using System; using System.Collections; using System.Collections.Generic; using Unity.Netcode; using UnityEngine; namespace LobbyRelaySample.ngo { /// /// Once the NetworkManager has been spawned, we need something to manage the game state and setup other in-game objects /// that is itself a networked object, to track things like network connect events. /// public class InGameRunner : NetworkBehaviour, IInGameInputHandler { private Action m_onConnectionVerified, m_onGameEnd; private int m_expectedPlayerCount; // Used by the host, but we can't call the RPC until the network connection completes. private bool? m_canSpawnInGameObjects; private Queue m_pendingSymbolPositions = new Queue(); private float m_symbolSpawnTimer = 0.5f; // Initial time buffer to ensure connectivity before loading objects. private int m_remainingSymbolCount = 0; // Only used by the host. private float m_timeout = 10; private bool m_hasConnected = false; [SerializeField] private NetworkObject m_playerCursorPrefab = default; [SerializeField] private NetworkObject m_symbolContainerPrefab = default; [SerializeField] private NetworkObject m_symbolObjectPrefab = default; [SerializeField] private SequenceSelector m_sequenceSelector = default; [SerializeField] private Scorer m_scorer = default; [SerializeField] private SymbolKillVolume m_killVolume = default; [SerializeField] private IntroOutroRunner m_introOutroRunner = default; [SerializeField] private NetworkedDataStore m_dataStore = default; private Transform m_symbolContainerInstance; private PlayerData m_localUserData; // This has an ID that's not necessarily the OwnerClientId, since all clients will see all spawned objects regardless of ownership. public void Initialize(Action onConnectionVerified, int expectedPlayerCount, Action onGameEnd, LobbyUser localUser) { m_onConnectionVerified = onConnectionVerified; m_expectedPlayerCount = expectedPlayerCount; m_onGameEnd = onGameEnd; m_canSpawnInGameObjects = null; m_localUserData = new PlayerData(localUser.DisplayName, 0); Locator.Get.Provide(this); // Simplifies access since some networked objects can't easily communicate locally (e.g. the host might call a ClientRpc without that client knowing where the call originated). } public override void OnNetworkSpawn() { if (IsHost) FinishInitialize(); m_localUserData = new PlayerData(m_localUserData.name, NetworkManager.Singleton.LocalClientId); VerifyConnection_ServerRpc(m_localUserData.id); } public override void OnNetworkDespawn() { m_onGameEnd(); // As a backup to ensure in-game objects get cleaned up, if this is disconnected unexpectedly. } private void FinishInitialize() { m_symbolContainerInstance = NetworkObject.Instantiate(m_symbolContainerPrefab).transform; ResetPendingSymbolPositions(); m_killVolume.Initialize(OnSymbolDeactivated); } private void ResetPendingSymbolPositions() { m_pendingSymbolPositions.Clear(); IList points = m_sequenceSelector.GenerateRandomSpawnPoints(new Rect(-15, 0, 30, 120), 2); foreach (Vector2 point in points) m_pendingSymbolPositions.Enqueue(point); } /// /// To verify the connection, invoke a server RPC call that then invokes a client RPC call. /// [ServerRpc(RequireOwnership = false)] private void VerifyConnection_ServerRpc(ulong clientId) { VerifyConnection_ClientRpc(clientId); // While we could start pooling symbol objects now, incoming clients would be flooded with the Spawn calls. // This could lead to dropped packets such that the InGameRunner's Spawn call fails to occur, so we'll wait until all players join. } [ClientRpc] private void VerifyConnection_ClientRpc(ulong clientId) { if (clientId == m_localUserData.id) VerifyConnectionConfirm_ServerRpc(m_localUserData); } /// /// Once the connection is confirmed, check if all players have connected. /// [ServerRpc(RequireOwnership = false)] private void VerifyConnectionConfirm_ServerRpc(PlayerData clientData) { NetworkObject playerCursor = NetworkObject.Instantiate(m_playerCursorPrefab); playerCursor.SpawnWithOwnership(clientData.id); playerCursor.name += clientData.name; m_dataStore.AddPlayer(clientData.id, clientData.name); bool areAllPlayersConnected = NetworkManager.ConnectedClients.Count >= m_expectedPlayerCount; // The game will begin at this point, or else there's a timeout for booting any unconnected players. VerifyConnectionConfirm_ClientRpc(clientData.id, areAllPlayersConnected); } [ClientRpc] private void VerifyConnectionConfirm_ClientRpc(ulong clientId, bool canBeginGame) { if (clientId == m_localUserData.id) { m_onConnectionVerified?.Invoke(); m_hasConnected = true; } if (canBeginGame && m_hasConnected) { m_timeout = -1; BeginGame(); } } private void BeginGame() { m_canSpawnInGameObjects = true; Locator.Get.Messenger.OnReceiveMessage(MessageType.MinigameBeginning, null); m_introOutroRunner.DoIntro(); } public void Update() { CheckIfCanSpawnNewSymbol(); if (m_timeout >= 0) { m_timeout -= Time.deltaTime; if (m_timeout < 0) BeginGame(); } void CheckIfCanSpawnNewSymbol() { if (!m_canSpawnInGameObjects.GetValueOrDefault() || m_remainingSymbolCount >= SequenceSelector.k_symbolCount || !IsHost) return; if (m_pendingSymbolPositions.Count > 0) { m_symbolSpawnTimer -= Time.deltaTime; if (m_symbolSpawnTimer < 0) { m_symbolSpawnTimer = 0.02f; // Space out the object spawning a little to prevent a lag spike. SpawnNewSymbol(); if (m_remainingSymbolCount >= SequenceSelector.k_symbolCount) m_canSpawnInGameObjects = false; } } } void SpawnNewSymbol() { int index = SequenceSelector.k_symbolCount - m_pendingSymbolPositions.Count; Vector3 pendingPos = m_pendingSymbolPositions.Dequeue(); NetworkObject symbolObj = NetworkObject.Instantiate(m_symbolObjectPrefab); symbolObj.Spawn(); symbolObj.name = "Symbol" + index; symbolObj.TrySetParent(m_symbolContainerInstance, false); symbolObj.transform.localPosition = pendingPos; symbolObj.GetComponent().symbolIndex.Value = m_sequenceSelector.GetNextSymbol(index); m_remainingSymbolCount++; } } /// /// Called while on the host to determine if incoming input has scored or not. /// public void OnPlayerInput(ulong id, SymbolObject selectedSymbol) { if (m_sequenceSelector.ConfirmSymbolCorrect(id, selectedSymbol.symbolIndex.Value)) { selectedSymbol.Destroy_ServerRpc(); m_scorer.ScoreSuccess(id); OnSymbolDeactivated(); } else m_scorer.ScoreFailure(id); } public void OnSymbolDeactivated() { if (--m_remainingSymbolCount <= 0) WaitForEndingSequence(); } /// /// The server determines when the game should end. Once it does, it needs to inform the clients to clean up their networked objects first, /// since disconnecting before that happens will prevent them from doing so (since they can't receive despawn events from the disconnected server). /// private void WaitForEndingSequence() { m_scorer.OnGameEnd(); m_introOutroRunner.DoOutro(EndGame); } private void EndGame() { StartCoroutine(EndGame_ClientsFirst()); } private IEnumerator EndGame_ClientsFirst() { EndGame_ClientRpc(); yield return null; SendEndGameSignal(); } [ClientRpc] private void EndGame_ClientRpc() { if (IsHost) return; SendEndGameSignal(); } private void SendEndGameSignal() { Locator.Get.Messenger.OnReceiveMessage(MessageType.EndGame, null); // We only send this message if the game completes, since the player remains in the lobby. If the player leaves with the back button, that instead sends them to the menu. m_onGameEnd(); } public void OnReProvided(IInGameInputHandler previousProvider) { /*No-op*/ } } }