map. Ignored.");
return;
}
var registry = MapRegistry.Instance;
if (registry == null)
{
Debug.LogError("[LobbyService] Cannot change map: MapRegistry.Instance is null.");
return;
}
if (registry.Get(mapIndex) == null)
{
Debug.LogWarning($"[LobbyService] Rejected map index {mapIndex} — not registered.");
return;
}
selectedMapIndex.Value = mapIndex;
}
/// <summary>
@ -154,6 +276,18 @@ namespace TD.Gameplay
return true;
}
/// <summary>
/// Current number of connected players (every <see cref="PlayerMatchState"/> in the
/// static registry). Used by map selectability checks both in the UI and the server-side
/// Start Match validator.
/// </summary>
public static int CountConnectedPlayers()
{
int n = 0;
foreach (var _ in PlayerMatchState.AllPlayers) n++;
return n;
}
// ----- Server helpers --------------------------------------------
private static void ResetAllReady()