// Assets/_Project/Scripts/Gameplay/TowerPlacementManager.cs using System.Collections.Generic; using Unity.Netcode; using UnityEngine; using TD.Core; using TD.Levels; using TD.Towers; namespace TD.Gameplay { /// /// Server-authoritative manager for tower placement requests. Receives placement /// requests from clients via RPC, validates them in order, and either spawns the /// tower or rejects the request with a reason code. /// /// /// Queue-based processing. Incoming RPCs enqueue a /// rather than validating inline. Each server /// Update drains up to requests. At 60 fps this /// gives ~180 validations/second, comfortably above the worst-case 90/second /// (9 players × 10 placements/second). Queuing keeps the server frame budget /// predictable regardless of burst traffic. /// /// Server-only logic. All validation and mutation runs on the server. /// Clients learn about accepted placements when the /// NetworkObject spawns (NGO replicates it automatically). Clients learn about /// rejections via . /// /// Validation order: /// /// Ownership — every footprint tile must be owned by the requesting player. /// Placement state — every footprint tile must be Buildable and unoccupied. /// Gold — the placing player must have enough gold. /// Path — a BFS confirms every spawner in the placing player's zone still reaches /// an exit after the footprint is stamped as non-walkable. /// /// /// Path-check BFS. The server temporarily stamps the footprint, /// runs BFS per spawner, then un-stamps if the check fails. This is O(tiles in zone) /// per spawner per request — acceptable for low-frequency gameplay actions and the /// queue-rate-limited processing model. /// /// Builder range check. Deliberately omitted in Path B. The builder /// system does not exist yet. When Path D is implemented, add a range check between /// steps 2 and 3 above, gated on the requesting player's Builder position. /// public class TowerPlacementManager : NetworkBehaviour { // ----- Singleton -------------------------------------------------- /// /// The active TowerPlacementManager. Null before the scene loads or after it unloads. /// Always null-check before use. Only meaningful on the server; clients route all /// placement through RPC. /// public static TowerPlacementManager Instance { get; private set; } // ----- Inspector -------------------------------------------------- [Tooltip("Maximum number of placement requests processed per server Update tick. " + "At 60 fps, 3 requests/frame = 180 validations/second, well above the " + "worst-case 90/second (9 players × 10 placements/second).")] [SerializeField] private int requestsPerFrame = 3; [Tooltip("Tower definitions available in this match, indexed by TowerTypeId. " + "Populate this with every TowerDefinition asset the current race roster " + "contains. Index 0 is reserved; valid IDs start at 1. " + "(Temporary: will be driven by RaceDefinition once Path E is complete.)")] [SerializeField] private TowerDefinition[] towerDefinitions = new TowerDefinition[0]; // ----- Internal request queue ------------------------------------- private struct PlacementRequest { public ulong SenderClientId; public Vector2Int Anchor; // SW corner of the footprint, in world-tile coords. public int TowerTypeId; // Index into towerDefinitions[]. } private readonly Queue pendingRequests = new Queue(); // Reusable scratch collections for BFS — allocated once and cleared per // check to avoid per-frame GC pressure. Only used on the server. private readonly Queue bfsQueue = new Queue(); private readonly HashSet bfsVisited = new HashSet(); // ----- Lifecycle -------------------------------------------------- public override void OnNetworkSpawn() { if (IsServer) { if (Instance != null && Instance != this) { Debug.LogError("[TowerPlacementManager] Multiple instances detected. " + "Only one TowerPlacementManager should exist per scene."); } Instance = this; Debug.Log("[TowerPlacementManager] Server ready."); } } public override void OnNetworkDespawn() { if (Instance == this) Instance = null; } // ----- Server Update — queue drain -------------------------------- private void Update() { if (!IsServer) return; int processed = 0; while (pendingRequests.Count > 0 && processed < requestsPerFrame) { ProcessRequest(pendingRequests.Dequeue()); processed++; } } // ----- RPC: client → server (placement request) ------------------- /// /// Client entry point. Call this on the local client to request placing a tower. /// The server will validate and either spawn the tower (visible to all clients) /// or call back with . /// /// X component of the footprint anchor tile (world-tile coords). /// Y component of the footprint anchor tile (world-tile coords). /// Index into the server's towerDefinitions array. [Rpc(SendTo.Server)] public void RequestPlaceTowerRpc(int anchorX, int anchorY, int towerTypeId, RpcParams rpcParams = default) { pendingRequests.Enqueue(new PlacementRequest { SenderClientId = rpcParams.Receive.SenderClientId, Anchor = new Vector2Int(anchorX, anchorY), TowerTypeId = towerTypeId, }); } // ----- RPC: server → client (rejection notification) -------------- /// /// Sent by the server to the placing client when a placement request is rejected. /// The client uses the reason to display a feedback message to the player. /// [Rpc(SendTo.SpecifiedInParams)] private void PlacementRejectedRpc(PlacementRejectionReason reason, RpcParams rpcParams = default) { // This executes on the target client. Debug.Log($"[TowerPlacementManager] Placement rejected: {reason}"); // TowerPlacementController listens for this via the static event below. OnPlacementRejected?.Invoke(reason); } /// /// Fired on the local client when the server rejects this client's placement request. /// subscribes to this to display rejection /// feedback messages. /// public static event System.Action OnPlacementRejected; // ----- Core validation and placement logic ------------------------ private void ProcessRequest(PlacementRequest req) { // Resolve the TowerDefinition first — needed by every subsequent check. if (!TryGetDefinition(req.TowerTypeId, out TowerDefinition def)) { Reject(req, PlacementRejectionReason.InvalidTowerType); return; } var loader = LevelLoader.Instance; if (loader == null || !loader.IsLoaded) { Reject(req, PlacementRejectionReason.ServerError); return; } // Collect the footprint tiles once; used by all subsequent checks. var footprint = new List(def.FootprintSize.x * def.FootprintSize.y); foreach (var tile in GridCoordinates.GetFootprintTiles(req.Anchor, def.FootprintSize)) footprint.Add(tile); // ------------------------------------------------------------------ // Check 1: Ownership // Every footprint tile must be owned by the placing player's zone. // ------------------------------------------------------------------ PlayerSlot placingSlot = ClientIdToPlayerSlot(req.SenderClientId); if (placingSlot == PlayerSlot.None) { Reject(req, PlacementRejectionReason.ServerError); return; } foreach (var tile in footprint) { if (loader.GetOwner(tile) != placingSlot) { Reject(req, PlacementRejectionReason.WrongOwner); return; } } // ------------------------------------------------------------------ // Check 2: Placement state + occupancy // Every footprint tile must be Buildable and not already occupied. // ------------------------------------------------------------------ foreach (var tile in footprint) { if (loader.GetPlacement(tile) != PlacementState.Buildable) { Reject(req, PlacementRejectionReason.TileNotBuildable); return; } if (loader.IsOccupied(tile)) { Reject(req, PlacementRejectionReason.TileOccupied); return; } } // ------------------------------------------------------------------ // Check 3: Build range // Tower must be within the placing player's builder's build range. // Cheap to check; runs before gold and path so we don't burn cycles // on out-of-range placements. // ------------------------------------------------------------------ var builder = Builder.GetForClient(req.SenderClientId); if (builder == null) { // No builder spawned for this client — server-side error, not a player-facing one. Reject(req, PlacementRejectionReason.ServerError); return; } if (!builder.IsTileWithinBuildRange(req.Anchor, def.FootprintSize)) { Reject(req, PlacementRejectionReason.OutOfRange); return; } // ------------------------------------------------------------------ // Check 4: Gold // Validate before the path check — cheaper, and no point running BFS // if the player can't afford the tower. // ------------------------------------------------------------------ var goldManager = PlayerGoldManager.GetForClient(req.SenderClientId); if (goldManager == null || goldManager.CurrentGold < def.GoldCost) { Reject(req, PlacementRejectionReason.InsufficientGold); return; } // ------------------------------------------------------------------ // Check 5: Path validity // Temporarily stamp the footprint, run BFS per spawner in the placing // player's zone, then un-stamp if any spawner loses its exit route. // ------------------------------------------------------------------ StampFootprint(loader, footprint, walkable: false, occupied: true); bool pathValid = CheckPathValidity(loader, placingSlot); if (!pathValid) { // Un-stamp — the placement is rejected, grid stays as it was. StampFootprint(loader, footprint, walkable: true, occupied: false); Reject(req, PlacementRejectionReason.BlocksPath); return; } // ------------------------------------------------------------------ // All checks passed — commit the placement. // The footprint stamp is already applied (walkable=false, occupied=true). // Deduct gold and spawn the tower NetworkObject. // ------------------------------------------------------------------ goldManager.DeductGold(def.GoldCost); SpawnTower(def, req.Anchor, placingSlot); Debug.Log($"[TowerPlacementManager] Placed '{def.DisplayName}' for " + $"client {req.SenderClientId} ({placingSlot}) at anchor {req.Anchor}."); } // ----- Path-validity BFS ------------------------------------------ /// /// Returns true if every spawner in 's zone can still /// reach an exit tile (any leak exit tile OR any goal tile) via walkable tiles, /// given the current state of LevelLoader's runtime walkability grid. /// /// /// Mirrors bake-time P5-4. Runs a BFS per spawner against the runtime walkability /// grid. Reuses and scratch /// collections (cleared between BFS runs) to avoid GC allocation per call. /// private bool CheckPathValidity(LevelLoader loader, PlayerSlot slot) { var levelData = loader.LevelData; // Find the PlayerZoneData for this slot. PlayerZoneData zoneData = null; foreach (var zone in levelData.PlayerZones) { if (zone.Owner == slot) { zoneData = zone; break; } } if (zoneData == null || zoneData.Spawners == null || zoneData.Spawners.Length == 0) { // No spawners means nothing to block — treat as valid. return true; } // Build the exit tile set: union of all leak exit tiles and all goal tiles. // This is built fresh per call because it doesn't change within a match // (tiles never move), but the allocation cost is small and correctness // is more important than micro-optimization here. var exitTiles = BuildExitTileSet(levelData, slot); if (exitTiles.Count == 0) { // Zone has no exits at all — this would have been caught at bake time (P5-8). // Treat as valid so a bake-side error doesn't cause all placements to fail. Debug.LogWarning($"[TowerPlacementManager] Zone {slot} has no exit tiles. " + $"This should have been caught at bake time (P5-8)."); return true; } // BFS per spawner: each spawner's tile area is the BFS seed set. foreach (var spawner in zoneData.Spawners) { if (!SpawnerCanReachExit(loader, spawner, exitTiles)) return false; } return true; } /// /// Builds the set of tiles that count as "exits" for the given player zone: /// all tiles of every LeakExit FROM this zone, plus all goal tiles. /// private HashSet BuildExitTileSet(LevelData levelData, PlayerSlot slot) { var exits = new HashSet(); // Leak exit tiles for this zone. foreach (var zone in levelData.PlayerZones) { if (zone.Owner != slot) continue; if (zone.LeakExits == null) continue; foreach (var leak in zone.LeakExits) foreach (var tile in leak.TileArea) exits.Add(tile); } // Goal tiles (all goals count as exits for the final defender zone). if (levelData.Goals != null) foreach (var goal in levelData.Goals) foreach (var tile in goal.TileArea) exits.Add(tile); return exits; } /// /// BFS from 's tile area. Returns true if any exit tile /// is reachable via walkable tiles. Uses the shared scratch queue and visited set. /// private bool SpawnerCanReachExit(LevelLoader loader, SpawnerData spawner, HashSet exitTiles) { bfsQueue.Clear(); bfsVisited.Clear(); // Seed the BFS with the spawner's full tile area (not just its center tile), // matching bake-time P5-4 exactly. foreach (var tile in spawner.TileArea) { if (bfsVisited.Add(tile)) bfsQueue.Enqueue(tile); } while (bfsQueue.Count > 0) { var current = bfsQueue.Dequeue(); if (exitTiles.Contains(current)) return true; foreach (var neighbor in GridCoordinates.GetNeighbors(current)) { if (bfsVisited.Contains(neighbor)) continue; if (!loader.IsWalkable(neighbor)) continue; bfsVisited.Add(neighbor); bfsQueue.Enqueue(neighbor); } } return false; } // ----- Helpers ---------------------------------------------------- /// /// Stamps or un-stamps all tiles in on both the /// walkability and occupancy grids simultaneously. Always update both together. /// private static void StampFootprint(LevelLoader loader, List footprint, bool walkable, bool occupied) { foreach (var tile in footprint) { loader.SetWalkable(tile, walkable); loader.SetOccupied(tile, occupied); } } /// /// Spawns the tower NetworkObject at the footprint center and records the /// placing player's slot on the component. /// private void SpawnTower(TowerDefinition def, Vector2Int anchor, PlayerSlot owner) { if (def.TowerPrefab == null) { Debug.LogError($"[TowerPlacementManager] TowerDefinition '{def.DisplayName}' " + $"has no TowerPrefab assigned. Cannot spawn."); return; } Vector3 spawnPos = GridCoordinates.GetFootprintCenterWorld(anchor, def.FootprintSize); // Towers sit on the buildable plane (Y=0); raise slightly so the mesh base // sits flush rather than half-clipped. A cube of scale 1 needs +0.5 on Y. spawnPos.y = 0.5f; var go = Instantiate(def.TowerPrefab, spawnPos, Quaternion.identity); var instance = go.GetComponent(); if (instance == null) { Debug.LogError($"[TowerPlacementManager] TowerPrefab '{def.TowerPrefab.name}' " + $"is missing a TowerInstance component."); Destroy(go); return; } // Set data before network spawn so TowerInstance.OnNetworkSpawn sees it. instance.InitializeServer(def, anchor, owner); var netObj = go.GetComponent(); if (netObj == null) { Debug.LogError($"[TowerPlacementManager] TowerPrefab '{def.TowerPrefab.name}' " + $"is missing a NetworkObject component."); Destroy(go); return; } netObj.Spawn(destroyWithScene: true); } // ----- Utility ---------------------------------------------------- private static bool TryGetDefinition(int typeId, out TowerDefinition def) { def = null; // typeId 0 is reserved; valid IDs start at 1. if (typeId <= 0) return false; // Instance check for the static helper path — callers that have a // direct reference use the instance array directly. if (Instance == null) return false; if (typeId >= Instance.towerDefinitions.Length) return false; def = Instance.towerDefinitions[typeId]; return def != null; } /// /// Maps a client ID to the PlayerSlot assigned to that client. /// /// /// STUB: Currently uses a trivial mapping where client 0 = Player1, client 1 = Player2, /// etc. This will be replaced when MatchState / PlayerMatchState is implemented and /// carries the authoritative client-to-slot assignment. /// private static PlayerSlot ClientIdToPlayerSlot(ulong clientId) { // NGO client IDs start at 0 (host). PlayerSlot values start at 1. // Cast is safe for up to 9 players; beyond that returns None. byte slotByte = (byte)(clientId + 1); if (slotByte < 1 || slotByte > 9) return PlayerSlot.None; return (PlayerSlot)slotByte; } private void Reject(PlacementRequest req, PlacementRejectionReason reason) { Debug.Log($"[TowerPlacementManager] Rejected request from client " + $"{req.SenderClientId} at anchor {req.Anchor}: {reason}"); // Send the rejection RPC back to only the requesting client. PlacementRejectedRpc(reason, new RpcParams { Send = new RpcSendParams { Target = RpcTarget.Single(req.SenderClientId, RpcTargetUse.Temp) } }); } } /// /// Reason codes sent to the client when the server rejects a placement request. /// Used by to display the appropriate /// feedback message to the player. /// public enum PlacementRejectionReason { /// One or more footprint tiles belong to a different player's zone. WrongOwner, /// One or more footprint tiles are not in a Buildable state /// (they are Restricted or Outside the map). TileNotBuildable, /// One or more footprint tiles are already occupied by an existing tower. TileOccupied, /// The placing player does not have enough gold. InsufficientGold, /// The placing player's builder is too far from the requested location. OutOfRange, /// Placing this tower would block all valid paths from at least one /// spawner to its exit. The maze must remain passable. BlocksPath, /// The requested tower type ID is not in the server's definition list. InvalidTowerType, /// An unexpected server-side error occurred (e.g., LevelLoader not loaded, /// client not mapped to a PlayerSlot). Check server logs. ServerError, } }