Adding Match State controller

This commit is contained in:
Matt F 2026-05-12 10:31:23 -07:00
parent c100db52e5
commit abcefcd7f1
13 changed files with 445 additions and 99 deletions

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// Assets/_Project/Scripts/Gameplay/PlayerMatchState.cs
using System.Collections.Generic;
using Unity.Collections;
using Unity.Netcode;
using UnityEngine;
using TD.Core;
namespace TD.Gameplay
{
/// <summary>
/// Per-player match state. One instance is spawned per connected client (via
/// <see cref="NetworkManager.PlayerPrefab"/>) and owned by that client.
///
/// Mirrors the <see cref="PlayerGoldManager"/> pattern: static registry keyed by
/// <c>OwnerClientId</c>, server-authoritative <c>NetworkVariable</c>s, and a
/// <c>Local</c> convenience accessor.
///
/// The server assigns a <see cref="PlayerSlot"/> on spawn using the next free slot
/// (Player1..Player9 in connect order). All five former STUB mappings
/// (Builder, TowerPlacementManager, TowerPlacementController, CameraController,
/// PlayerBuilderSpawner) delegate here instead.
/// </summary>
public class PlayerMatchState : NetworkBehaviour
{
// --- Static registry ---------------------------------------------
private static readonly Dictionary<ulong, PlayerMatchState> s_byClientId
= new Dictionary<ulong, PlayerMatchState>();
// Tracks which slots are currently occupied so the server can assign the next free one.
private static readonly HashSet<PlayerSlot> s_assignedSlots = new HashSet<PlayerSlot>();
/// <summary>
/// Returns the <see cref="PlayerMatchState"/> for the given client, or null if not spawned.
/// Safe to call on server or client.
/// </summary>
public static PlayerMatchState GetForClient(ulong clientId)
{
s_byClientId.TryGetValue(clientId, out var state);
return state;
}
/// <summary>
/// Returns the <see cref="PlayerSlot"/> for the given client, or <see cref="PlayerSlot.None"/>
/// if the client has no spawned <see cref="PlayerMatchState"/>.
/// Convenience wrapper over <see cref="GetForClient"/>.
/// </summary>
public static PlayerSlot SlotForClient(ulong clientId)
=> GetForClient(clientId)?.Slot ?? PlayerSlot.None;
/// <summary>
/// The local client's own state. Null on a dedicated server or before the
/// local player has spawned.
/// </summary>
public static PlayerMatchState Local
{
get
{
var nm = NetworkManager.Singleton;
if (nm == null || !nm.IsClient) return null;
return GetForClient(nm.LocalClientId);
}
}
// --- Networked state ---------------------------------------------
private readonly NetworkVariable<PlayerSlot> slot = new NetworkVariable<PlayerSlot>(
value: PlayerSlot.None,
readPerm: NetworkVariableReadPermission.Everyone,
writePerm: NetworkVariableWritePermission.Server
);
private readonly NetworkVariable<FixedString32Bytes> displayName = new NetworkVariable<FixedString32Bytes>(
value: default,
readPerm: NetworkVariableReadPermission.Everyone,
writePerm: NetworkVariableWritePermission.Server
);
// STUBBED — written by the race-pick system (Phase 1.8). None until a race is chosen.
[Tooltip("STUBBED — not written until the race-pick system lands (Phase 1.8).")]
private readonly NetworkVariable<RaceId> raceSelection = new NetworkVariable<RaceId>(
value: RaceId.None,
readPerm: NetworkVariableReadPermission.Everyone,
writePerm: NetworkVariableWritePermission.Server
);
/// <summary>This player's assigned slot in the match. Authoritative once spawned.</summary>
public PlayerSlot Slot => slot.Value;
/// <summary>Display name. Stub until a lobby/name system provides it.</summary>
public string DisplayName => displayName.Value.ToString();
/// <summary>STUBBED. Race chosen by this player. <see cref="RaceId.None"/> until Phase 1.8.</summary>
public RaceId RaceSelection => raceSelection.Value;
/// <summary>STUBBED. Sets this player's race selection. Called by the race-pick system (Phase 1.8).</summary>
public void SetRaceSelection(RaceId race)
{
if (!IsServer) { Debug.LogWarning("[PlayerMatchState] SetRaceSelection called on a client — ignored."); return; }
raceSelection.Value = race;
}
/// <summary>
/// Server-only. Fires on the server immediately after the slot is assigned in
/// <see cref="OnNetworkSpawn"/>. Sibling components (e.g. PlayerBuilderSpawner)
/// subscribe to defer work that requires a valid slot.
/// </summary>
public event System.Action<PlayerSlot> SlotReady;
// --- Lifecycle ---------------------------------------------------
public override void OnNetworkSpawn()
{
s_byClientId[OwnerClientId] = this;
if (IsServer)
{
PlayerSlot assigned = AllocateNextSlot();
slot.Value = assigned;
displayName.Value = new FixedString32Bytes($"Player {(int)assigned}");
s_assignedSlots.Add(assigned);
Debug.Log($"[PlayerMatchState] Assigned slot {assigned} to client {OwnerClientId}.");
SlotReady?.Invoke(assigned);
}
}
public override void OnNetworkDespawn()
{
if (s_byClientId.TryGetValue(OwnerClientId, out var registered) && registered == this)
s_byClientId.Remove(OwnerClientId);
if (IsServer)
s_assignedSlots.Remove(slot.Value);
}
// --- Slot allocation (server-only) -------------------------------
private static PlayerSlot AllocateNextSlot()
{
for (int i = 1; i <= 9; i++)
{
var candidate = (PlayerSlot)i;
if (!s_assignedSlots.Contains(candidate))
return candidate;
}
Debug.LogError("[PlayerMatchState] No free PlayerSlot (already 9 players). " +
"Returning None — this client will be unable to play.");
return PlayerSlot.None;
}
}
}