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BABA_YAGA/Assets/Scripts/Game/MatchEloManager.cs

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2026-06-09 22:46:32 +07:00
using Fusion;
using Hallucinate.Game;
using Hallucinate.UI;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
namespace Hallucinate.Network
{
/// <summary>
/// Orchestrates the Elo calculation and persistence on the Host.
/// Broadcasts results to all clients.
/// </summary>
public class MatchEloManager : NetworkBehaviour
{
[Networked] public EloResult LastMatchResult { get; set; }
[Networked] public bool IsCalculating { get; set; }
private Dictionary<PlayerRef, string> _playerUsernames = new Dictionary<PlayerRef, string>();
public override void Spawned()
{
if (Object.HasStateAuthority)
{
// In a real scenario, you'd collect usernames as players join.
// For now, we assume they are provided or stored in PlayerRef custom data.
// Placeholder: Use a mock or collect from Session properties.
}
}
/// <summary>
/// Registers a player's username when they join.
/// </summary>
[Rpc(RpcSources.All, RpcTargets.StateAuthority)]
public void RPC_RegisterUsername(PlayerRef player, string username)
{
if (!_playerUsernames.ContainsKey(player))
{
_playerUsernames.Add(player, username);
Debug.Log($"[EloManager] Registered {username} for {player}");
}
}
/// <summary>
/// Called by GameManager on Host when match ends.
/// </summary>
public async void ProcessMatchResult(PlayerRef winner, PlayerRef loser, bool isDraw = false)
{
if (!Object.HasStateAuthority) return;
IsCalculating = true;
string nameA = _playerUsernames.GetValueOrDefault(winner, "Unknown_A");
string nameB = _playerUsernames.GetValueOrDefault(loser, "Unknown_B");
// 1. Fetch from Firebase
var dataA = await FirebaseService.GetPlayerData(nameA);
var dataB = await FirebaseService.GetPlayerData(nameB);
// 2. Calculate
float resultA = isDraw ? 0.5f : 1.0f;
var result = EloSystem.Calculate(dataA.Rating, dataB.Rating, dataA.GamesPlayed, dataB.GamesPlayed, resultA);
// 3. Update Data Objects
dataA.Rating = result.NewRatingA;
dataA.GamesPlayed++;
dataB.Rating = result.NewRatingB;
dataB.GamesPlayed++;
// 4. Save to Firebase
await Task.WhenAll(
FirebaseService.SavePlayerData(nameA, dataA),
FirebaseService.SavePlayerData(nameB, dataB)
);
// 5. Broadcast
LastMatchResult = result;
IsCalculating = false;
Debug.Log($"[EloManager] Match Processed. Winner: {nameA} (+{result.DeltaA}), Loser: {nameB} ({result.DeltaB})");
// Send RPC to show UI
RPC_NotifyClients(result);
}
[Rpc(RpcSources.StateAuthority, RpcTargets.All)]
private void RPC_NotifyClients(EloResult result)
{
// This is where you'd trigger the Post-Match Rive/UI
Debug.Log($"[Client] Received Elo Update: {result.DeltaA} / {result.DeltaB}");
}
}
}