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BABA_YAGA/Assets/Scripts/Network/BasicSpawner.cs

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using System;
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using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Fusion;
using Fusion.Sockets;
using UnityEngine;
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using OnlyScove.Scripts;
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namespace Hallucinate.UI
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{
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public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
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{
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public static BasicSpawner Instance { get; private set; }
private NetworkRunner _runner;
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public NetworkRunner Runner => _runner;
private bool _isStarting = false;
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private bool _isInternalShutdown = false;
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public event Action<List<SessionInfo>> OnSessionListUpdatedEvent;
public event Action<string> OnShutdownEvent;
public event Action OnJoinStartedEvent;
public event Action OnJoinFailedEvent;
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[Header("Prefabs")]
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[SerializeField] private NetworkPrefabRef _playerPrefab;
[SerializeField] private NetworkPrefabRef _playerDataManagerPrefab;
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private void Awake()
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{
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if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
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DontDestroyOnLoad(gameObject);
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}
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public PlayerProfile LocalPlayerProfile { get; private set; }
public void SetLocalPlayerProfile(PlayerProfile _profile)
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{
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LocalPlayerProfile = _profile;
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}
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private async Task EnsureRunnerExists()
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{
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if (_runner != null)
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{
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_isInternalShutdown = true;
try
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{
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if (_runner.IsRunning)
{
Debug.Log("[BasicSpawner] Shutting down existing runner before recreation.");
await _runner.Shutdown();
}
Debug.Log("[BasicSpawner] Destroying existing runner component.");
Destroy(_runner);
_runner = null;
await Task.Yield();
}
finally
{
_isInternalShutdown = false;
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}
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}
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Debug.Log("[BasicSpawner] Creating new NetworkRunner component.");
_runner = gameObject.AddComponent<NetworkRunner>();
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_runner.ProvideInput = true;
_runner.AddCallbacks(this);
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}
public async Task StartLobby()
{
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if (_isStarting) return;
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// Nếu đã ở trong lobby rồi thì không cần làm gì
if (_runner != null && _runner.IsRunning && _runner.LobbyInfo.IsValid) return;
Debug.Log("[BasicSpawner] StartLobby called");
_isStarting = true;
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try
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{
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await EnsureRunnerExists();
Debug.Log("[BasicSpawner] Joining Lobby...");
var result = await _runner.JoinSessionLobby(SessionLobby.ClientServer);
if (!result.Ok)
{
Debug.LogWarning($"Join lobby result: {result.ShutdownReason}");
}
}
finally
{
_isStarting = false;
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}
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}
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public async Task<bool> StartHost(string sessionName, string displayName, string password = null)
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{
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if (_isStarting) return false;
_isStarting = true;
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try
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{
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Debug.Log($"[BasicSpawner] StartHost called: {sessionName} ({displayName})");
OnJoinStartedEvent?.Invoke();
bool sceneExists = false;
for (int i = 0; i < UnityEngine.SceneManagement.SceneManager.sceneCountInBuildSettings; i++)
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{
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if (UnityEngine.SceneManagement.SceneUtility.GetScenePathByBuildIndex(i).Contains("Main Scene"))
{
sceneExists = true;
break;
}
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}
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if (!sceneExists)
{
Debug.LogError("CRITICAL: 'Main Scene' is NOT in Build Settings!");
return false;
}
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await EnsureRunnerExists();
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var customProps = new Dictionary<string, SessionProperty>();
if (!string.IsNullOrEmpty(password))
{
customProps.Add("pw", password);
}
customProps.Add("rn", displayName);
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// Re-create or find SceneManager to ensure it matches the new runner
var sceneManager = gameObject.GetComponent<NetworkSceneManagerDefault>();
if (sceneManager == null) sceneManager = gameObject.AddComponent<NetworkSceneManagerDefault>();
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var result = await _runner.StartGame(new StartGameArgs()
{
GameMode = GameMode.Host,
SessionName = sessionName,
SessionProperties = customProps,
PlayerCount = 2,
SceneManager = sceneManager
});
if (result.Ok)
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{
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Debug.Log("[BasicSpawner] StartHost SUCCESS");
if (_runner.IsServer && _playerDataManagerPrefab.IsValid)
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{
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if (FindFirstObjectByType<PlayerDataManager>() == null)
{
Debug.Log("[BasicSpawner] Spawning PlayerDataManager");
_runner.Spawn(_playerDataManagerPrefab, Vector3.zero, Quaternion.identity, null);
}
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}
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return true;
}
else
{
Debug.LogError($"[BasicSpawner] Fusion StartHost Failed: {result.ShutdownReason}.");
OnJoinFailedEvent?.Invoke();
return false;
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}
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}
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finally
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{
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_isStarting = false;
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}
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}
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public async Task<bool> StartClient(string sessionName, string password = null)
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{
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if (_isStarting) return false;
_isStarting = true;
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try
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{
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OnJoinStartedEvent?.Invoke();
await EnsureRunnerExists();
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var sceneManager = gameObject.GetComponent<NetworkSceneManagerDefault>();
if (sceneManager == null) sceneManager = gameObject.AddComponent<NetworkSceneManagerDefault>();
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var result = await _runner.StartGame(new StartGameArgs()
{
GameMode = GameMode.Client,
SessionName = sessionName,
SceneManager = sceneManager
});
if (result.Ok)
{
return true;
}
else
{
Debug.LogError($"[BasicSpawner] Fusion StartClient Failed: {result.ShutdownReason}");
OnJoinFailedEvent?.Invoke();
return false;
}
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}
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finally
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{
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_isStarting = false;
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}
}
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private Dictionary<PlayerRef, NetworkObject> _spawnedCharacters = new Dictionary<PlayerRef, NetworkObject>();
public void OnPlayerJoined(NetworkRunner runner, PlayerRef player)
{
if (player == runner.LocalPlayer)
{
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SendLocalMetaData(player);
}
}
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private async void SendLocalMetaData(PlayerRef player)
{
PlayerDataManager pdm = null;
int retries = 0;
while (pdm == null && retries < 20)
{
pdm = FindFirstObjectByType<PlayerDataManager>();
if (pdm != null) break;
await Task.Delay(500);
retries++;
}
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if (pdm != null)
{
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string playerName = LocalPlayerProfile != null ? LocalPlayerProfile.Name : "Player " + player.PlayerId;
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// Thêm hậu tố (HOST) nếu là server để dễ phân biệt
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if (_runner.IsServer) playerName += " (HOST)";
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_Role playerRole = _Role.Seeker;
var metaData = new _PlayerMetaData()
{
Name = playerName,
Role = playerRole,
IsReady = false
};
pdm.RPC_UpdatePlayerMetaData(player, metaData);
}
else
{
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Debug.LogError("[BasicSpawner] Could not find PlayerDataManager after retries. Data will not sync.");
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}
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}
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public void StartGame()
{
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if (_runner != null && _runner.IsServer)
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{
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_runner.LoadScene("Main Scene");
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}
}
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public void OnPlayerLeft(NetworkRunner runner, PlayerRef player)
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{
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if (_spawnedCharacters.TryGetValue(player, out NetworkObject networkObject))
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{
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runner.Despawn(networkObject);
_spawnedCharacters.Remove(player);
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}
if (runner.IsServer && player == runner.LocalPlayer)
{
runner.Shutdown();
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}
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}
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public void OnShutdown(NetworkRunner runner, ShutdownReason shutdownReason)
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{
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Debug.LogWarning($"[Fusion] Shutdown occurred. Reason: {shutdownReason}");
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OnShutdownEvent?.Invoke(shutdownReason.ToString());
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// Nếu shutdown là do hệ thống chủ động hủy để tạo runner mới, KHÔNG quay về Menu
if (_isInternalShutdown)
{
Debug.Log("[BasicSpawner] Internal shutdown detected, skipping Menu routing.");
return;
}
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if (UIManager.Instance != null)
{
UIManager.Instance.OnBackToMenu();
}
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}
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public void OnSessionListUpdated(NetworkRunner runner, List<SessionInfo> sessionList)
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{
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OnSessionListUpdatedEvent?.Invoke(sessionList);
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}
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public void OnInput(NetworkRunner runner, NetworkInput input)
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{
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var data = new PlayerInputData();
if (PlayerStateMachine.Local != null && PlayerStateMachine.Local.Input != null)
{
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data.Direction = PlayerStateMachine.Local.Input.MoveInput;
data.sprint = PlayerStateMachine.Local.Input.IsSprintHeld;
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if (PlayerStateMachine.Local.Cam != null)
data.rot = PlayerStateMachine.Local.Cam.PlanarRotation;
}
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input.Set(data);
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}
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public void OnConnectedToServer(NetworkRunner runner) { }
public void OnDisconnectedFromServer(NetworkRunner runner, NetDisconnectReason reason) { }
public void OnConnectRequest(NetworkRunner runner, NetworkRunnerCallbackArgs.ConnectRequest request, byte[] token) { }
public void OnConnectFailed(NetworkRunner runner, NetAddress remoteAddress, NetConnectFailedReason reason) { }
public void OnUserSimulationMessage(NetworkRunner runner, SimulationMessagePtr message) { }
public void OnReliableDataReceived(NetworkRunner runner, PlayerRef player, ReliableKey key, ArraySegment<byte> data) { }
public void OnReliableDataProgress(NetworkRunner runner, PlayerRef player, ReliableKey key, float progress) { }
public void OnInputMissing(NetworkRunner runner, PlayerRef player, NetworkInput input) { }
public void OnObjectExitAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player) { }
public void OnObjectEnterAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player) { }
public void OnCustomAuthenticationResponse(NetworkRunner runner, Dictionary<string, object> data) { }
public void OnHostMigration(NetworkRunner runner, HostMigrationToken hostMigrationToken) { }
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public void OnSceneLoadDone(NetworkRunner runner)
{
string currentSceneName = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;
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if (runner.IsServer && currentSceneName == "Main Scene")
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{
foreach (var player in runner.ActivePlayers)
{
Vector2 spawnPosition = (player == runner.LocalPlayer) ? new Vector2(-8, 0) : new Vector2(8, 0);
var networkPlayerObject = runner.Spawn(_playerPrefab, spawnPosition, Quaternion.identity, player);
_spawnedCharacters.Add(player, networkPlayerObject);
}
}
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// Removed incorrect UI transition for Lobby/Menu scenes to allow LobbyController to manage its state.
// The original logic incorrectly called UIManager.OnBackToMenu() when entering the Lobby scene,
// causing the redirect to the Main Menu after creating a room.
// This block ensures that only the Main Scene triggers a specific UI transition (OnGameStarted).
// If other scenes like "Lobby" or "Menu" are loaded, no automatic transition is forced from here,
// letting scene-specific controllers (like LobbyController) manage their UI.
if (currentSceneName == "Main Scene")
{
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UIManager.Instance?.OnGameStarted();
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}
// Removed the problematic else-if block that would incorrectly call OnBackToMenu for "Lobby" or "Menu" scenes.
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}
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public void OnSceneLoadStart(NetworkRunner runner) { }
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}
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}