diff --git a/.gemini-workspace-history/active-context.md b/.gemini-workspace-history/active-context.md
index a8c114ba..3a22e1bc 100644
--- a/.gemini-workspace-history/active-context.md
+++ b/.gemini-workspace-history/active-context.md
@@ -1,106 +1,7 @@
-## Full Previous Session Transcript (from session-2026-05-01-23-27.json.gz)
+## Full Previous Session Transcript (from session-2026-05-03-21-30.json.gz)
-{"sessionId":"ef38f0a3-ab51-4b96-93c8-7815d83c1a37","projectHash":"7f18566d1c908d23dd7efd873d3cb46f94e7b050573aabcd900d1036d7568a6b","startTime":"2026-05-01T14:51:11.549Z","lastUpdated":"2026-05-01T14:51:11.549Z","kind":"main"}
-{"id":"7483e40c-cdfa-4cb2-9cfb-c912dacc38bf","timestamp":"2026-05-01T14:51:12.041Z","type":"info","content":"You have 1 extension with an update available. Run \"/extensions update caveman\"."}
-{"$set":{"lastUpdated":"2026-05-01T14:51:12.042Z"}}
-{"id":"633f0fea-dc40-47bc-a482-5821023d887e","timestamp":"2026-05-01T14:51:12.065Z","type":"info","content":"No summary found for the last session. Please use the 'workspace-summarizer' skill to generate one if needed."}
-{"$set":{"lastUpdated":"2026-05-01T14:51:12.066Z"}}
-{"id":"b96f93d2-bb1a-4024-b142-e1ede189d2df","timestamp":"2026-05-01T14:52:07.942Z","type":"user","content":[{"text":"sao mỗi lần tôi start game thì sẽ luôn có lỗi này\nInvalidOperationException: Error when accessing PlayerDataManager.Players. Networked properties can only be accessed when Spawned() has been called.\nPlayerDataManager.get_Players () (at Assets/Scripts/Network/PlayerDataManager.cs:18)\nPlayerDataManager.TryGetPlayerMetaData (Fusion.PlayerRef playerRef, _PlayerMetaData& metaData) (at Assets/Scripts/Network/PlayerDataManager.cs:51)\nHallucinate.UI.LobbyController.UpdateLoungeUI () (at Assets/Scripts/UI/LobbyController.cs:329)\nHallucinate.UI.LobbyController.Update () (at Assets/Scripts/UI/LobbyController.cs:297)\nHallucinate.UI.UIManager.Update () (at Assets/Scripts/UI/UIManager.cs:307)"}],"displayContent":[{"text":"sao mỗi lần tôi start game thì sẽ luôn có lỗi này\nInvalidOperationException: Error when accessing PlayerDataManager.Players. Networked properties can only be accessed when Spawned() has been called.\nPlayerDataManager.get_Players () (at Assets/Scripts/Network/PlayerDataManager.cs:18)\nPlayerDataManager.TryGetPlayerMetaData (Fusion.PlayerRef playerRef, _PlayerMetaData& metaData) (at Assets/Scripts/Network/PlayerDataManager.cs:51)\nHallucinate.UI.LobbyController.UpdateLoungeUI () (at Assets/Scripts/UI/LobbyController.cs:329)\nHallucinate.UI.LobbyController.Update () (at Assets/Scripts/UI/LobbyController.cs:297)\nHallucinate.UI.UIManager.Update () (at Assets/Scripts/UI/UIManager.cs:307)\n\n"}]}
-{"$set":{"lastUpdated":"2026-05-01T14:52:07.943Z"}}
-{"id":"5d7aa71c-b3d0-46a5-9e81-cfa50682178d","timestamp":"2026-05-01T14:52:14.081Z","type":"gemini","content":"","thoughts":[{"subject":"Examining Fusion Spawn Issues","description":"I'm currently focused on the `InvalidOperationException` plaguing the Unity Photon Fusion integration. The error message clearly points to a problem with accessing networked properties before the Spawned() event triggers. I'm digging into the lifecycle of networked objects within Fusion, particularly how `PlayerDataManager.Players` is handled. Specifically, I'm now looking at potential race conditions or incorrect initialization sequences.","timestamp":"2026-05-01T14:52:11.801Z"},{"subject":"Debugging Spawning Sequence","description":"I'm now investigating the `PlayerDataManager.cs` file, and `LobbyController.cs` to pinpoint where `PlayerDataManager.Players` is being accessed prematurely. The call stack highlights the `UpdateLoungeUI()` method, which is causing the issues. I'm focusing on the timing of object instantiation and the `Spawned()` event in relation to these calls to prevent premature access of networked properties.","timestamp":"2026-05-01T14:52:12.858Z"}],"tokens":{"input":29028,"output":180,"cached":0,"thoughts":538,"tool":0,"total":29746},"model":"gemini-3-flash-preview"}
-{"$set":{"lastUpdated":"2026-05-01T14:52:14.082Z"}}
-{"id":"5d7aa71c-b3d0-46a5-9e81-cfa50682178d","timestamp":"2026-05-01T14:52:14.081Z","type":"gemini","content":"","thoughts":[{"subject":"Examining Fusion Spawn Issues","description":"I'm currently focused on the `InvalidOperationException` plaguing the Unity Photon Fusion integration. The error message clearly points to a problem with accessing networked properties before the Spawned() event triggers. I'm digging into the lifecycle of networked objects within Fusion, particularly how `PlayerDataManager.Players` is handled. Specifically, I'm now looking at potential race conditions or incorrect initialization sequences.","timestamp":"2026-05-01T14:52:11.801Z"},{"subject":"Debugging Spawning Sequence","description":"I'm now investigating the `PlayerDataManager.cs` file, and `LobbyController.cs` to pinpoint where `PlayerDataManager.Players` is being accessed prematurely. The call stack highlights the `UpdateLoungeUI()` method, which is causing the issues. I'm focusing on the timing of object instantiation and the `Spawned()` event in relation to these calls to prevent premature access of networked properties.","timestamp":"2026-05-01T14:52:12.858Z"}],"tokens":{"input":29028,"output":180,"cached":0,"thoughts":538,"tool":0,"total":29746},"model":"gemini-3-flash-preview","toolCalls":[{"id":"update_topic_1777647132932_0","name":"update_topic","args":{"title":"Debugging PlayerDataManager Access","strategic_intent":"Investigating Photon Fusion Spawned() error in PlayerDataManager.","summary":"User reports InvalidOperationException when accessing networked properties before Spawned() is called. I am investigating the stack trace involving PlayerDataManager and LobbyController to identify missing safety checks."},"result":[{"functionResponse":{"id":"update_topic_1777647132932_0","name":"update_topic","response":{"output":"Current topic: \"Debugging PlayerDataManager Access\"\nTopic summary: User reports InvalidOperationException when accessing networked properties before Spawned() is called. I am investigating the stack trace involving PlayerDataManager and LobbyController to identify missing safety checks.\n\nStrategic Intent: Investigating Photon Fusion Spawned() error in PlayerDataManager."}}}],"status":"success","timestamp":"2026-05-01T14:52:17.553Z","resultDisplay":"## 📂 Topic: **Debugging PlayerDataManager Access**\n\n**Summary:**\nUser reports InvalidOperationException when accessing networked properties before Spawned() is called. I am investigating the stack trace involving PlayerDataManager and LobbyController to identify missing safety checks.\n\n> [!STRATEGY]\n> **Intent:** Investigating Photon Fusion Spawned() error in PlayerDataManager.","description":"Update topic to: \"Debugging PlayerDataManager Access\"","displayName":"Update Topic Context","renderOutputAsMarkdown":true},{"id":"activate_skill_1777647133032_1","name":"activate_skill","args":{"name":"systematic-debugging"},"result":[{"functionResponse":{"id":"activate_skill_1777647133032_1","name":"activate_skill","response":{"output":"\n \n # Systematic Debugging\n\n## Overview\n\nRandom fixes waste time and create new bugs. Quick patches mask underlying issues.\n\n**Core principle:** ALWAYS find root cause before attempting fixes. Symptom fixes are failure.\n\n**Violating the letter of this process is violating the spirit of debugging.**\n\n## The Iron Law\n\n```\nNO FIXES WITHOUT ROOT CAUSE INVESTIGATION FIRST\n```\n\nIf you haven't completed Phase 1, you cannot propose fixes.\n\n## When to Use\n\nUse for ANY technical issue:\n- Test failures\n- Bugs in production\n- Unexpected behavior\n- Performance problems\n- Build failures\n- Integration issues\n\n**Use this ESPECIALLY when:**\n- Under time pressure (emergencies make guessing tempting)\n- \"Just one quick fix\" seems obvious\n- You've already tried multiple fixes\n- Previous fix didn't work\n- You don't fully understand the issue\n\n**Don't skip when:**\n- Issue seems simple (simple bugs have root causes too)\n- You're in a hurry (rushing guarantees rework)\n- Manager wants it fixed NOW (systematic is faster than thrashing)\n\n## The Four Phases\n\nYou MUST complete each phase before proceeding to the next.\n\n### Phase 1: Root Cause Investigation\n\n**BEFORE attempting ANY fix:**\n\n1. **Read Error Messages Carefully**\n - Don't skip past errors or warnings\n - They often contain the exact solution\n - Read stack traces completely\n - Note line numbers, file paths, error codes\n\n2. **Reproduce Consistently**\n - Can you trigger it reliably?\n - What are the exact steps?\n - Does it happen every time?\n - If not reproducible → gather more data, don't guess\n\n3. **Check Recent Changes**\n - What changed that could cause this?\n - Git diff, recent commits\n - New dependencies, config changes\n - Environmental differences\n\n4. **Gather Evidence in Multi-Component Systems**\n\n **WHEN system has multiple components (CI → build → signing, API → service → database):**\n\n **BEFORE proposing fixes, add diagnostic instrumentation:**\n ```\n For EACH component boundary:\n - Log what data enters component\n - Log what data exits component\n - Verify environment/config propagation\n - Check state at each layer\n\n Run once to gather evidence showing WHERE it breaks\n THEN analyze evidence to identify failing component\n THEN investigate that specific component\n ```\n\n **Example (multi-layer system):**\n ```bash\n # Layer 1: Workflow\n echo \"=== Secrets available in workflow: ===\"\n echo \"IDENTITY: ${IDENTITY:+SET}${IDENTITY:-UNSET}\"\n\n # Layer 2: Build script\n echo \"=== Env vars in build script: ===\"\n env | grep IDENTITY || echo \"IDENTITY not in environment\"\n\n # Layer 3: Signing script\n echo \"=== Keychain state: ===\"\n security list-keychains\n security find-identity -v\n\n # Layer 4: Actual signing\n codesign --sign \"$IDENTITY\" --verbose=4 \"$APP\"\n ```\n\n **This reveals:** Which layer fails (secrets → workflow ✓, workflow → build ✗)\n\n5. **Trace Data Flow**\n\n **WHEN error is deep in call stack:**\n\n See `root-cause-tracing.md` in this directory for the complete backward tracing technique.\n\n **Quick version:**\n - Where does bad value originate?\n - What called this with bad value?\n - Keep tracing up until you find the source\n - Fix at source, not at symptom\n\n### Phase 2: Pattern Analysis\n\n**Find the pattern before fixing:**\n\n1. **Find Working Examples**\n - Locate similar working code in same codebase\n - What works that's similar to what's broken?\n\n2. **Compare Against References**\n - If implementing pattern, read reference implementation COMPLETELY\n - Don't skim - read every line\n - Understand the pattern fully before applying\n\n3. **Identify Differences**\n - What's different between working and broken?\n - List every difference, however small\n - Don't assume \"that can't matter\"\n\n4. **Understand Dependencies**\n - What other components does this need?\n - What settings, config, environment?\n - What assumptions does it make?\n\n### Phase 3: Hypothesis and Testing\n\n**Scientific method:**\n\n1. **Form Single Hypothesis**\n - State clearly: \"I think X is the root cause because Y\"\n - Write it down\n - Be specific, not vague\n\n2. **Test Minimally**\n - Make the SMALLEST possible change to test hypothesis\n - One variable at a time\n - Don't fix multiple things at once\n\n3. **Verify Before Continuing**\n - Did it work? Yes → Phase 4\n - Didn't work? Form NEW hypothesis\n - DON'T add more fixes on top\n\n4. **When You Don't Know**\n - Say \"I don't understand X\"\n - Don't pretend to know\n - Ask for help\n - Research more\n\n### Phase 4: Implementation\n\n**Fix the root cause, not the symptom:**\n\n1. **Create Failing Test Case**\n - Simplest possible reproduction\n - Automated test if possible\n - One-off test script if no framework\n - MUST have before fixing\n - Use the `superpowers:test-driven-development` skill for writing proper failing tests\n\n2. **Implement Single Fix**\n - Address the root cause identified\n - ONE change at a time\n - No \"while I'm here\" improvements\n - No bundled refactoring\n\n3. **Verify Fix**\n - Test passes now?\n - No other tests broken?\n - Issue actually resolved?\n\n4. **If Fix Doesn't Work**\n - STOP\n - Count: How many fixes have you tried?\n - If < 3: Return to Phase 1, re-analyze with new information\n - **If ≥ 3: STOP and question the architecture (step 5 below)**\n - DON'T attempt Fix #4 without architectural discussion\n\n5. **If 3+ Fixes Failed: Question Architecture**\n\n **Pattern indicating architectural problem:**\n - Each fix reveals new shared state/coupling/problem in different place\n - Fixes require \"massive refactoring\" to implement\n - Each fix creates new symptoms elsewhere\n\n **STOP and question fundamentals:**\n - Is this pattern fundamentally sound?\n - Are we \"sticking with it through sheer inertia\"?\n - Should we refactor architecture vs. continue fixing symptoms?\n\n **Discuss with your human partner before attempting more fixes**\n\n This is NOT a failed hypothesis - this is a wrong architecture.\n\n## Red Flags - STOP and Follow Process\n\nIf you catch yourself thinking:\n- \"Quick fix for now, investigate later\"\n- \"Just try changing X and see if it works\"\n- \"Add multiple changes, run tests\"\n- \"Skip the test, I'll manually verify\"\n- \"It's probably X, let me fix that\"\n- \"I don't fully understand but this might work\"\n- \"Pattern says X but I'll adapt it differently\"\n- \"Here are the main problems: [lists fixes without investigation]\"\n- Proposing solutions before tracing data flow\n- **\"One more fix attempt\" (when already tried 2+)**\n- **Each fix reveals new problem in different place**\n\n**ALL of these mean: STOP. Return to Phase 1.**\n\n**If 3+ fixes failed:** Question the architecture (see Phase 4.5)\n\n## your human partner's Signals You're Doing It Wrong\n\n**Watch for these redirections:**\n- \"Is that not happening?\" - You assumed without verifying\n- \"Will it show us...?\" - You should have added evidence gathering\n- \"Stop guessing\" - You're proposing fixes without understanding\n- \"Ultrathink this\" - Question fundamentals, not just symptoms\n- \"We're stuck?\" (frustrated) - Your approach isn't working\n\n**When you see these:** STOP. Return to Phase 1.\n\n## Common Rationalizations\n\n| Excuse | Reality |\n|--------|---------|\n| \"Issue is simple, don't need process\" | Simple issues have root causes too. Process is fast for simple bugs. |\n| \"Emergency, no time for process\" | Systematic debugging is FASTER than guess-and-check thrashing. |\n| \"Just try this first, then investigate\" | First fix sets the pattern. Do it right from the start. |\n| \"I'll write test after confirming fix works\" | Untested fixes don't stick. Test first proves it. |\n| \"Multiple fixes at once saves time\" | Can't isolate what worked. Causes new bugs. |\n| \"Reference too long, I'll adapt the pattern\" | Partial understanding guarantees bugs. Read it completely. |\n| \"I see the problem, let me fix it\" | Seeing symptoms ≠ understanding root cause. |\n| \"One more fix attempt\" (after 2+ failures) | 3+ failures = architectural problem. Question pattern, don't fix again. |\n\n## Quick Reference\n\n| Phase | Key Activities | Success Criteria |\n|-------|---------------|------------------|\n| **1. Root Cause** | Read errors, reproduce, check changes, gather evidence | Understand WHAT and WHY |\n| **2. Pattern** | Find working examples, compare | Identify differences |\n| **3. Hypothesis** | Form theory, test minimally | Confirmed or new hypothesis |\n| **4. Implementation** | Create test, fix, verify | Bug resolved, tests pass |\n\n## When Process Reveals \"No Root Cause\"\n\nIf systematic investigation reveals issue is truly environmental, timing-dependent, or external:\n\n1. You've completed the process\n2. Document what you investigated\n3. Implement appropriate handling (retry, timeout, error message)\n4. Add monitoring/logging for future investigation\n\n**But:** 95% of \"no root cause\" cases are incomplete investigation.\n\n## Supporting Techniques\n\nThese techniques are part of systematic debugging and available in this directory:\n\n- **`root-cause-tracing.md`** - Trace bugs backward through call stack to find original trigger\n- **`defense-in-depth.md`** - Add validation at multiple layers after finding root cause\n- **`condition-based-waiting.md`** - Replace arbitrary timeouts with condition polling\n\n**Related skills:**\n- **superpowers:test-driven-development** - For creating failing test case (Phase 4, Step 1)\n- **superpowers:verification-before-completion** - Verify fix worked before claiming success\n\n## Real-World Impact\n\nFrom debugging sessions:\n- Systematic approach: 15-30 minutes to fix\n- Random fixes approach: 2-3 hours of thrashing\n- First-time fix rate: 95% vs 40%\n- New bugs introduced: Near zero vs common\n \n\n \n Showing up to 200 items (files + folders).\n\nC:\\Users\\scove\\.gemini\\extensions\\superpowers\\skills\\systematic-debugging\\\n├───condition-based-waiting-example.ts\n├───condition-based-waiting.md\n├───CREATION-LOG.md\n├───defense-in-depth.md\n├───find-polluter.sh\n├───root-cause-tracing.md\n├───SKILL.md\n├───test-academic.md\n├───test-pressure-1.md\n├───test-pressure-2.md\n└───test-pressure-3.md\n \n "}}}],"status":"success","timestamp":"2026-05-01T14:52:17.553Z","resultDisplay":"Skill **systematic-debugging** activated. Resources loaded from `C:\\Users\\scove\\.gemini\\extensions\\superpowers\\skills\\systematic-debugging`:\n\nShowing up to 200 items (files + folders).\n\nC:\\Users\\scove\\.gemini\\extensions\\superpowers\\skills\\systematic-debugging\\\n├───condition-based-waiting-example.ts\n├───condition-based-waiting.md\n├───CREATION-LOG.md\n├───defense-in-depth.md\n├───find-polluter.sh\n├───root-cause-tracing.md\n├───SKILL.md\n├───test-academic.md\n├───test-pressure-1.md\n├───test-pressure-2.md\n└───test-pressure-3.md","description":"\"systematic-debugging\": Use when encountering any bug, test failure, or unexpected behavior, before proposing fixes","displayName":"Activate Skill","renderOutputAsMarkdown":true},{"id":"read_file_1777647133253_2","name":"read_file","args":{"start_line":1,"file_path":"Assets/Scripts/Network/PlayerDataManager.cs","end_line":60},"result":[{"functionResponse":{"id":"read_file_1777647133253_2","name":"read_file","response":{"output":"using System;\nusing Fusion;\nusing UnityEngine;\n\n// struct quản lý thông tin\npublic struct _PlayerMetaData : INetworkStruct\n{\n public NetworkString<_16> Name;\n public _Role Role;\n public NetworkBool IsReady;\n}\n\npublic class PlayerDataManager : NetworkBehaviour\n{\n public static PlayerDataManager Instance { get; private set; }\n\n [Networked]\n public NetworkDictionary Players => default;\n \n public event Action OnChatMessageReceived;\n\n public override void Spawned()\n {\n Instance = this;\n }\n\n [Rpc(RpcSources.All, RpcTargets.StateAuthority)]\n public void RPC_UpdatePlayerMetaData(PlayerRef playerRef, _PlayerMetaData metaData)\n {\n Players.Set(playerRef, metaData);\n }\n\n [Rpc(RpcSources.All, RpcTargets.StateAuthority)]\n public void RPC_SetReady(PlayerRef playerRef, bool ready)\n {\n if (Players.TryGet(playerRef, out var data))\n {\n data.IsReady = ready;\n Players.Set(playerRef, data);\n }\n }\n\n [Rpc(RpcSources.All, RpcTargets.All)]\n public void RPC_SendChatMessage(PlayerRef sender, string message)\n {\n OnChatMessageReceived?.Invoke(sender, message);\n }\n \n public bool TryGetPlayerMetaData(PlayerRef playerRef, out _PlayerMetaData metaData)\n {\n return Players.TryGet(playerRef, out metaData);\n }\n}"}}}],"status":"success","timestamp":"2026-05-01T14:52:17.554Z","resultDisplay":"","description":"Assets\\...\\PlayerDataManager.cs","displayName":"ReadFile","renderOutputAsMarkdown":true},{"id":"read_file_1777647133944_3","name":"read_file","args":{"start_line":280,"file_path":"Assets/Scripts/UI/LobbyController.cs","end_line":350},"result":[{"functionResponse":{"id":"read_file_1777647133944_3","name":"read_file","response":{"output":"\nIMPORTANT: The file content has been truncated.\nStatus: Showing lines 280-350 of 403 total lines.\nAction: To read more of the file, you can use the 'start_line' and 'end_line' parameters in a subsequent 'read_file' call. For example, to read the next section of the file, use start_line: 351.\n\n--- FILE CONTENT (truncated) ---\n if (_isBusy) return;\n BasicSpawner.Instance?.StartGame(); \n }\n \n private async void OnLeaveLoungeClicked() \n { \n if (_isBusy) return;\n _isBusy = true;\n \n var runner = Object.FindFirstObjectByType(); \n if (runner != null) await runner.Shutdown(false); \n if (_playerDataManager != null) _playerDataManager.OnChatMessageReceived -= OnChatMessageReceived; \n ShowJoin(); \n \n _isBusy = false;\n }\n\n public override void Update() { if (_loungeContainer != null && _loungeContainer.style.display == DisplayStyle.Flex) UpdateLoungeUI(); }\n\n private void UpdateLoungeUI()\n {\n var spawner = BasicSpawner.Instance;\n if (spawner == null) return;\n var runner = spawner.Runner;\n if (runner == null) return;\n\n // 1. Strict Visibility Check\n bool isHost = runner.IsServer;\n if (_startBtn != null) \n {\n _startBtn.style.display = isHost ? DisplayStyle.Flex : DisplayStyle.None;\n }\n\n // 2. PlayerDataManager Sync\n if (_playerDataManager == null || _playerDataManager.Object == null || !_playerDataManager.Object.IsValid)\n {\n _playerDataManager = Object.FindFirstObjectByType();\n if (_playerDataManager != null) _playerDataManager.OnChatMessageReceived += OnChatMessageReceived;\n else return; // Still waiting for synchronization\n }\n\n // 3. Identify Players\n var sortedPlayers = runner.ActivePlayers.OrderBy(p => p.PlayerId).ToList();\n PlayerRef hostRef = sortedPlayers.Count > 0 ? sortedPlayers[0] : PlayerRef.None;\n PlayerRef guestRef = sortedPlayers.Count > 1 ? sortedPlayers[1] : PlayerRef.None;\n\n if (runner.SessionInfo != null && runner.SessionInfo.Properties.TryGetValue(\"rn\", out var rnProp)) _loungeRoomName.text = rnProp.ToString().ToUpper();\n\n // Host Display\n if (hostRef != PlayerRef.None && _playerDataManager.TryGetPlayerMetaData(hostRef, out var hostData))\n {\n _hostNameLabel.text = hostData.Name.ToString().ToUpper();\n string readyStatus = hostData.IsReady ? GetT(\"LOBBY_READY\") : GetT(\"LOBBY_NOT_READY\");\n _hostStatusLabel.text = $\"{GetT(\"LOBBY_HOST_LABEL\")} - {readyStatus}\";\n _hostStatusLabel.style.color = hostData.IsReady ? Color.green : Color.red;\n }\n else { _hostNameLabel.text = GetT(\"LOBBY_SYNCING\"); _hostStatusLabel.text = \"-\"; }\n\n // Guest Display\n if (guestRef != PlayerRef.None && _playerDataManager.TryGetPlayerMetaData(guestRef, out var guestData))\n {\n _guestNameLabel.text = guestData.Name.ToString().ToUpper();\n _guestStatusLabel.text = guestData.IsReady ? GetT(\"LOBBY_READY\") : GetT(\"LOBBY_NOT_READY\");\n _guestStatusLabel.style.color = guestData.IsReady ? Color.green : Color.red;\n }\n else if (runner.ActivePlayers.Count() >= 2) { _guestNameLabel.text = GetT(\"LOBBY_SYNCING\"); _guestStatusLabel.text = \"-\"; }\n else { _guestNameLabel.text = GetT(\"LOBBY_WAITING_LABEL\"); _guestStatusLabel.text = \"-\"; _guestStatusLabel.style.color = Color.gray; }\n\n // 4. Start Button Logic (Host Only)\n if (_startBtn != null && isHost)\n {"}}}],"status":"success","timestamp":"2026-05-01T14:52:17.554Z","resultDisplay":"Read lines 280-350 of 403 from Assets/Scripts/UI/LobbyController.cs","description":"Assets\\...\\UI\\LobbyController.cs","displayName":"ReadFile","renderOutputAsMarkdown":true}]}
-{"id":"d0cc78ba-10f1-492a-8510-2e7b08f138ae","timestamp":"2026-05-01T14:52:22.930Z","type":"gemini","content":"","thoughts":[{"subject":"Reviewing Player Data Structures","description":"I'm now diving into the `PlayerDataManager.cs` file. Specifically, the `NetworkDictionary` and the `TryGetPlayerMetaData` method are drawing my attention. I'm focusing on how player metadata is stored and accessed, aiming to understand the data flow and potential bottlenecks in a networked environment.","timestamp":"2026-05-01T14:52:21.221Z"},{"subject":"Pinpointing Synchronization Issues","description":"I'm zeroing in on a potential synchronization hazard. The `PlayerDataManager`'s networked nature and the timing of its object initialization are under scrutiny. The call to `TryGetPlayerMetaData` in `LobbyController.cs` before the `PlayerDataManager` is fully synced is a potential culprit. This could be leading to the Photon Fusion exception.","timestamp":"2026-05-01T14:52:22.685Z"}],"tokens":{"input":33787,"output":41,"cached":27599,"thoughts":686,"tool":0,"total":34514},"model":"gemini-3-flash-preview"}
-{"$set":{"lastUpdated":"2026-05-01T14:52:22.931Z"}}
-{"id":"d0cc78ba-10f1-492a-8510-2e7b08f138ae","timestamp":"2026-05-01T14:52:22.930Z","type":"gemini","content":"","thoughts":[{"subject":"Reviewing Player Data Structures","description":"I'm now diving into the `PlayerDataManager.cs` file. Specifically, the `NetworkDictionary` and the `TryGetPlayerMetaData` method are drawing my attention. I'm focusing on how player metadata is stored and accessed, aiming to understand the data flow and potential bottlenecks in a networked environment.","timestamp":"2026-05-01T14:52:21.221Z"},{"subject":"Pinpointing Synchronization Issues","description":"I'm zeroing in on a potential synchronization hazard. The `PlayerDataManager`'s networked nature and the timing of its object initialization are under scrutiny. The call to `TryGetPlayerMetaData` in `LobbyController.cs` before the `PlayerDataManager` is fully synced is a potential culprit. This could be leading to the Photon Fusion exception.","timestamp":"2026-05-01T14:52:22.685Z"}],"tokens":{"input":33787,"output":41,"cached":27599,"thoughts":686,"tool":0,"total":34514},"model":"gemini-3-flash-preview","toolCalls":[{"id":"read_file_1777647142800_0","name":"read_file","args":{"end_line":50,"file_path":"Assets/Scripts/UI/LobbyController.cs","start_line":1},"result":[{"functionResponse":{"id":"read_file_1777647142800_0","name":"read_file","response":{"output":"\nIMPORTANT: The file content has been truncated.\nStatus: Showing lines 1-50 of 403 total lines.\nAction: To read more of the file, you can use the 'start_line' and 'end_line' parameters in a subsequent 'read_file' call. For example, to read the next section of the file, use start_line: 51.\n\n--- FILE CONTENT (truncated) ---\nusing UnityEngine;\nusing UnityEngine.UIElements;\nusing System.Collections.Generic;\nusing System.Threading.Tasks;\nusing Fusion;\nusing System.Linq;\n\nnamespace Hallucinate.UI\n{\n public class LobbyController : BaseUIController\n {\n private VisualTreeAsset _roomItemTemplate;\n private PlayerDataManager _playerDataManager;\n\n private VisualElement _joinContainer, _createContainer, _loungeContainer, _passOverlay;\n private TextField _roomIDInput, _roomNameInput, _roomPassInput;\n private Toggle _passToggle;\n private Label _createErrorLabel;\n private Button _confirmCreateBtn;\n private ScrollView _roomList;\n private TextField _joinPassInput;\n private Label _joinPassError;\n private SessionInfo _selectedSession;\n private Label _loungeRoomName;\n private Button _readyBtn, _startBtn;\n private Label _hostNameLabel, _hostStatusLabel;\n private VisualElement _hostChatBox;\n private Label _hostChatMessage;\n private Label _guestNameLabel, _guestStatusLabel;\n private VisualElement _guestChatBox;\n private Label _guestChatMessage;\n private TextField _chatInput;\n\n private bool _isBusy = false;\n\n public override void Initialize(VisualElement uxmlRoot, UIManager manager)\n {\n base.Initialize(uxmlRoot, manager);\n _joinContainer = root.Q(\"JoinContainer\");\n _createContainer = root.Q(\"CreateContainer\");\n _loungeContainer = root.Q(\"LoungeContainer\");\n _passOverlay = root.Q(\"PasswordOverlay\");\n _roomIDInput = root.Q(\"RoomIDInput\");\n _roomNameInput = root.Q(\"RoomNameInput\");\n _roomPassInput = root.Q(\"RoomPassInput\");\n _passToggle = root.Q(\"PassToggle\");\n _createErrorLabel = root.Q(\"CreateErrorLabel\");\n _roomList = root.Q(\"RoomList\");\n _joinPassInput = root.Q(\"JoinPassInput\");\n _joinPassError = root.Q(\"JoinPassError\");"}}}],"status":"success","timestamp":"2026-05-01T14:52:22.969Z","resultDisplay":"Read lines 1-50 of 403 from Assets/Scripts/UI/LobbyController.cs","description":"Assets\\...\\UI\\LobbyController.cs","displayName":"ReadFile","renderOutputAsMarkdown":true}]}
-{"id":"b10e340f-1aeb-41c4-a063-83074b512f30","timestamp":"2026-05-01T14:52:30.156Z","type":"gemini","content":"","thoughts":[{"subject":"Investigating Controller Hierarchy","description":"I'm currently focused on the inheritance structure, specifically how `LobbyController` interacts with `BaseUIController`. Before diving deep into that, a quick look at `UpdateLoungeUI` is on my mind, as a refresher. I'm reviewing the current code.","timestamp":"2026-05-01T14:52:28.275Z"},{"subject":"Assessing Spawned State","description":"I've been thinking about the `_playerDataManager` and when it's safe to use its networked properties. It seems like just checking if the object is valid isn't enough; I need to make sure it's spawned too. I've spotted a potential issue with accessing networked properties before `Spawned()` is called. I'm now thinking I'll incorporate a check using `NetworkBehaviour.Object.IsSpawned` before accessing those properties.","timestamp":"2026-05-01T14:52:29.075Z"},{"subject":"Reviewing Instance Spawning","description":"I'm now deep in the weeds with `PlayerDataManager.Instance`, and how and when the `Players` dictionary gets populated. I'm focusing on why a null reference exception is occurring when accessing `Players`, despite checking for null and validity. I need to understand when `Instance` is guaranteed to be set, and when it's safe to use the `Players` property. The `Spawned()` method appears to hold the key.","timestamp":"2026-05-01T14:52:29.098Z"}],"tokens":{"input":35120,"output":19,"cached":31564,"thoughts":824,"tool":0,"total":35963},"model":"gemini-3-flash-preview"}
-{"$set":{"lastUpdated":"2026-05-01T14:52:30.157Z"}}
-{"id":"b10e340f-1aeb-41c4-a063-83074b512f30","timestamp":"2026-05-01T14:52:30.156Z","type":"gemini","content":"","thoughts":[{"subject":"Investigating Controller Hierarchy","description":"I'm currently focused on the inheritance structure, specifically how `LobbyController` interacts with `BaseUIController`. Before diving deep into that, a quick look at `UpdateLoungeUI` is on my mind, as a refresher. I'm reviewing the current code.","timestamp":"2026-05-01T14:52:28.275Z"},{"subject":"Assessing Spawned State","description":"I've been thinking about the `_playerDataManager` and when it's safe to use its networked properties. It seems like just checking if the object is valid isn't enough; I need to make sure it's spawned too. I've spotted a potential issue with accessing networked properties before `Spawned()` is called. I'm now thinking I'll incorporate a check using `NetworkBehaviour.Object.IsSpawned` before accessing those properties.","timestamp":"2026-05-01T14:52:29.075Z"},{"subject":"Reviewing Instance Spawning","description":"I'm now deep in the weeds with `PlayerDataManager.Instance`, and how and when the `Players` dictionary gets populated. I'm focusing on why a null reference exception is occurring when accessing `Players`, despite checking for null and validity. I need to understand when `Instance` is guaranteed to be set, and when it's safe to use the `Players` property. The `Spawned()` method appears to hold the key.","timestamp":"2026-05-01T14:52:29.098Z"}],"tokens":{"input":35120,"output":19,"cached":31564,"thoughts":824,"tool":0,"total":35963},"model":"gemini-3-flash-preview","toolCalls":[{"id":"grep_search_1777647150004_0","name":"grep_search","args":{"pattern":"class BaseUIController"},"result":[{"functionResponse":{"id":"grep_search_1777647150004_0","name":"grep_search","response":{"output":"Found 1 match for pattern \"class BaseUIController\" across 2 workspace directories:\n---\nFile: HALLUCINATE\\Assets\\Scripts\\UI\\BaseUIController.cs\nL1- using UnityEngine;\nL2- using UnityEngine.UIElements;\nL3- using PrimeTween;\nL4- using System.Threading.Tasks;\nL5- \nL6- namespace Hallucinate.UI\nL7- {\nL8: public abstract class BaseUIController : ScriptableObject\nL9- {\nL10- protected VisualElement root;\nL11- protected UIManager uiManager;\nL12- \nL13- public VisualElement Root => root; // Thêm thuộc tính này\nL14- \nL15- public virtual void Initialize(VisualElement uxmlRoot, UIManager manager)\nL16- {\nL17- root = uxmlRoot;\nL18- uiManager = manager;\nL19- \nL20- // Đảm bảo ban đầu ẩn hết\nL21- Hide();\nL22- \nL23- // Tự động gán âm thanh phản hồi cho các UI elements\nL24- UIAudioHelper.BindFeedback(root);\nL25- }\nL26- \nL27- public virtual void Show()\nL28- {\nL29- if (root != null)\nL30- {\nL31- root.style.display = DisplayStyle.Flex;\nL32- root.style.opacity = 1;\nL33- }\nL34- }\nL35- \nL36- public virtual void Hide()\nL37- {\nL38- if (root != null)\nL39- {\nL40- root.style.display = DisplayStyle.None;\nL41- }\nL42- }\nL43- \nL44- protected string GetLoc(string key)\nL45- {\nL46- if (LocalizationManager.Instance != null)\nL47- return LocalizationManager.Instance.GetLocalizedString(key);\nL48- return key;\nL49- }\nL50- \nL51- public virtual void Update() { }\nL52- \nL53- public virtual async Task PlayTransitionIn()\nL54- {\nL55- if (root == null) return;\nL56- \nL57- Show();\nL58- // Reset vị trí mặc định để tránh lỗi trôi màn hình\n---"}}}],"status":"success","timestamp":"2026-05-01T14:52:30.540Z","resultDisplay":{"summary":"Found 1 match","matches":[{"filePath":"HALLUCINATE\\Assets\\Scripts\\UI\\BaseUIController.cs","absolutePath":"E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\Scripts\\UI\\BaseUIController.cs","lineNumber":8,"line":" public abstract class BaseUIController : ScriptableObject"}]},"description":"'class BaseUIController' across all workspace directories","displayName":"SearchText","renderOutputAsMarkdown":true}]}
-{"id":"374e0711-c5b7-4acd-803a-fc664ad43ff2","timestamp":"2026-05-01T14:52:35.921Z","type":"gemini","content":"","thoughts":[{"subject":"Contemplating the flow","description":"I'm currently mapping the control flow within the UI system. I'm focusing on how `UIManager` interacts with the `BaseUIController`, noting that the `LobbyController`'s `UpdateLoungeUI()` method is key. I'm now looking at what happens during the actual UI updates, specifically at line 2 within the `UpdateLoungeUI()` method.","timestamp":"2026-05-01T14:52:34.500Z"},{"subject":"Assessing Player Data Sync","description":"\\n\\n\n\nI've shifted my attention to the `PlayerDataManager` synchronization within the `UpdateLoungeUI()` method, specifically the checks to see if the object has spawned yet. The current method of validating the `PlayerDataManager` by checking `IsValid` isn't entirely sufficient. Given the Fusion 2.0 context, I should instead be using `IsSpawned` to ensure the networked properties are ready, which is what the error is pointing to. A potential solution could be checking if `PlayerDataManager.Instance` exists, because if that's true, Spawned has likely been called.","timestamp":"2026-05-01T14:52:35.422Z"}],"tokens":{"input":36595,"output":18,"cached":31593,"thoughts":711,"tool":0,"total":37324},"model":"gemini-3-flash-preview"}
-{"$set":{"lastUpdated":"2026-05-01T14:52:35.922Z"}}
-{"id":"374e0711-c5b7-4acd-803a-fc664ad43ff2","timestamp":"2026-05-01T14:52:35.921Z","type":"gemini","content":"","thoughts":[{"subject":"Contemplating the flow","description":"I'm currently mapping the control flow within the UI system. I'm focusing on how `UIManager` interacts with the `BaseUIController`, noting that the `LobbyController`'s `UpdateLoungeUI()` method is key. I'm now looking at what happens during the actual UI updates, specifically at line 2 within the `UpdateLoungeUI()` method.","timestamp":"2026-05-01T14:52:34.500Z"},{"subject":"Assessing Player Data Sync","description":"\\n\\n\n\nI've shifted my attention to the `PlayerDataManager` synchronization within the `UpdateLoungeUI()` method, specifically the checks to see if the object has spawned yet. The current method of validating the `PlayerDataManager` by checking `IsValid` isn't entirely sufficient. Given the Fusion 2.0 context, I should instead be using `IsSpawned` to ensure the networked properties are ready, which is what the error is pointing to. A potential solution could be checking if `PlayerDataManager.Instance` exists, because if that's true, Spawned has likely been called.","timestamp":"2026-05-01T14:52:35.422Z"}],"tokens":{"input":36595,"output":18,"cached":31593,"thoughts":711,"tool":0,"total":37324},"model":"gemini-3-flash-preview","toolCalls":[{"id":"grep_search_1777647155800_0","name":"grep_search","args":{"pattern":"IsSpawned"},"result":[{"functionResponse":{"id":"grep_search_1777647155800_0","name":"grep_search","response":{"output":"Found 1 match for pattern \"IsSpawned\" across 2 workspace directories:\n---\nFile: HALLUCINATE\\Assets\\Third Parties\\Photon\\Fusion\\Assemblies\\Fusion.Runtime.xml\nL14903- \nL14904- Spawned successfully. \nL14905- \nL14906- \nL14907- Failed to Load Prefab Synchronously. \nL14908- \nL14909- \nL14910- Failed to create instance. \nL14911- \nL14912- \nL14913- Failed to spawn because the client can't spawn. \nL14914- \nL14915- \nL14916- Failed to spawn because the local player is not yet set. \nL14917- \nL14918- \nL14919- \nL14920- Network Spawn Flags\nL14921- \nL14922- \nL14923- \nL14924- \nL14925- Object get spawned as DontDestroyOnLoad on all clients.\nL14926- \nL14927- \nL14928- \nL14929- \nL14930- In shared mode, override the state authority to , ignoring \"Is Master Client Object\" inspector setting.\nL14931- If used by a non-master client, object will be spawned with local player authority and an error message will be logged.\nL14932- \nL14933- \nL14934- \nL14935- \nL14936- In shared mode, override the state authority to local player, ignoring \"Is Master Client Object\" inspector setting.\nL14937- \nL14938- \nL14939- \nL14940- \nL14941- Spawn Operation\nL14942- \nL14943- \nL14944- \nL14945- Network Runner Reference \nL14946- \nL14947- \nL14948- Get the spawned Network Object \nL14949- \nL14950- \nL14951- Get the Spawn Operation Status \nL14952- \nL14953: \nL14954- Returns true if the object has been spawned. \nL14955- \nL14956- \nL14957- Returns true if the object is still queued for spawning. \nL14958- \nL14959- \nL14960- Returns true if the object has failed to spawn. \nL14961- \nL14962- \nL14963- Get this Spawn Operation \nL14964- \nL14965- \nL14966- \nL14967- Awaiter for \nL14968- \nL14969- \nL14970- \nL14971- \nL14972- Awaiter Constructor\nL14973- \nL14974- Spawn Operation\nL14975- \nL14976- \nL14977- Returns true if the Spawn Operation is completed \nL14978- \nL14979- \nL14980- \nL14981- Get the result of the Spawn Operation\nL14982- \nL14983- Spawned Network Object \nL14984- Thrown if the Spawn Operation failed \nL14985- \nL14986- \nL14987- \nL14988- Awaiter OnCompleted Callback\nL14989- \nL14990- Continuation Action\nL14991- Thrown if the Spawn Operation is not supported \nL14992- \nL14993- \nL14994- \nL14995- Network Object Spawn Delegate\nL14996- \nL14997- \nL14998- \nL14999- \nL15000- Network Object Spawn Exception\nL15001- \nL15002- \nL15003- \n---"}}}],"status":"success","timestamp":"2026-05-01T14:52:36.274Z","resultDisplay":{"summary":"Found 1 match","matches":[{"filePath":"HALLUCINATE\\Assets\\Third Parties\\Photon\\Fusion\\Assemblies\\Fusion.Runtime.xml","absolutePath":"E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\Third Parties\\Photon\\Fusion\\Assemblies\\Fusion.Runtime.xml","lineNumber":14953,"line":" "}]},"description":"'IsSpawned' across all workspace directories","displayName":"SearchText","renderOutputAsMarkdown":true}]}
-{"id":"7a73488c-5879-4970-b399-86307d65411f","timestamp":"2026-05-01T14:52:43.533Z","type":"gemini","content":"","thoughts":[{"subject":"Investigating the Spawn","description":"I've traced the `IsSpawned` check to `NetworkSpawnOp`. This connects to a `NetworkObject` through `NetworkBehaviour`'s `Object` property. I think the core problem now is that `UpdateLoungeUI` is running prematurely, before `PlayerDataManager.Spawned()` completes its setup.","timestamp":"2026-05-01T14:52:39.866Z"},{"subject":"Examining the Dependencies","description":"I'm now focusing on `PlayerDataManager`'s dependencies. The issue seems to be its availability before other systems are ready. The `IsValid` check on the `NetworkObject` is true, which is unexpected, suggesting a possible timing issue. I'm exploring whether the `PlayerDataManager` itself is fully initialized before others attempt to access its data.","timestamp":"2026-05-01T14:52:40.945Z"},{"subject":"Refining the Lifecycle","description":"I'm thinking about the lifecycle. While I believed the `PlayerDataManager.Instance` being set in `Spawned()` was the culprit, the real issue might be the timing of `Object.FindFirstObjectByType()`. It seems to find the object prematurely. The current approach with `_playerDataManager != PlayerDataManager.Instance` is also insufficient, so there's a problem here.","timestamp":"2026-05-01T14:52:42.469Z"},{"subject":"Considering a Fix","description":"I'm now implementing the `IsSpawned` bool within `PlayerDataManager`, which should provide a reliable check. The `TryGetPlayerMetaData` method will use this check to determine if data is accessible. However, I remain puzzled by the `Object.IsValid` condition. If that's true, and networked properties are only available post-spawn, then why is `UpdateLoungeUI` still running at a bad time? I'm going to investigate this further.","timestamp":"2026-05-01T14:52:42.774Z"}],"tokens":{"input":39237,"output":42,"cached":35608,"thoughts":1008,"tool":0,"total":40287},"model":"gemini-3-flash-preview"}
-{"$set":{"lastUpdated":"2026-05-01T14:52:43.534Z"}}
-{"id":"7a73488c-5879-4970-b399-86307d65411f","timestamp":"2026-05-01T14:52:43.533Z","type":"gemini","content":"","thoughts":[{"subject":"Investigating the Spawn","description":"I've traced the `IsSpawned` check to `NetworkSpawnOp`. This connects to a `NetworkObject` through `NetworkBehaviour`'s `Object` property. I think the core problem now is that `UpdateLoungeUI` is running prematurely, before `PlayerDataManager.Spawned()` completes its setup.","timestamp":"2026-05-01T14:52:39.866Z"},{"subject":"Examining the Dependencies","description":"I'm now focusing on `PlayerDataManager`'s dependencies. The issue seems to be its availability before other systems are ready. The `IsValid` check on the `NetworkObject` is true, which is unexpected, suggesting a possible timing issue. I'm exploring whether the `PlayerDataManager` itself is fully initialized before others attempt to access its data.","timestamp":"2026-05-01T14:52:40.945Z"},{"subject":"Refining the Lifecycle","description":"I'm thinking about the lifecycle. While I believed the `PlayerDataManager.Instance` being set in `Spawned()` was the culprit, the real issue might be the timing of `Object.FindFirstObjectByType()`. It seems to find the object prematurely. The current approach with `_playerDataManager != PlayerDataManager.Instance` is also insufficient, so there's a problem here.","timestamp":"2026-05-01T14:52:42.469Z"},{"subject":"Considering a Fix","description":"I'm now implementing the `IsSpawned` bool within `PlayerDataManager`, which should provide a reliable check. The `TryGetPlayerMetaData` method will use this check to determine if data is accessible. However, I remain puzzled by the `Object.IsValid` condition. If that's true, and networked properties are only available post-spawn, then why is `UpdateLoungeUI` still running at a bad time? I'm going to investigate this further.","timestamp":"2026-05-01T14:52:42.774Z"}],"tokens":{"input":39237,"output":42,"cached":35608,"thoughts":1008,"tool":0,"total":40287},"model":"gemini-3-flash-preview","toolCalls":[{"id":"read_file_1777647163374_0","name":"read_file","args":{"start_line":290,"file_path":"Assets/Scripts/UI/UIManager.cs","end_line":320},"result":[{"functionResponse":{"id":"read_file_1777647163374_0","name":"read_file","response":{"output":"\nIMPORTANT: The file content has been truncated.\nStatus: Showing lines 290-320 of 439 total lines.\nAction: To read more of the file, you can use the 'start_line' and 'end_line' parameters in a subsequent 'read_file' call. For example, to read the next section of the file, use start_line: 321.\n\n--- FILE CONTENT (truncated) ---\n if (_settingsController == null) return;\n if (!_isSettingsOpen)\n {\n _isSettingsOpen = true;\n _settingsController.Root.BringToFront();\n if (_cursorLayer != null) _cursorLayer.BringToFront();\n await _settingsController.PlayTransitionIn();\n }\n else\n {\n _isSettingsOpen = false;\n await _settingsController.PlayTransitionOut();\n }\n }\n\n private void Update()\n {\n if (_history.Count > 0) _history.Peek().Update();\n UpdateCursorInput();\n }\n\n private void UpdateCursorInput()\n {\n if (!Application.isFocused || _cursorLayer == null) return;\n\n // Dùng cách tính tọa độ thủ công để tránh offset khi pivot ở giữa\n Vector2 mousePos = Input.mousePosition;\n float scale = GetCurrentScale();\n Vector2 uiPos = new Vector2(mousePos.x / scale, (Screen.height - mousePos.y) / scale);\n\n if (_mainCursor != null)"}}}],"status":"success","timestamp":"2026-05-01T14:52:43.556Z","resultDisplay":"Read lines 290-320 of 439 from Assets/Scripts/UI/UIManager.cs","description":"Assets\\Scripts\\UI\\UIManager.cs","displayName":"ReadFile","renderOutputAsMarkdown":true}]}
-{"id":"16e90b86-e43c-4742-b378-0a81c0e5d8bd","timestamp":"2026-05-01T14:52:48.766Z","type":"gemini","content":"","thoughts":[{"subject":"Pinpointing the Culprit","description":"\\n\\n\n\nI've traced the problem directly to the `LobbyController`. Its `UpdateLoungeUI` function is prematurely trying to access `PlayerDataManager`. I need to determine *why* it's doing this before `PlayerDataManager` is ready. I'll check its initialization sequence to get a better handle on the timeline.","timestamp":"2026-05-01T14:52:47.382Z"},{"subject":"Considering Runtime Checks","description":"\\n\\n\n\nMy focus is shifting. I was going to adjust the `PlayerDataManager`, but the Fusion error highlights a runtime issue. Specifically, properties are being accessed before the `Spawned()` call. I will now concentrate on modifying `LobbyController.cs` to ensure all necessary Fusion objects are valid and spawned before any access attempts. I have started by replacing a null check with a direct instance access.","timestamp":"2026-05-01T14:52:48.554Z"}],"tokens":{"input":40630,"output":17,"cached":35628,"thoughts":671,"tool":0,"total":41318},"model":"gemini-3-flash-preview"}
-{"$set":{"lastUpdated":"2026-05-01T14:52:48.767Z"}}
-{"id":"16e90b86-e43c-4742-b378-0a81c0e5d8bd","timestamp":"2026-05-01T14:52:48.766Z","type":"gemini","content":"","thoughts":[{"subject":"Pinpointing the Culprit","description":"\\n\\n\n\nI've traced the problem directly to the `LobbyController`. Its `UpdateLoungeUI` function is prematurely trying to access `PlayerDataManager`. I need to determine *why* it's doing this before `PlayerDataManager` is ready. I'll check its initialization sequence to get a better handle on the timeline.","timestamp":"2026-05-01T14:52:47.382Z"},{"subject":"Considering Runtime Checks","description":"\\n\\n\n\nMy focus is shifting. I was going to adjust the `PlayerDataManager`, but the Fusion error highlights a runtime issue. Specifically, properties are being accessed before the `Spawned()` call. I will now concentrate on modifying `LobbyController.cs` to ensure all necessary Fusion objects are valid and spawned before any access attempts. I have started by replacing a null check with a direct instance access.","timestamp":"2026-05-01T14:52:48.554Z"}],"tokens":{"input":40630,"output":17,"cached":35628,"thoughts":671,"tool":0,"total":41318},"model":"gemini-3-flash-preview","toolCalls":[{"id":"grep_search_1777647168625_0","name":"grep_search","args":{"pattern":"\\.Players"},"result":[{"functionResponse":{"id":"grep_search_1777647168625_0","name":"grep_search","response":{"output":"Found 12 matches for pattern \"\\.Players\" across 2 workspace directories:\n---\nFile: HALLUCINATE\\.gemini-workspace-history\\active-context.md\nL151: {\"id\":\"f2df94f1-93e7-4338-8333-21525be823e4\",\"timestamp\":\"2026-05-01T14:44:55.065Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Observing Button Visibility Logic\",\"description\":\"I've been going through the code. I've noted the `_startBtn` visibility handling in the `Initialize` method, which sets its display style to none. Also, I've observed the `isLocalHost` condition influencing the UI updates. I'm focusing on the Start button.\",\"timestamp\":\"2026-05-01T14:44:49.983Z\"},{\"subject\":\"Assessing Host Mode Implications\",\"description\":\"I'm now really thinking about the `runner.IsServer` value. The Start button's behavior depends entirely on it, particularly in host mode. I'm starting to suspect that Shared Mode might be the culprit. The code itself looks correct. I need to consider how Fusion handles server designation in this context.\",\"timestamp\":\"2026-05-01T14:44:51.351Z\"},{\"subject\":\"Considering Guest Sync Issues\",\"description\":\"I'm now zeroing in on the \\\"Waiting\\\" issue. The problem seems to stem from either the `guestRef` being `PlayerRef.None` or a failed lookup of `guestData`. The code's clearly designed to display guest info, or indicate syncing if more than one player is connected. This suggests a synchronization problem, and I'm looking at how players are being added.\",\"timestamp\":\"2026-05-01T14:44:53.284Z\"},{\"subject\":\"Evaluating Player Count Discrepancies\",\"description\":\"I'm now investigating a crucial point: why the client perceives itself as alone while waiting. The problem stems from the `runner.ActivePlayers` count. If it's less than 2, the \\\"Waiting\\\" message appears. I'm exploring whether the client's perspective of the player order could be skewed, especially considering `runner.LocalPlayer`. Furthermore, I'll check how `PlayerDataManager.Players` is populated, as that may provide more hints.\",\"timestamp\":\"2026-05-01T14:44:53.947Z\"}],\"tokens\":{\"input\":217885,\"output\":43,\"cached\":210538,\"thoughts\":1108,\"tool\":0,\"total\":219036},\"model\":\"gemini... [truncated]\nL153: {\"id\":\"f2df94f1-93e7-4338-8333-21525be823e4\",\"timestamp\":\"2026-05-01T14:44:55.065Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Observing Button Visibility Logic\",\"description\":\"I've been going through the code. I've noted the `_startBtn` visibility handling in the `Initialize` method, which sets its display style to none. Also, I've observed the `isLocalHost` condition influencing the UI updates. I'm focusing on the Start button.\",\"timestamp\":\"2026-05-01T14:44:49.983Z\"},{\"subject\":\"Assessing Host Mode Implications\",\"description\":\"I'm now really thinking about the `runner.IsServer` value. The Start button's behavior depends entirely on it, particularly in host mode. I'm starting to suspect that Shared Mode might be the culprit. The code itself looks correct. I need to consider how Fusion handles server designation in this context.\",\"timestamp\":\"2026-05-01T14:44:51.351Z\"},{\"subject\":\"Considering Guest Sync Issues\",\"description\":\"I'm now zeroing in on the \\\"Waiting\\\" issue. The problem seems to stem from either the `guestRef` being `PlayerRef.None` or a failed lookup of `guestData`. The code's clearly designed to display guest info, or indicate syncing if more than one player is connected. This suggests a synchronization problem, and I'm looking at how players are being added.\",\"timestamp\":\"2026-05-01T14:44:53.284Z\"},{\"subject\":\"Evaluating Player Count Discrepancies\",\"description\":\"I'm now investigating a crucial point: why the client perceives itself as alone while waiting. The problem stems from the `runner.ActivePlayers` count. If it's less than 2, the \\\"Waiting\\\" message appears. I'm exploring whether the client's perspective of the player order could be skewed, especially considering `runner.LocalPlayer`. Furthermore, I'll check how `PlayerDataManager.Players` is populated, as that may provide more hints.\",\"timestamp\":\"2026-05-01T14:44:53.947Z\"}],\"tokens\":{\"input\":217885,\"output\":43,\"cached\":210538,\"thoughts\":1108,\"tool\":0,\"total\":219036},\"model\":\"gemini... [truncated]\n---\nFile: HALLUCINATE\\Assets\\Prefabs\\Player.prefab\nL388: m_EditorClassIdentifier: Assembly-CSharp::OnlyScove.Scripts.PlayerStateMachine\nL549: m_EditorClassIdentifier: Assembly-CSharp::OnlyScove.Scripts.PlayerStats\n---\nFile: HALLUCINATE\\Assets\\Third Parties\\Photon\\Fusion\\Assemblies\\Fusion.Realtime.xml\nL1001: \nL1004: \nL2018: When this is called, you can access the existing players in Room.Players, their custom properties and Room.CustomProperties.\nL2102: their spot in the room. In such cases, the Player stays in the Room.Players dictionary.\nL2104: If the player is not just inactive, it gets removed from the Room.Players dictionary, before\nL4182: The count of players in this Room (using this.Players.Count). \nL4184: \nL4187: \n---"}}}],"status":"success","timestamp":"2026-05-01T14:52:49.257Z","resultDisplay":{"summary":"Found 12 matches","matches":[{"filePath":"HALLUCINATE\\.gemini-workspace-history\\active-context.md","absolutePath":"E:\\Learning_Progress\\Projects\\HALLUCINATE\\.gemini-workspace-history\\active-context.md","lineNumber":151,"line":"{\"id\":\"f2df94f1-93e7-4338-8333-21525be823e4\",\"timestamp\":\"2026-05-01T14:44:55.065Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Observing Button Visibility Logic\",\"description\":\"I've been going through the code. I've noted the `_startBtn` visibility handling in the `Initialize` method, which sets its display style to none. Also, I've observed the `isLocalHost` condition influencing the UI updates. I'm focusing on the Start button.\",\"timestamp\":\"2026-05-01T14:44:49.983Z\"},{\"subject\":\"Assessing Host Mode Implications\",\"description\":\"I'm now really thinking about the `runner.IsServer` value. The Start button's behavior depends entirely on it, particularly in host mode. I'm starting to suspect that Shared Mode might be the culprit. The code itself looks correct. I need to consider how Fusion handles server designation in this context.\",\"timestamp\":\"2026-05-01T14:44:51.351Z\"},{\"subject\":\"Considering Guest Sync Issues\",\"description\":\"I'm now zeroing in on the \\\"Waiting\\\" issue. The problem seems to stem from either the `guestRef` being `PlayerRef.None` or a failed lookup of `guestData`. The code's clearly designed to display guest info, or indicate syncing if more than one player is connected. This suggests a synchronization problem, and I'm looking at how players are being added.\",\"timestamp\":\"2026-05-01T14:44:53.284Z\"},{\"subject\":\"Evaluating Player Count Discrepancies\",\"description\":\"I'm now investigating a crucial point: why the client perceives itself as alone while waiting. The problem stems from the `runner.ActivePlayers` count. If it's less than 2, the \\\"Waiting\\\" message appears. I'm exploring whether the client's perspective of the player order could be skewed, especially considering `runner.LocalPlayer`. Furthermore, I'll check how `PlayerDataManager.Players` is populated, as that may provide more hints.\",\"timestamp\":\"2026-05-01T14:44:53.947Z\"}],\"tokens\":{\"input\":217885,\"output\":43,\"cached\":210538,\"thoughts\":1108,\"tool\":0,\"total\":219036},\"model\":\"gemini-3-flash-preview\"}"},{"filePath":"HALLUCINATE\\.gemini-workspace-history\\active-context.md","absolutePath":"E:\\Learning_Progress\\Projects\\HALLUCINATE\\.gemini-workspace-history\\active-context.md","lineNumber":153,"line":"{\"id\":\"f2df94f1-93e7-4338-8333-21525be823e4\",\"timestamp\":\"2026-05-01T14:44:55.065Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Observing Button Visibility Logic\",\"description\":\"I've been going through the code. I've noted the `_startBtn` visibility handling in the `Initialize` method, which sets its display style to none. Also, I've observed the `isLocalHost` condition influencing the UI updates. I'm focusing on the Start button.\",\"timestamp\":\"2026-05-01T14:44:49.983Z\"},{\"subject\":\"Assessing Host Mode Implications\",\"description\":\"I'm now really thinking about the `runner.IsServer` value. The Start button's behavior depends entirely on it, particularly in host mode. I'm starting to suspect that Shared Mode might be the culprit. The code itself looks correct. I need to consider how Fusion handles server designation in this context.\",\"timestamp\":\"2026-05-01T14:44:51.351Z\"},{\"subject\":\"Considering Guest Sync Issues\",\"description\":\"I'm now zeroing in on the \\\"Waiting\\\" issue. The problem seems to stem from either the `guestRef` being `PlayerRef.None` or a failed lookup of `guestData`. The code's clearly designed to display guest info, or indicate syncing if more than one player is connected. This suggests a synchronization problem, and I'm looking at how players are being added.\",\"timestamp\":\"2026-05-01T14:44:53.284Z\"},{\"subject\":\"Evaluating Player Count Discrepancies\",\"description\":\"I'm now investigating a crucial point: why the client perceives itself as alone while waiting. The problem stems from the `runner.ActivePlayers` count. If it's less than 2, the \\\"Waiting\\\" message appears. I'm exploring whether the client's perspective of the player order could be skewed, especially considering `runner.LocalPlayer`. Furthermore, I'll check how `PlayerDataManager.Players` is populated, as that may provide more hints.\",\"timestamp\":\"2026-05-01T14:44:53.947Z\"}],\"tokens\":{\"input\":217885,\"output\":43,\"cached\":210538,\"thoughts\":1108,\"tool\":0,\"total\":219036},\"model\":\"gemini-3-flash-preview\",\"toolCalls\":[{\"id\":\"read_file_1777646694916_0\",\"name\":\"read_file\",\"args\":{\"end_line\":250,\"file_path\":\"Assets/Scripts/Network/BasicSpawner.cs\",\"start_line\":200},\"result\":[{\"functionResponse\":{\"id\":\"read_file_1777646694916_0\",\"name\":\"read_file\",\"response\":{\"output\":\"\\nIMPORTANT: The file content has been truncated.\\nStatus: Showing lines 200-250 of 381 total lines.\\nAction: To read more of the file, you can use the 'start_line' and 'end_line' parameters in a subsequent 'read_file' call. For example, to read the next section of the file, use start_line: 251.\\n\\n--- FILE CONTENT (truncated) ---\\n {\\n _isStarting = false;\\n }\\n }\\n\\n public async Task StartClient(string sessionName, string password = null)\\n {\\n if (_isStarting) return false;\\n _isStarting = true;\\n\\n try \\n {\\n OnJoinStartedEvent?.Invoke();\\n await EnsureRunnerExists();\\n\\n var sceneManager = gameObject.GetComponent();\\n if (sceneManager == null) sceneManager = gameObject.AddComponent();\\n\\n var result = await _runner.StartGame(new StartGameArgs()\\n {\\n GameMode = GameMode.Client,\\n SessionName = sessionName,\\n SceneManager = sceneManager\\n });\\n\\n if (result.Ok)\\n {\\n return true;\\n }\\n else\\n {\\n Debug.LogError($\\\"[BasicSpawner] Fusion StartClient Failed: {result.ShutdownReason}\\\");\\n OnJoinFailedEvent?.Invoke();\\n return false;\\n }\\n }\\n finally\\n {\\n _isStarting = false;\\n }\\n }\\n\\n\\n private Dictionary _spawnedCharacters = new Dictionary();\\n\\n public void OnPlayerJoined(NetworkRunner runner, PlayerRef player)\\n {\\n if (player == runner.LocalPlayer)\\n {\\n SendLocalMetaData(player);\\n }\"}}}],\"status\":\"success\",\"timestamp\":\"2026-05-01T14:44:55.081Z\",\"resultDisplay\":\"Read lines 200-250 of 381 from Assets/Scripts/Network/BasicSpawner.cs\",\"description\":\"Assets\\\\...\\\\Network\\\\BasicSpawner.cs\",\"displayName\":\"ReadFile\",\"renderOutputAsMarkdown\":true}]}"},{"filePath":"HALLUCINATE\\Assets\\Prefabs\\Player.prefab","absolutePath":"E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\Prefabs\\Player.prefab","lineNumber":388,"line":" m_EditorClassIdentifier: Assembly-CSharp::OnlyScove.Scripts.PlayerStateMachine"},{"filePath":"HALLUCINATE\\Assets\\Prefabs\\Player.prefab","absolutePath":"E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\Prefabs\\Player.prefab","lineNumber":549,"line":" m_EditorClassIdentifier: Assembly-CSharp::OnlyScove.Scripts.PlayerStats"},{"filePath":"HALLUCINATE\\Assets\\Third Parties\\Photon\\Fusion\\Assemblies\\Fusion.Realtime.xml","absolutePath":"E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\Third Parties\\Photon\\Fusion\\Assemblies\\Fusion.Realtime.xml","lineNumber":1001,"line":" "},{"filePath":"HALLUCINATE\\Assets\\Third Parties\\Photon\\Fusion\\Assemblies\\Fusion.Realtime.xml","absolutePath":"E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\Third Parties\\Photon\\Fusion\\Assemblies\\Fusion.Realtime.xml","lineNumber":1004,"line":" "},{"filePath":"HALLUCINATE\\Assets\\Third Parties\\Photon\\Fusion\\Assemblies\\Fusion.Realtime.xml","absolutePath":"E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\Third Parties\\Photon\\Fusion\\Assemblies\\Fusion.Realtime.xml","lineNumber":2018,"line":" When this is called, you can access the existing players in Room.Players, their custom properties and Room.CustomProperties."},{"filePath":"HALLUCINATE\\Assets\\Third Parties\\Photon\\Fusion\\Assemblies\\Fusion.Realtime.xml","absolutePath":"E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\Third Parties\\Photon\\Fusion\\Assemblies\\Fusion.Realtime.xml","lineNumber":2102,"line":" their spot in the room. In such cases, the Player stays in the Room.Players dictionary."},{"filePath":"HALLUCINATE\\Assets\\Third Parties\\Photon\\Fusion\\Assemblies\\Fusion.Realtime.xml","absolutePath":"E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\Third Parties\\Photon\\Fusion\\Assemblies\\Fusion.Realtime.xml","lineNumber":2104,"line":" If the player is not just inactive, it gets removed from the Room.Players dictionary, before"},{"filePath":"HALLUCINATE\\Assets\\Third Parties\\Photon\\Fusion\\Assemblies\\Fusion.Realtime.xml","absolutePath":"E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\Third Parties\\Photon\\Fusion\\Assemblies\\Fusion.Realtime.xml","lineNumber":4182,"line":" The count of players in this Room (using this.Players.Count). "},{"filePath":"HALLUCINATE\\Assets\\Third Parties\\Photon\\Fusion\\Assemblies\\Fusion.Realtime.xml","absolutePath":"E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\Third Parties\\Photon\\Fusion\\Assemblies\\Fusion.Realtime.xml","lineNumber":4184,"line":" "},{"filePath":"HALLUCINATE\\Assets\\Third Parties\\Photon\\Fusion\\Assemblies\\Fusion.Realtime.xml","absolutePath":"E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\Third Parties\\Photon\\Fusion\\Assemblies\\Fusion.Realtime.xml","lineNumber":4187,"line":" "}]},"description":"'\\.Players' across all workspace directories","displayName":"SearchText","renderOutputAsMarkdown":true}]}
-{"id":"5b92be30-aafb-4ebb-987d-3c6fe2c9a402","timestamp":"2026-05-01T14:52:55.881Z","type":"gemini","content":"","thoughts":[{"subject":"Refining the Search","description":"I'm sifting through the `grep` results, which are a bit cluttered with irrelevant XML and history files. Focusing now, I was trying to find matches within `PlayerDataManager.cs`, but I didn't see it. I must have missed it initially. I should have set a higher limit on the results.","timestamp":"2026-05-01T14:52:52.759Z"}],"tokens":{"input":42871,"output":780,"cached":39636,"thoughts":289,"tool":0,"total":43940},"model":"gemini-3-flash-preview"}
-{"$set":{"lastUpdated":"2026-05-01T14:52:55.882Z"}}
-{"id":"5b92be30-aafb-4ebb-987d-3c6fe2c9a402","timestamp":"2026-05-01T14:52:55.881Z","type":"gemini","content":"","thoughts":[{"subject":"Refining the Search","description":"I'm sifting through the `grep` results, which are a bit cluttered with irrelevant XML and history files. Focusing now, I was trying to find matches within `PlayerDataManager.cs`, but I didn't see it. I must have missed it initially. I should have set a higher limit on the results.","timestamp":"2026-05-01T14:52:52.759Z"}],"tokens":{"input":42871,"output":780,"cached":39636,"thoughts":289,"tool":0,"total":43940},"model":"gemini-3-flash-preview","toolCalls":[{"id":"update_topic_1777647175712_0","name":"update_topic","args":{"summary":"I have identified that PlayerDataManager.Players is being accessed before Spawned() is called, causing an InvalidOperationException. I am adding safety checks to PlayerDataManager and LobbyController to ensure networked properties are only accessed when the object is properly spawned.","strategic_intent":"Fixing PlayerDataManager access safety.","title":"Fixing PlayerDataManager Access Safety"},"result":[{"functionResponse":{"id":"update_topic_1777647175712_0","name":"update_topic","response":{"output":"Current topic: \"Fixing PlayerDataManager Access Safety\"\nTopic summary: I have identified that PlayerDataManager.Players is being accessed before Spawned() is called, causing an InvalidOperationException. I am adding safety checks to PlayerDataManager and LobbyController to ensure networked properties are only accessed when the object is properly spawned.\n\nStrategic Intent: Fixing PlayerDataManager access safety."}}}],"status":"success","timestamp":"2026-05-01T14:53:33.972Z","resultDisplay":"## 📂 Topic: **Fixing PlayerDataManager Access Safety**\n\n**Summary:**\nI have identified that PlayerDataManager.Players is being accessed before Spawned() is called, causing an InvalidOperationException. I am adding safety checks to PlayerDataManager and LobbyController to ensure networked properties are only accessed when the object is properly spawned.\n\n> [!STRATEGY]\n> **Intent:** Fixing PlayerDataManager access safety.","description":"Update topic to: \"Fixing PlayerDataManager Access Safety\"","displayName":"Update Topic Context","renderOutputAsMarkdown":true},{"id":"replace_1777647175870_1","name":"replace","args":{"file_path":"Assets/Scripts/Network/PlayerDataManager.cs","allow_multiple":false,"new_string":"using System;\nusing Fusion;\nusing UnityEngine;\n\n// struct quản lý thông tin\npublic struct _PlayerMetaData : INetworkStruct\n{\n public NetworkString<_16> Name;\n public _Role Role;\n public NetworkBool IsReady;\n}\n\npublic class PlayerDataManager : NetworkBehaviour\n{\n public static PlayerDataManager Instance { get; private set; }\n\n [Networked]\n public NetworkDictionary Players => default;\n \n public event Action OnChatMessageReceived;\n\n public override void Spawned()\n {\n Instance = this;\n }\n\n public override void Despawned(NetworkRunner runner, bool hasState)\n {\n if (Instance == this) Instance = null;\n }\n\n [Rpc(RpcSources.All, RpcTargets.StateAuthority)]\n public void RPC_UpdatePlayerMetaData(PlayerRef playerRef, _PlayerMetaData metaData)\n {\n if (Object == null || !Object.IsValid) return;\n Players.Set(playerRef, metaData);\n }\n\n [Rpc(RpcSources.All, RpcTargets.StateAuthority)]\n public void RPC_SetReady(PlayerRef playerRef, bool ready)\n {\n if (Object == null || !Object.IsValid) return;\n if (Players.TryGet(playerRef, out var data))\n {\n data.IsReady = ready;\n Players.Set(playerRef, data);\n }\n }\n\n [Rpc(RpcSources.All, RpcTargets.All)]\n public void RPC_SendChatMessage(PlayerRef sender, string message)\n {\n OnChatMessageReceived?.Invoke(sender, message);\n }\n \n public bool TryGetPlayerMetaData(PlayerRef playerRef, out _PlayerMetaData metaData)\n {\n metaData = default;\n // Kiểm tra xem object đã được Spawned chưa trước khi truy cập networked property\n if (Object == null || !Object.IsValid) return false;\n \n return Players.TryGet(playerRef, out metaData);\n }\n}","old_string":"using System;\nusing Fusion;\nusing UnityEngine;\n\n// struct quản lý thông tin\npublic struct _PlayerMetaData : INetworkStruct\n{\n public NetworkString<_16> Name;\n public _Role Role;\n public NetworkBool IsReady;\n}\n\npublic class PlayerDataManager : NetworkBehaviour\n{\n public static PlayerDataManager Instance { get; private set; }\n\n [Networked]\n public NetworkDictionary Players => default;\n \n public event Action OnChatMessageReceived;\n\n public override void Spawned()\n {\n Instance = this;\n }\n\n [Rpc(RpcSources.All, RpcTargets.StateAuthority)]\n public void RPC_UpdatePlayerMetaData(PlayerRef playerRef, _PlayerMetaData metaData)\n {\n Players.Set(playerRef, metaData);\n }\n\n [Rpc(RpcSources.All, RpcTargets.StateAuthority)]\n public void RPC_SetReady(PlayerRef playerRef, bool ready)\n {\n if (Players.TryGet(playerRef, out var data))\n {\n data.IsReady = ready;\n Players.Set(playerRef, data);\n }\n }\n\n [Rpc(RpcSources.All, RpcTargets.All)]\n public void RPC_SendChatMessage(PlayerRef sender, string message)\n {\n OnChatMessageReceived?.Invoke(sender, message);\n }\n \n public bool TryGetPlayerMetaData(PlayerRef playerRef, out _PlayerMetaData metaData)\n {\n return Players.TryGet(playerRef, out metaData);\n }\n}","instruction":"Add Despawned method to clear Instance and add a safety check to TryGetPlayerMetaData to prevent InvalidOperationException when accessed before Spawned."},"result":[{"functionResponse":{"id":"replace_1777647175870_1","name":"replace","response":{"error":"Cannot read properties of undefined (reading 'type')"}}}],"status":"error","timestamp":"2026-05-01T14:53:33.972Z","resultDisplay":"Cannot read properties of undefined (reading 'type')","description":"Replaces text within a file. By default, the tool expects to find and replace exactly ONE occurrence of `old_string`. If you want to replace multiple occurrences of the exact same string, set `allow_multiple` to true. This tool requires providing significant context around the change to ensure precise targeting. Always use the read_file tool to examine the file's current content before attempting a text replacement.\n \n The user has the ability to modify the `new_string` content. If modified, this will be stated in the response.\n \n Expectation for required parameters:\n 1. `old_string` MUST be the exact literal text to replace (including all whitespace, indentation, newlines, and surrounding code etc.).\n 2. `new_string` MUST be the exact literal text to replace `old_string` with (also including all whitespace, indentation, newlines, and surrounding code etc.). Ensure the resulting code is correct and idiomatic and that `old_string` and `new_string` are different.\n 3. `instruction` is the detailed instruction of what needs to be changed. It is important to Make it specific and detailed so developers or large language models can understand what needs to be changed and perform the changes on their own if necessary. \n 4. NEVER escape `old_string` or `new_string`, that would break the exact literal text requirement.\n **Important:** If ANY of the above are not satisfied, the tool will fail. CRITICAL for `old_string`: Must uniquely identify the instance(s) to change. Include at least 3 lines of context BEFORE and AFTER the target text, matching whitespace and indentation precisely. If this string matches multiple locations and `allow_multiple` is not true, the tool will fail.\n 5. Prefer to break down complex and long changes into multiple smaller atomic calls to this tool. Always check the content of the file after changes or not finding a string to match.\n **Multiple replacements:** Set `allow_multiple` to true if you want to replace ALL occurrences that match `old_string` exactly.","displayName":"Edit","renderOutputAsMarkdown":true}]}
-{"id":"eacef667-a4ec-4fe9-b542-3eb4c720f571","timestamp":"2026-05-01T14:53:40.375Z","type":"gemini","content":"","thoughts":[{"subject":"Debugging the Replace Tool","description":"I'm encountering a frustrating error with the `replace` tool, specifically, \"Cannot read properties of undefined (reading 'type')\". This strongly suggests an internal issue, likely within the tool itself or the execution environment. My immediate next step is to retry the operation. If that doesn't work, I'll switch to the `write_file` tool as a workaround, since the file is small.","timestamp":"2026-05-01T14:53:39.272Z"}],"tokens":{"input":44254,"output":518,"cached":39623,"thoughts":123,"tool":0,"total":44895},"model":"gemini-3-flash-preview"}
-{"$set":{"lastUpdated":"2026-05-01T14:53:40.376Z"}}
-{"id":"eacef667-a4ec-4fe9-b542-3eb4c720f571","timestamp":"2026-05-01T14:53:40.375Z","type":"gemini","content":"","thoughts":[{"subject":"Debugging the Replace Tool","description":"I'm encountering a frustrating error with the `replace` tool, specifically, \"Cannot read properties of undefined (reading 'type')\". This strongly suggests an internal issue, likely within the tool itself or the execution environment. My immediate next step is to retry the operation. If that doesn't work, I'll switch to the `write_file` tool as a workaround, since the file is small.","timestamp":"2026-05-01T14:53:39.272Z"}],"tokens":{"input":44254,"output":518,"cached":39623,"thoughts":123,"tool":0,"total":44895},"model":"gemini-3-flash-preview","toolCalls":[{"id":"write_file_1777647220374_0","name":"write_file","args":{"content":"using System;\nusing Fusion;\nusing UnityEngine;\n\n// struct quản lý thông tin\npublic struct _PlayerMetaData : INetworkStruct\n{\n public NetworkString<_16> Name;\n public _Role Role;\n public NetworkBool IsReady;\n}\n\npublic class PlayerDataManager : NetworkBehaviour\n{\n public static PlayerDataManager Instance { get; private set; }\n\n [Networked]\n public NetworkDictionary Players => default;\n \n public event Action OnChatMessageReceived;\n\n public override void Spawned()\n {\n Instance = this;\n }\n\n public override void Despawned(NetworkRunner runner, bool hasState)\n {\n if (Instance == this) Instance = null;\n }\n\n [Rpc(RpcSources.All, RpcTargets.StateAuthority)]\n public void RPC_UpdatePlayerMetaData(PlayerRef playerRef, _PlayerMetaData metaData)\n {\n if (Object == null || !Object.IsValid) return;\n Players.Set(playerRef, metaData);\n }\n\n [Rpc(RpcSources.All, RpcTargets.StateAuthority)]\n public void RPC_SetReady(PlayerRef playerRef, bool ready)\n {\n if (Object == null || !Object.IsValid) return;\n if (Players.TryGet(playerRef, out var data))\n {\n data.IsReady = ready;\n Players.Set(playerRef, data);\n }\n }\n\n [Rpc(RpcSources.All, RpcTargets.All)]\n public void RPC_SendChatMessage(PlayerRef sender, string message)\n {\n OnChatMessageReceived?.Invoke(sender, message);\n }\n \n public bool TryGetPlayerMetaData(PlayerRef playerRef, out _PlayerMetaData metaData)\n {\n metaData = default;\n // Kiểm tra xem object đã được Spawned chưa trước khi truy cập networked property\n if (Object == null || !Object.IsValid) return false;\n \n return Players.TryGet(playerRef, out metaData);\n }\n}","file_path":"Assets/Scripts/Network/PlayerDataManager.cs","ai_proposed_content":"using System;\nusing Fusion;\nusing UnityEngine;\n\n// struct quản lý thông tin\npublic struct _PlayerMetaData : INetworkStruct\n{\n public NetworkString<_16> Name;\n public _Role Role;\n public NetworkBool IsReady;\n}\n\npublic class PlayerDataManager : NetworkBehaviour\n{\n public static PlayerDataManager Instance { get; private set; }\n\n [Networked]\n public NetworkDictionary Players => default;\n \n public event Action OnChatMessageReceived;\n\n public override void Spawned()\n {\n Instance = this;\n }\n\n public override void Despawned(NetworkRunner runner, bool hasState)\n {\n if (Instance == this) Instance = null;\n }\n\n [Rpc(RpcSources.All, RpcTargets.StateAuthority)]\n public void RPC_UpdatePlayerMetaData(PlayerRef playerRef, _PlayerMetaData metaData)\n {\n if (Object == null || !Object.IsValid) return;\n Players.Set(playerRef, metaData);\n }\n\n [Rpc(RpcSources.All, RpcTargets.StateAuthority)]\n public void RPC_SetReady(PlayerRef playerRef, bool ready)\n {\n if (Object == null || !Object.IsValid) return;\n if (Players.TryGet(playerRef, out var data))\n {\n data.IsReady = ready;\n Players.Set(playerRef, data);\n }\n }\n\n [Rpc(RpcSources.All, RpcTargets.All)]\n public void RPC_SendChatMessage(PlayerRef sender, string message)\n {\n OnChatMessageReceived?.Invoke(sender, message);\n }\n \n public bool TryGetPlayerMetaData(PlayerRef playerRef, out _PlayerMetaData metaData)\n {\n metaData = default;\n // Kiểm tra xem object đã được Spawned chưa trước khi truy cập networked property\n if (Object == null || !Object.IsValid) return false;\n \n return Players.TryGet(playerRef, out metaData);\n }\n}","modified_by_user":true},"result":[{"functionResponse":{"id":"write_file_1777647220374_0","name":"write_file","response":{"output":"Successfully overwrote file: E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\Scripts\\Network\\PlayerDataManager.cs. User modified the `content` to be: using System;\nusing Fusion;\nusing UnityEngine;\n\n// struct quản lý thông tin\npublic struct _PlayerMetaData : INetworkStruct\n{\n public NetworkString<_16> Name;\n public _Role Role;\n public NetworkBool IsReady;\n}\n\npublic class PlayerDataManager : NetworkBehaviour\n{\n public static PlayerDataManager Instance { get; private set; }\n\n [Networked]\n public NetworkDictionary Players => default;\n \n public event Action OnChatMessageReceived;\n\n public override void Spawned()\n {\n Instance = this;\n }\n\n public override void Despawned(NetworkRunner runner, bool hasState)\n {\n if (Instance == this) Instance = null;\n }\n\n [Rpc(RpcSources.All, RpcTargets.StateAuthority)]\n public void RPC_UpdatePlayerMetaData(PlayerRef playerRef, _PlayerMetaData metaData)\n {\n if (Object == null || !Object.IsValid) return;\n Players.Set(playerRef, metaData);\n }\n\n [Rpc(RpcSources.All, RpcTargets.StateAuthority)]\n public void RPC_SetReady(PlayerRef playerRef, bool ready)\n {\n if (Object == null || !Object.IsValid) return;\n if (Players.TryGet(playerRef, out var data))\n {\n data.IsReady = ready;\n Players.Set(playerRef, data);\n }\n }\n\n [Rpc(RpcSources.All, RpcTargets.All)]\n public void RPC_SendChatMessage(PlayerRef sender, string message)\n {\n OnChatMessageReceived?.Invoke(sender, message);\n }\n \n public bool TryGetPlayerMetaData(PlayerRef playerRef, out _PlayerMetaData metaData)\n {\n metaData = default;\n // Kiểm tra xem object đã được Spawned chưa trước khi truy cập networked property\n if (Object == null || !Object.IsValid) return false;\n \n return Players.TryGet(playerRef, out metaData);\n }\n} Here is the updated code:\n...\n public override void Spawned()\n {\n Instance = this;\n }\n\n public override void Despawned(NetworkRunner runner, bool hasState)\n {\n if (Instance == this) Instance = null;\n }\n\n [Rpc(RpcSources.All, RpcTargets.StateAuthority)]\n public void RPC_UpdatePlayerMetaData(PlayerRef playerRef, _PlayerMetaData metaData)\n {\n if (Object == null || !Object.IsValid) return;\n Players.Set(playerRef, metaData);\n }\n\n [Rpc(RpcSources.All, RpcTargets.StateAuthority)]\n public void RPC_SetReady(PlayerRef playerRef, bool ready)\n {\n if (Object == null || !Object.IsValid) return;\n if (Players.TryGet(playerRef, out var data))\n {\n data.IsReady = ready;\n Players.Set(playerRef, data);\n }\n...\n OnChatMessageReceived?.Invoke(sender, message);\n }\n \n public bool TryGetPlayerMetaData(PlayerRef playerRef, out _PlayerMetaData metaData)\n {\n metaData = default;\n // Kiểm tra xem object đã được Spawned chưa trước khi truy cập networked property\n if (Object == null || !Object.IsValid) return false;\n \n return Players.TryGet(playerRef, out metaData);\n }\n}"}}}],"status":"success","timestamp":"2026-05-01T14:53:45.189Z","resultDisplay":{"fileDiff":"Index: PlayerDataManager.cs\n===================================================================\n--- PlayerDataManager.cs\tOriginal\n+++ PlayerDataManager.cs\tWritten\n@@ -1,53 +1,64 @@\n-using System;\r\n-using Fusion;\r\n-using UnityEngine;\r\n-\r\n-// struct quản lý thông tin\r\n-public struct _PlayerMetaData : INetworkStruct\r\n-{\r\n- public NetworkString<_16> Name;\r\n- public _Role Role;\r\n- public NetworkBool IsReady;\r\n-}\r\n-\r\n-public class PlayerDataManager : NetworkBehaviour\r\n-{\r\n- public static PlayerDataManager Instance { get; private set; }\r\n-\r\n- [Networked]\r\n- public NetworkDictionary Players => default;\r\n- \r\n- public event Action OnChatMessageReceived;\r\n-\r\n- public override void Spawned()\r\n- {\r\n- Instance = this;\r\n- }\r\n-\r\n- [Rpc(RpcSources.All, RpcTargets.StateAuthority)]\r\n- public void RPC_UpdatePlayerMetaData(PlayerRef playerRef, _PlayerMetaData metaData)\r\n- {\r\n- Players.Set(playerRef, metaData);\r\n- }\r\n-\r\n- [Rpc(RpcSources.All, RpcTargets.StateAuthority)]\r\n- public void RPC_SetReady(PlayerRef playerRef, bool ready)\r\n- {\r\n- if (Players.TryGet(playerRef, out var data))\r\n- {\r\n- data.IsReady = ready;\r\n- Players.Set(playerRef, data);\r\n- }\r\n- }\r\n-\r\n- [Rpc(RpcSources.All, RpcTargets.All)]\r\n- public void RPC_SendChatMessage(PlayerRef sender, string message)\r\n- {\r\n- OnChatMessageReceived?.Invoke(sender, message);\r\n- }\r\n- \r\n- public bool TryGetPlayerMetaData(PlayerRef playerRef, out _PlayerMetaData metaData)\r\n- {\r\n- return Players.TryGet(playerRef, out metaData);\r\n- }\r\n+using System;\n+using Fusion;\n+using UnityEngine;\n+\n+// struct quản lý thông tin\n+public struct _PlayerMetaData : INetworkStruct\n+{\n+ public NetworkString<_16> Name;\n+ public _Role Role;\n+ public NetworkBool IsReady;\n+}\n+\n+public class PlayerDataManager : NetworkBehaviour\n+{\n+ public static PlayerDataManager Instance { get; private set; }\n+\n+ [Networked]\n+ public NetworkDictionary Players => default;\n+ \n+ public event Action OnChatMessageReceived;\n+\n+ public override void Spawned()\n+ {\n+ Instance = this;\n+ }\n+\n+ public override void Despawned(NetworkRunner runner, bool hasState)\n+ {\n+ if (Instance == this) Instance = null;\n+ }\n+\n+ [Rpc(RpcSources.All, RpcTargets.StateAuthority)]\n+ public void RPC_UpdatePlayerMetaData(PlayerRef playerRef, _PlayerMetaData metaData)\n+ {\n+ if (Object == null || !Object.IsValid) return;\n+ Players.Set(playerRef, metaData);\n+ }\n+\n+ [Rpc(RpcSources.All, RpcTargets.StateAuthority)]\n+ public void RPC_SetReady(PlayerRef playerRef, bool ready)\n+ {\n+ if (Object == null || !Object.IsValid) return;\n+ if (Players.TryGet(playerRef, out var data))\n+ {\n+ data.IsReady = ready;\n+ Players.Set(playerRef, data);\n+ }\n+ }\n+\n+ [Rpc(RpcSources.All, RpcTargets.All)]\n+ public void RPC_SendChatMessage(PlayerRef sender, string message)\n+ {\n+ OnChatMessageReceived?.Invoke(sender, message);\n+ }\n+ \n+ public bool TryGetPlayerMetaData(PlayerRef playerRef, out _PlayerMetaData metaData)\n+ {\n+ metaData = default;\n+ // Kiểm tra xem object đã được Spawned chưa trước khi truy cập networked property\n+ if (Object == null || !Object.IsValid) return false;\n+ \n+ return Players.TryGet(playerRef, out metaData);\n+ }\n }\n\\ No newline at end of file\n","fileName":"PlayerDataManager.cs","filePath":"E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\Scripts\\Network\\PlayerDataManager.cs","originalContent":"using System;\r\nusing Fusion;\r\nusing UnityEngine;\r\n\r\n// struct quản lý thông tin\r\npublic struct _PlayerMetaData : INetworkStruct\r\n{\r\n public NetworkString<_16> Name;\r\n public _Role Role;\r\n public NetworkBool IsReady;\r\n}\r\n\r\npublic class PlayerDataManager : NetworkBehaviour\r\n{\r\n public static PlayerDataManager Instance { get; private set; }\r\n\r\n [Networked]\r\n public NetworkDictionary Players => default;\r\n \r\n public event Action OnChatMessageReceived;\r\n\r\n public override void Spawned()\r\n {\r\n Instance = this;\r\n }\r\n\r\n [Rpc(RpcSources.All, RpcTargets.StateAuthority)]\r\n public void RPC_UpdatePlayerMetaData(PlayerRef playerRef, _PlayerMetaData metaData)\r\n {\r\n Players.Set(playerRef, metaData);\r\n }\r\n\r\n [Rpc(RpcSources.All, RpcTargets.StateAuthority)]\r\n public void RPC_SetReady(PlayerRef playerRef, bool ready)\r\n {\r\n if (Players.TryGet(playerRef, out var data))\r\n {\r\n data.IsReady = ready;\r\n Players.Set(playerRef, data);\r\n }\r\n }\r\n\r\n [Rpc(RpcSources.All, RpcTargets.All)]\r\n public void RPC_SendChatMessage(PlayerRef sender, string message)\r\n {\r\n OnChatMessageReceived?.Invoke(sender, message);\r\n }\r\n \r\n public bool TryGetPlayerMetaData(PlayerRef playerRef, out _PlayerMetaData metaData)\r\n {\r\n return Players.TryGet(playerRef, out metaData);\r\n }\r\n}","newContent":"using System;\nusing Fusion;\nusing UnityEngine;\n\n// struct quản lý thông tin\npublic struct _PlayerMetaData : INetworkStruct\n{\n public NetworkString<_16> Name;\n public _Role Role;\n public NetworkBool IsReady;\n}\n\npublic class PlayerDataManager : NetworkBehaviour\n{\n public static PlayerDataManager Instance { get; private set; }\n\n [Networked]\n public NetworkDictionary Players => default;\n \n public event Action OnChatMessageReceived;\n\n public override void Spawned()\n {\n Instance = this;\n }\n\n public override void Despawned(NetworkRunner runner, bool hasState)\n {\n if (Instance == this) Instance = null;\n }\n\n [Rpc(RpcSources.All, RpcTargets.StateAuthority)]\n public void RPC_UpdatePlayerMetaData(PlayerRef playerRef, _PlayerMetaData metaData)\n {\n if (Object == null || !Object.IsValid) return;\n Players.Set(playerRef, metaData);\n }\n\n [Rpc(RpcSources.All, RpcTargets.StateAuthority)]\n public void RPC_SetReady(PlayerRef playerRef, bool ready)\n {\n if (Object == null || !Object.IsValid) return;\n if (Players.TryGet(playerRef, out var data))\n {\n data.IsReady = ready;\n Players.Set(playerRef, data);\n }\n }\n\n [Rpc(RpcSources.All, RpcTargets.All)]\n public void RPC_SendChatMessage(PlayerRef sender, string message)\n {\n OnChatMessageReceived?.Invoke(sender, message);\n }\n \n public bool TryGetPlayerMetaData(PlayerRef playerRef, out _PlayerMetaData metaData)\n {\n metaData = default;\n // Kiểm tra xem object đã được Spawned chưa trước khi truy cập networked property\n if (Object == null || !Object.IsValid) return false;\n \n return Players.TryGet(playerRef, out metaData);\n }\n}","diffStat":{"model_added_lines":63,"model_removed_lines":52,"model_added_chars":1758,"model_removed_chars":1391,"user_added_lines":0,"user_removed_lines":0,"user_added_chars":0,"user_removed_chars":0},"isNewFile":false},"description":"Writing to Assets\\...\\PlayerDataManager.cs","displayName":"WriteFile","renderOutputAsMarkdown":true}]}
-{"id":"33e68787-ca97-4d8c-9e84-493b6c4ba243","timestamp":"2026-05-01T14:53:48.665Z","type":"gemini","content":"","thoughts":[],"tokens":{"input":45751,"output":252,"cached":43608,"thoughts":33,"tool":0,"total":46036},"model":"gemini-3-flash-preview"}
-{"$set":{"lastUpdated":"2026-05-01T14:53:48.665Z"}}
-{"id":"33e68787-ca97-4d8c-9e84-493b6c4ba243","timestamp":"2026-05-01T14:53:48.665Z","type":"gemini","content":"","thoughts":[],"tokens":{"input":45751,"output":252,"cached":43608,"thoughts":33,"tool":0,"total":46036},"model":"gemini-3-flash-preview","toolCalls":[{"id":"replace_1777647228657_0","name":"replace","args":{"new_string":"using UnityEngine;\nusing UnityEngine.UIElements;\nusing System.Collections.Generic;\nusing System.Threading.Tasks;\nusing Fusion;\nusing System.Linq;\n\nnamespace Hallucinate.UI\n{\n public class LobbyController : BaseUIController\n {\n private VisualTreeAsset _roomItemTemplate;\n private PlayerDataManager _playerDataManager;\n\n private VisualElement _joinContainer, _createContainer, _loungeContainer, _passOverlay;\n private TextField _roomIDInput, _roomNameInput, _roomPassInput;\n private Toggle _passToggle;\n private Label _createErrorLabel;\n private Button _confirmCreateBtn;\n private ScrollView _roomList;\n private TextField _joinPassInput;\n private Label _joinPassError;\n private SessionInfo _selectedSession;\n private Label _loungeRoomName;\n private Button _readyBtn, _startBtn;\n private Label _hostNameLabel, _hostStatusLabel;\n private VisualElement _hostChatBox;\n private Label _hostChatMessage;\n private Label _guestNameLabel, _guestStatusLabel;\n private VisualElement _guestChatBox;\n private Label _guestChatMessage;\n private TextField _chatInput;\n\n private bool _isBusy = false;\n\n public override void Initialize(VisualElement uxmlRoot, UIManager manager)\n {\n base.Initialize(uxmlRoot, manager);\n _joinContainer = root.Q(\"JoinContainer\");\n _createContainer = root.Q(\"CreateContainer\");\n _loungeContainer = root.Q(\"LoungeContainer\");\n _passOverlay = root.Q(\"PasswordOverlay\");\n _roomIDInput = root.Q(\"RoomIDInput\");\n _roomNameInput = root.Q(\"RoomNameInput\");\n _roomPassInput = root.Q(\"RoomPassInput\");\n _passToggle = root.Q(\"PassToggle\");\n _createErrorLabel = root.Q(\"CreateErrorLabel\");\n _roomList = root.Q(\"RoomList\");\n _joinPassInput = root.Q(\"JoinPassInput\");\n _joinPassError = root.Q(\"JoinPassError\");\n _loungeRoomName = root.Q(\"LoungeRoomName\");\n _readyBtn = root.Q(\"ReadyBtn\");\n _startBtn = root.Q(\"StartBtn\");\n if (_startBtn != null) _startBtn.style.display = DisplayStyle.None; // Default to hidden\n _hostNameLabel = root.Q(\"HostName\");\n _hostStatusLabel = root.Q(\"HostReadyStatus\");\n _hostChatBox = root.Q(\"HostChatBox\");\n _hostChatMessage = root.Q(\"HostChatMessage\");\n _guestNameLabel = root.Q(\"GuestName\");\n _guestStatusLabel = root.Q(\"GuestReadyStatus\");\n _guestChatBox = root.Q(\"GuestChatBox\");\n _guestChatMessage = root.Q(\"GuestChatMessage\");\n _chatInput = root.Q(\"ChatInput\");\n\n\n root.Q(\"GoToCreateBtn\").clicked += ShowCreate;\n root.Q(\"CancelCreateBtn\").clicked += ShowJoin;\n root.Q(\"BackToMenuBtn\").clicked += async () => { if (_isBusy) return; await uiManager.Pop(); };\n _confirmCreateBtn = root.Q(\"ConfirmCreateBtn\");\n if (_confirmCreateBtn != null) _confirmCreateBtn.clicked += OnCreateRoomClicked;\n root.Q(\"ConfirmJoinBtn\").clicked += OnConfirmPasswordClicked;\n root.Q(\"ClosePassBtn\").clicked += () => { if(_passOverlay != null) _passOverlay.style.display = DisplayStyle.None; };\n root.Q(\"LeaveLoungeBtn\").clicked += OnLeaveLoungeClicked;\n\n if (_readyBtn != null) _readyBtn.clicked += OnReadyClicked;\n if (_startBtn != null) _startBtn.clicked += OnStartClicked;\n if (_passToggle != null) _passToggle.RegisterValueChangedCallback(evt => { if (_roomPassInput != null) _roomPassInput.style.display = evt.newValue ? DisplayStyle.Flex : DisplayStyle.None; });\n if (_chatInput != null) _chatInput.RegisterCallback(OnChatKeyDown, TrickleDown.TrickleDown);\n if (LocalizationManager.Instance != null) { LocalizationManager.Instance.OnLanguageChanged += ApplyLocalization; ApplyLocalization(); }\n if (BasicSpawner.Instance != null) RegisterSpawnerEvents();\n else Invoke(nameof(RegisterSpawnerEvents), 0.1f);\n }\n\n private void RegisterSpawnerEvents()\n {\n if (BasicSpawner.Instance == null) return;\n BasicSpawner.Instance.OnSessionListUpdatedEvent += UpdateRoomList;\n BasicSpawner.Instance.OnJoinFailedEvent += () => { if(_joinPassError != null) _joinPassError.style.display = DisplayStyle.Flex; };\n }\n\n private void OnChatKeyDown(KeyDownEvent evt)\n {\n if (evt.keyCode == KeyCode.Return || evt.keyCode == KeyCode.KeypadEnter)\n {\n evt.StopImmediatePropagation();\n evt.PreventDefault();\n string msg = _chatInput.value.Trim();\n if (!string.IsNullOrEmpty(msg) && PlayerDataManager.Instance != null)\n {\n var runner = Object.FindFirstObjectByType();\n if (runner != null) { PlayerDataManager.Instance.RPC_SendChatMessage(runner.LocalPlayer, msg); _chatInput.value = \"\"; _chatInput.Focus(); }\n }\n }\n }\n\n private void OnChatMessageReceived(PlayerRef sender, string message)\n {\n var runner = Object.FindFirstObjectByType();\n if (runner == null) return;\n var sortedPlayers = runner.ActivePlayers.OrderBy(p => p.PlayerId).ToList();\n bool isHost = sortedPlayers.Count > 0 && sender == sortedPlayers[0];\n if (isHost) ShowChatBubble(_hostChatBox, _hostChatMessage, message);\n else ShowChatBubble(_guestChatBox, _guestChatMessage, message);\n }\n\n private async void ShowChatBubble(VisualElement box, Label label, string msg)\n {\n if (box == null || label == null) return;\n label.text = msg;\n box.style.display = DisplayStyle.Flex;\n await Task.Delay(4000);\n if (label.text == msg) box.style.display = DisplayStyle.None;\n }\n\n private void ApplyLocalization() { if (LocalizationManager.Instance == null) return; }\n private string GetT(string key) => LocalizationManager.Instance != null ? LocalizationManager.Instance.GetLocalizedString(key) : key;\n public void SetRoomTemplate(VisualTreeAsset template) => _roomItemTemplate = template;\n \n public override async Task PlayTransitionIn() \n { \n _isBusy = false; \n await base.PlayTransitionIn(); \n ShowJoin(); \n }\n\n public void ShowJoin()\n {\n if (_joinContainer != null) _joinContainer.style.display = DisplayStyle.Flex;\n if (_createContainer != null) _createContainer.style.display = DisplayStyle.None;\n if (_loungeContainer != null) _loungeContainer.style.display = DisplayStyle.None;\n var spawner = BasicSpawner.Instance;\n if (spawner != null && (spawner.Runner == null || !spawner.Runner.IsRunning)) _ = spawner.StartLobby();\n }\n\n public void ShowCreate()\n {\n if (_joinContainer != null) _joinContainer.style.display = DisplayStyle.None;\n if (_createContainer != null) _createContainer.style.display = DisplayStyle.Flex;\n if (_createErrorLabel != null) _createErrorLabel.style.display = DisplayStyle.None;\n if (_confirmCreateBtn != null) _confirmCreateBtn.SetEnabled(true);\n if (_roomIDInput != null) _roomIDInput.value = \"ROOM_\" + Random.Range(1000, 9999).ToString();\n }\n\n private void ShowLounge(string roomName)\n {\n if (_joinContainer != null) _joinContainer.style.display = DisplayStyle.None;\n if (_createContainer != null) _createContainer.style.display = DisplayStyle.None;\n if (_loungeContainer != null) _loungeContainer.style.display = DisplayStyle.Flex;\n if (_loungeRoomName != null) _loungeRoomName.text = roomName.ToUpper();\n var spawner = BasicSpawner.Instance;\n if (spawner != null && spawner.Runner != null && spawner.Runner.SessionInfo != null)\n {\n var loungeIdLabel = root.Q(\"LoungeID\");\n if (loungeIdLabel != null) loungeIdLabel.text = GetT(\"LOBBY_ID_PREFIX\") + spawner.Runner.SessionInfo.Name;\n }\n _playerDataManager = Object.FindFirstObjectByType();\n if (_playerDataManager != null) _playerDataManager.OnChatMessageReceived += OnChatMessageReceived;\n }\n\n private async void OnCreateRoomClicked()\n {\n if (_isBusy) return;\n _isBusy = true;\n\n if (_confirmCreateBtn != null) _confirmCreateBtn.SetEnabled(false);\n if (_createErrorLabel != null) _createErrorLabel.style.display = DisplayStyle.None;\n \n var spawner = BasicSpawner.Instance;\n if (spawner == null) \n { \n ShowCreateError(\"System Error: Spawner missing. Please re-enter the Lobby.\"); \n _isBusy = false;\n return; \n }\n \n string id = (_roomIDInput != null && !string.IsNullOrEmpty(_roomIDInput.value)) ? _roomIDInput.value.Trim() : \"ROOM_\" + Random.Range(1000, 9999).ToString();\n string name = (_roomNameInput != null && !string.IsNullOrEmpty(_roomNameInput.value)) ? _roomNameInput.value.Trim() : id;\n string pass = (_passToggle != null && _passToggle.value && _roomPassInput != null) ? _roomPassInput.value : null;\n \n try \n {\n bool success = await spawner.StartHost(id, name, pass);\n if (success) ShowLounge(name);\n else ShowCreateError(\"Failed to create room. ID might be taken.\");\n } \n catch (System.Exception ex) \n { \n ShowCreateError(\"Network Error: \" + ex.Message); \n }\n finally\n {\n _isBusy = false;\n if (_confirmCreateBtn != null) _confirmCreateBtn.SetEnabled(true);\n }\n }\n\n private void ShowCreateError(string message)\n {\n if (_createErrorLabel != null) { _createErrorLabel.text = message; _createErrorLabel.style.display = DisplayStyle.Flex; }\n if (_confirmCreateBtn != null) _confirmCreateBtn.SetEnabled(true);\n }\n\n private void UpdateRoomList(List sessions)\n {\n if (_roomList == null) return;\n _roomList.Clear();\n foreach (var session in sessions)\n {\n if (_roomItemTemplate == null) continue;\n var item = _roomItemTemplate.Instantiate();\n string displayName = session.Name;\n if (session.Properties.TryGetValue(\"rn\", out var rnProp)) displayName = rnProp;\n item.Q(\"RoomName\").text = displayName;\n item.Q(\"PlayerCount\").text = $\"{session.PlayerCount}/{session.MaxPlayers}\";\n var statusBadge = item.Q(\"StatusBadge\");\n if (statusBadge != null) statusBadge.text = GetT(\"ROOM_STATUS_WAITING\");\n bool needsPass = session.Properties.ContainsKey(\"pw\"); \n var lockIcon = item.Q(\"LockIcon\");\n if (lockIcon != null) lockIcon.style.display = needsPass ? DisplayStyle.Flex : DisplayStyle.None;\n var joinBtn = item.Q(\"JoinBtn\");\n if (joinBtn != null) { joinBtn.text = GetT(\"ROOM_JOIN_BTN\"); joinBtn.clicked += () => OnRoomItemClicked(session); }\n _roomList.Add(item);\n }\n }\n\n private async void OnRoomItemClicked(SessionInfo session)\n {\n if (_isBusy) return;\n \n bool needsPass = session.Properties.ContainsKey(\"pw\");\n if (needsPass)\n {\n _selectedSession = session;\n if (_passOverlay != null) _passOverlay.style.display = DisplayStyle.Flex;\n if (_joinPassError != null) _joinPassError.style.display = DisplayStyle.None;\n if (_joinPassInput != null) _joinPassInput.value = \"\";\n }\n else await JoinRoom(session.Name, null);\n }\n\n private async void OnConfirmPasswordClicked()\n {\n if (_isBusy || _selectedSession == null) return;\n _isBusy = true;\n \n string pass = _joinPassInput != null ? _joinPassInput.value : \"\";\n if (_passOverlay != null) _passOverlay.style.display = DisplayStyle.None;\n await JoinRoom(_selectedSession.Name, pass);\n _isBusy = false;\n }\n\n private async Task JoinRoom(string sessionName, string password) \n { \n if (BasicSpawner.Instance != null) \n { \n if (await BasicSpawner.Instance.StartClient(sessionName, password)) ShowLounge(sessionName); \n } \n }\n \n private void OnReadyClicked() \n { \n if (_isBusy) return;\n var runner = Object.FindFirstObjectByType(); \n if (runner != null && _playerDataManager != null && _playerDataManager.TryGetPlayerMetaData(runner.LocalPlayer, out var myData)) \n _playerDataManager.RPC_SetReady(runner.LocalPlayer, !myData.IsReady); \n }\n \n private void OnStartClicked() \n { \n if (_isBusy) return;\n BasicSpawner.Instance?.StartGame(); \n }\n \n private async void OnLeaveLoungeClicked() \n { \n if (_isBusy) return;\n _isBusy = true;\n \n var runner = Object.FindFirstObjectByType(); \n if (runner != null) await runner.Shutdown(false); \n if (_playerDataManager != null) _playerDataManager.OnChatMessageReceived -= OnChatMessageReceived; \n ShowJoin(); \n \n _isBusy = false;\n }\n\n public override void Update() { if (_loungeContainer != null && _loungeContainer.style.display == DisplayStyle.Flex) UpdateLoungeUI(); }\n\n private void UpdateLoungeUI()\n {\n var spawner = BasicSpawner.Instance;\n if (spawner == null) return;\n var runner = spawner.Runner;\n if (runner == null) return;\n\n // 1. Strict Visibility Check\n bool isHost = runner.IsServer;\n if (_startBtn != null) \n {\n _startBtn.style.display = isHost ? DisplayStyle.Flex : DisplayStyle.None;\n }\n\n // 2. PlayerDataManager Sync\n if (_playerDataManager == null || _playerDataManager.Object == null || !_playerDataManager.Object.IsValid)\n {\n _playerDataManager = PlayerDataManager.Instance;\n if (_playerDataManager != null) \n {\n _playerDataManager.OnChatMessageReceived += OnChatMessageReceived;\n }\n else return; // Still waiting for synchronization\n }\n\n // 3. Identify Players\n var sortedPlayers = runner.ActivePlayers.OrderBy(p => p.PlayerId).ToList();\n PlayerRef hostRef = sortedPlayers.Count > 0 ? sortedPlayers[0] : PlayerRef.None;\n PlayerRef guestRef = sortedPlayers.Count > 1 ? sortedPlayers[1] : PlayerRef.None;\n\n if (runner.SessionInfo != null && runner.SessionInfo.Properties.TryGetValue(\"rn\", out var rnProp)) _loungeRoomName.text = rnProp.ToString().ToUpper();\n\n // Host Display\n if (hostRef != PlayerRef.None && _playerDataManager.TryGetPlayerMetaData(hostRef, out var hostData))\n {\n _hostNameLabel.text = hostData.Name.ToString().ToUpper();\n string readyStatus = hostData.IsReady ? GetT(\"LOBBY_READY\") : GetT(\"LOBBY_NOT_READY\");\n _hostStatusLabel.text = $\"{GetT(\"LOBBY_HOST_LABEL\")} - {readyStatus}\";\n _hostStatusLabel.style.color = hostData.IsReady ? Color.green : Color.red;\n }\n else { _hostNameLabel.text = GetT(\"LOBBY_SYNCING\"); _hostStatusLabel.text = \"-\"; }\n\n // Guest Display\n if (guestRef != PlayerRef.None && _playerDataManager.TryGetPlayerMetaData(guestRef, out var guestData))\n {\n _guestNameLabel.text = guestData.Name.ToString().ToUpper();\n _guestStatusLabel.text = guestData.IsReady ? GetT(\"LOBBY_READY\") : GetT(\"LOBBY_NOT_READY\");\n _guestStatusLabel.style.color = guestData.IsReady ? Color.green : Color.red;\n }\n else if (runner.ActivePlayers.Count() >= 2) { _guestNameLabel.text = GetT(\"LOBBY_SYNCING\"); _guestStatusLabel.text = \"-\"; }\n else { _guestNameLabel.text = GetT(\"LOBBY_WAITING_LABEL\"); _guestStatusLabel.text = \"-\"; _guestStatusLabel.style.color = Color.gray; }\n\n // 4. Start Button Logic (Host Only)\n if (_startBtn != null && isHost)\n {\n bool allReady = true;\n int playerCount = 0;\n foreach (var p in runner.ActivePlayers) \n { \n playerCount++; \n if (_playerDataManager.TryGetPlayerMetaData(p, out var data)) \n { \n if (!data.IsReady) allReady = false; \n } \n else allReady = false; \n }\n\n bool canStart = allReady && playerCount >= 2;\n _startBtn.SetEnabled(canStart);\n _startBtn.text = GetT(\"LOBBY_START_BTN\");\n\n if (canStart)\n {\n _startBtn.style.backgroundColor = new StyleColor(Color.green);\n _startBtn.style.color = new StyleColor(Color.black);\n }\n else\n {\n _startBtn.style.backgroundColor = new StyleColor(new Color(0.2f, 0.2f, 0.2f, 0.8f));\n _startBtn.style.color = new StyleColor(new Color(1f, 1f, 1f, 0.5f));\n }\n }\n\n // Ready Button Logic (Everyone)\n if (_readyBtn != null)\n {\n if (_playerDataManager.TryGetPlayerMetaData(runner.LocalPlayer, out var myData))\n {\n if (myData.IsReady) \n { \n _readyBtn.text = GetT(\"LOBBY_UNREADY_BTN\"); \n _readyBtn.style.backgroundColor = new StyleColor(Color.green); \n _readyBtn.style.color = new StyleColor(Color.black); \n }\n else \n { \n _readyBtn.text = GetT(\"LOBBY_READY_BTN\"); \n _readyBtn.style.backgroundColor = new StyleColor(new Color(0.2f, 0.2f, 0.2f, 0.8f)); \n _readyBtn.style.color = new StyleColor(Color.white); \n }\n }\n }\n }\n\n private async void Invoke(string methodName, float delay) { await Task.Delay((int)(delay * 1000)); if (methodName == nameof(RegisterSpawnerEvents)) RegisterSpawnerEvents(); }\n }\n}\n","allow_multiple":false,"file_path":"Assets/Scripts/UI/LobbyController.cs","instruction":"Use PlayerDataManager.Instance instead of FindFirstObjectByType and add safety checks to prevent accessing networked properties before the object is valid.","old_string":"using UnityEngine;\r\nusing UnityEngine.UIElements;\r\nusing System.Collections.Generic;\r\nusing System.Threading.Tasks;\r\nusing Fusion;\r\nusing System.Linq;\r\n\r\nnamespace Hallucinate.UI\r\n{\r\n public class LobbyController : BaseUIController\r\n {\r\n private VisualTreeAsset _roomItemTemplate;\r\n private PlayerDataManager _playerDataManager;\r\n\r\n private VisualElement _joinContainer, _createContainer, _loungeContainer, _passOverlay;\r\n private TextField _roomIDInput, _roomNameInput, _roomPassInput;\r\n private Toggle _passToggle;\r\n private Label _createErrorLabel;\r\n private Button _confirmCreateBtn;\r\n private ScrollView _roomList;\r\n private TextField _joinPassInput;\r\n private Label _joinPassError;\r\n private SessionInfo _selectedSession;\r\n private Label _loungeRoomName;\r\n private Button _readyBtn, _startBtn;\r\n private Label _hostNameLabel, _hostStatusLabel;\r\n private VisualElement _hostChatBox;\r\n private Label _hostChatMessage;\r\n private Label _guestNameLabel, _guestStatusLabel;\r\n private VisualElement _guestChatBox;\r\n private Label _guestChatMessage;\r\n private TextField _chatInput;\r\n\r\n private bool _isBusy = false;\r\n\r\n public override void Initialize(VisualElement uxmlRoot, UIManager manager)\r\n {\r\n base.Initialize(uxmlRoot, manager);\r\n _joinContainer = root.Q(\"JoinContainer\");\r\n _createContainer = root.Q(\"CreateContainer\");\r\n _loungeContainer = root.Q(\"LoungeContainer\");\r\n _passOverlay = root.Q(\"PasswordOverlay\");\r\n _roomIDInput = root.Q(\"RoomIDInput\");\r\n _roomNameInput = root.Q(\"RoomNameInput\");\r\n _roomPassInput = root.Q(\"RoomPassInput\");\r\n _passToggle = root.Q(\"PassToggle\");\r\n _createErrorLabel = root.Q(\"CreateErrorLabel\");\r\n _roomList = root.Q(\"RoomList\");\r\n _joinPassInput = root.Q(\"JoinPassInput\");\r\n _joinPassError = root.Q(\"JoinPassError\");\r\n _loungeRoomName = root.Q(\"LoungeRoomName\");\r\n _readyBtn = root.Q(\"ReadyBtn\");\r\n _startBtn = root.Q(\"StartBtn\");\r\n if (_startBtn != null) _startBtn.style.display = DisplayStyle.None; // Default to hidden\r\n _hostNameLabel = root.Q(\"HostName\");\r\n _hostStatusLabel = root.Q(\"HostReadyStatus\");\r\n _hostChatBox = root.Q(\"HostChatBox\");\r\n _hostChatMessage = root.Q(\"HostChatMessage\");\r\n _guestNameLabel = root.Q(\"GuestName\");\r\n _guestStatusLabel = root.Q(\"GuestReadyStatus\");\r\n _guestChatBox = root.Q(\"GuestChatBox\");\r\n _guestChatMessage = root.Q(\"GuestChatMessage\");\r\n _chatInput = root.Q(\"ChatInput\");\r\n\r\n\r\n root.Q(\"GoToCreateBtn\").clicked += ShowCreate;\r\n root.Q(\"CancelCreateBtn\").clicked += ShowJoin;\r\n root.Q(\"BackToMenuBtn\").clicked += async () => { if (_isBusy) return; await uiManager.Pop(); };\r\n _confirmCreateBtn = root.Q(\"ConfirmCreateBtn\");\r\n if (_confirmCreateBtn != null) _confirmCreateBtn.clicked += OnCreateRoomClicked;\r\n root.Q(\"ConfirmJoinBtn\").clicked += OnConfirmPasswordClicked;\r\n root.Q(\"ClosePassBtn\").clicked += () => { if(_passOverlay != null) _passOverlay.style.display = DisplayStyle.None; };\r\n root.Q(\"LeaveLoungeBtn\").clicked += OnLeaveLoungeClicked;\r\n\r\n if (_readyBtn != null) _readyBtn.clicked += OnReadyClicked;\r\n if (_startBtn != null) _startBtn.clicked += OnStartClicked;\r\n if (_passToggle != null) _passToggle.RegisterValueChangedCallback(evt => { if (_roomPassInput != null) _roomPassInput.style.display = evt.newValue ? DisplayStyle.Flex : DisplayStyle.None; });\r\n if (_chatInput != null) _chatInput.RegisterCallback(OnChatKeyDown, TrickleDown.TrickleDown);\r\n if (LocalizationManager.Instance != null) { LocalizationManager.Instance.OnLanguageChanged += ApplyLocalization; ApplyLocalization(); }\r\n if (BasicSpawner.Instance != null) RegisterSpawnerEvents();\r\n else Invoke(nameof(RegisterSpawnerEvents), 0.1f);\r\n }\r\n\r\n private void RegisterSpawnerEvents()\r\n {\r\n if (BasicSpawner.Instance == null) return;\r\n BasicSpawner.Instance.OnSessionListUpdatedEvent += UpdateRoomList;\r\n BasicSpawner.Instance.OnJoinFailedEvent += () => { if(_joinPassError != null) _joinPassError.style.display = DisplayStyle.Flex; };\r\n }\r\n\r\n private void OnChatKeyDown(KeyDownEvent evt)\r\n {\r\n if (evt.keyCode == KeyCode.Return || evt.keyCode == KeyCode.KeypadEnter)\r\n {\r\n evt.StopImmediatePropagation();\r\n evt.PreventDefault();\r\n string msg = _chatInput.value.Trim();\r\n if (!string.IsNullOrEmpty(msg) && PlayerDataManager.Instance != null)\r\n {\r\n var runner = Object.FindFirstObjectByType();\r\n if (runner != null) { PlayerDataManager.Instance.RPC_SendChatMessage(runner.LocalPlayer, msg); _chatInput.value = \"\"; _chatInput.Focus(); }\r\n }\r\n }\r\n }\r\n\r\n private void OnChatMessageReceived(PlayerRef sender, string message)\r\n {\r\n var runner = Object.FindFirstObjectByType();\r\n if (runner == null) return;\r\n var sortedPlayers = runner.ActivePlayers.OrderBy(p => p.PlayerId).ToList();\r\n bool isHost = sortedPlayers.Count > 0 && sender == sortedPlayers[0];\r\n if (isHost) ShowChatBubble(_hostChatBox, _hostChatMessage, message);\r\n else ShowChatBubble(_guestChatBox, _guestChatMessage, message);\r\n }\r\n\r\n private async void ShowChatBubble(VisualElement box, Label label, string msg)\r\n {\r\n if (box == null || label == null) return;\r\n label.text = msg;\r\n box.style.display = DisplayStyle.Flex;\r\n await Task.Delay(4000);\r\n if (label.text == msg) box.style.display = DisplayStyle.None;\r\n }\r\n\r\n private void ApplyLocalization() { if (LocalizationManager.Instance == null) return; }\r\n private string GetT(string key) => LocalizationManager.Instance != null ? LocalizationManager.Instance.GetLocalizedString(key) : key;\r\n public void SetRoomTemplate(VisualTreeAsset template) => _roomItemTemplate = template;\r\n \r\n public override async Task PlayTransitionIn() \r\n { \r\n _isBusy = false; \r\n await base.PlayTransitionIn(); \r\n ShowJoin(); \r\n }\r\n\r\n public void ShowJoin()\r\n {\r\n if (_joinContainer != null) _joinContainer.style.display = DisplayStyle.Flex;\r\n if (_createContainer != null) _createContainer.style.display = DisplayStyle.None;\r\n if (_loungeContainer != null) _loungeContainer.style.display = DisplayStyle.None;\r\n var spawner = BasicSpawner.Instance;\r\n if (spawner != null && (spawner.Runner == null || !spawner.Runner.IsRunning)) _ = spawner.StartLobby();\r\n }\r\n\r\n public void ShowCreate()\r\n {\r\n if (_joinContainer != null) _joinContainer.style.display = DisplayStyle.None;\r\n if (_createContainer != null) _createContainer.style.display = DisplayStyle.Flex;\r\n if (_createErrorLabel != null) _createErrorLabel.style.display = DisplayStyle.None;\r\n if (_confirmCreateBtn != null) _confirmCreateBtn.SetEnabled(true);\r\n if (_roomIDInput != null) _roomIDInput.value = \"ROOM_\" + Random.Range(1000, 9999).ToString();\r\n }\r\n\r\n private void ShowLounge(string roomName)\r\n {\r\n if (_joinContainer != null) _joinContainer.style.display = DisplayStyle.None;\r\n if (_createContainer != null) _createContainer.style.display = DisplayStyle.None;\r\n if (_loungeContainer != null) _loungeContainer.style.display = DisplayStyle.Flex;\r\n if (_loungeRoomName != null) _loungeRoomName.text = roomName.ToUpper();\r\n var spawner = BasicSpawner.Instance;\r\n if (spawner != null && spawner.Runner != null && spawner.Runner.SessionInfo != null)\r\n {\r\n var loungeIdLabel = root.Q(\"LoungeID\");\r\n if (loungeIdLabel != null) loungeIdLabel.text = GetT(\"LOBBY_ID_PREFIX\") + spawner.Runner.SessionInfo.Name;\r\n }\r\n _playerDataManager = Object.FindFirstObjectByType();\r\n if (_playerDataManager != null) _playerDataManager.OnChatMessageReceived += OnChatMessageReceived;\r\n }\r\n\r\n private async void OnCreateRoomClicked()\r\n {\r\n if (_isBusy) return;\r\n _isBusy = true;\r\n\r\n if (_confirmCreateBtn != null) _confirmCreateBtn.SetEnabled(false);\r\n if (_createErrorLabel != null) _createErrorLabel.style.display = DisplayStyle.None;\r\n \r\n var spawner = BasicSpawner.Instance;\r\n if (spawner == null) \r\n { \r\n ShowCreateError(\"System Error: Spawner missing. Please re-enter the Lobby.\"); \r\n _isBusy = false;\r\n return; \r\n }\r\n \r\n string id = (_roomIDInput != null && !string.IsNullOrEmpty(_roomIDInput.value)) ? _roomIDInput.value.Trim() : \"ROOM_\" + Random.Range(1000, 9999).ToString();\r\n string name = (_roomNameInput != null && !string.IsNullOrEmpty(_roomNameInput.value)) ? _roomNameInput.value.Trim() : id;\r\n string pass = (_passToggle != null && _passToggle.value && _roomPassInput != null) ? _roomPassInput.value : null;\r\n \r\n try \r\n {\r\n bool success = await spawner.StartHost(id, name, pass);\r\n if (success) ShowLounge(name);\r\n else ShowCreateError(\"Failed to create room. ID might be taken.\");\r\n } \r\n catch (System.Exception ex) \r\n { \r\n ShowCreateError(\"Network Error: \" + ex.Message); \r\n }\r\n finally\r\n {\r\n _isBusy = false;\r\n if (_confirmCreateBtn != null) _confirmCreateBtn.SetEnabled(true);\r\n }\r\n }\r\n\r\n private void ShowCreateError(string message)\r\n {\r\n if (_createErrorLabel != null) { _createErrorLabel.text = message; _createErrorLabel.style.display = DisplayStyle.Flex; }\r\n if (_confirmCreateBtn != null) _confirmCreateBtn.SetEnabled(true);\r\n }\r\n\r\n private void UpdateRoomList(List sessions)\r\n {\r\n if (_roomList == null) return;\r\n _roomList.Clear();\r\n foreach (var session in sessions)\r\n {\r\n if (_roomItemTemplate == null) continue;\r\n var item = _roomItemTemplate.Instantiate();\r\n string displayName = session.Name;\r\n if (session.Properties.TryGetValue(\"rn\", out var rnProp)) displayName = rnProp;\r\n item.Q(\"RoomName\").text = displayName;\r\n item.Q(\"PlayerCount\").text = $\"{session.PlayerCount}/{session.MaxPlayers}\";\r\n var statusBadge = item.Q(\"StatusBadge\");\r\n if (statusBadge != null) statusBadge.text = GetT(\"ROOM_STATUS_WAITING\");\r\n bool needsPass = session.Properties.ContainsKey(\"pw\"); \r\n var lockIcon = item.Q(\"LockIcon\");\r\n if (lockIcon != null) lockIcon.style.display = needsPass ? DisplayStyle.Flex : DisplayStyle.None;\r\n var joinBtn = item.Q(\"JoinBtn\");\r\n if (joinBtn != null) { joinBtn.text = GetT(\"ROOM_JOIN_BTN\"); joinBtn.clicked += () => OnRoomItemClicked(session); }\r\n _roomList.Add(item);\r\n }\r\n }\r\n\r\n private async void OnRoomItemClicked(SessionInfo session)\r\n {\r\n if (_isBusy) return;\r\n \r\n bool needsPass = session.Properties.ContainsKey(\"pw\");\r\n if (needsPass)\r\n {\r\n _selectedSession = session;\r\n if (_passOverlay != null) _passOverlay.style.display = DisplayStyle.Flex;\r\n if (_joinPassError != null) _joinPassError.style.display = DisplayStyle.None;\r\n if (_joinPassInput != null) _joinPassInput.value = \"\";\r\n }\r\n else await JoinRoom(session.Name, null);\r\n }\r\n\r\n private async void OnConfirmPasswordClicked()\r\n {\r\n if (_isBusy || _selectedSession == null) return;\r\n _isBusy = true;\r\n \r\n string pass = _joinPassInput != null ? _joinPassInput.value : \"\";\r\n if (_passOverlay != null) _passOverlay.style.display = DisplayStyle.None;\r\n await JoinRoom(_selectedSession.Name, pass);\r\n _isBusy = false;\r\n }\r\n\r\n private async Task JoinRoom(string sessionName, string password) \r\n { \r\n if (BasicSpawner.Instance != null) \r\n { \r\n if (await BasicSpawner.Instance.StartClient(sessionName, password)) ShowLounge(sessionName); \r\n } \r\n }\r\n \r\n private void OnReadyClicked() \r\n { \r\n if (_isBusy) return;\r\n var runner = Object.FindFirstObjectByType(); \r\n if (runner != null && _playerDataManager != null && _playerDataManager.TryGetPlayerMetaData(runner.LocalPlayer, out var myData)) \r\n _playerDataManager.RPC_SetReady(runner.LocalPlayer, !myData.IsReady); \r\n }\r\n \r\n private void OnStartClicked() \r\n { \r\n if (_isBusy) return;\r\n BasicSpawner.Instance?.StartGame(); \r\n }\r\n \r\n private async void OnLeaveLoungeClicked() \r\n { \r\n if (_isBusy) return;\r\n _isBusy = true;\r\n \r\n var runner = Object.FindFirstObjectByType(); \r\n if (runner != null) await runner.Shutdown(false); \r\n if (_playerDataManager != null) _playerDataManager.OnChatMessageReceived -= OnChatMessageReceived; \r\n ShowJoin(); \r\n \r\n _isBusy = false;\r\n }\r\n\r\n public override void Update() { if (_loungeContainer != null && _loungeContainer.style.display == DisplayStyle.Flex) UpdateLoungeUI(); }\r\n\r\n private void UpdateLoungeUI()\r\n {\r\n var spawner = BasicSpawner.Instance;\r\n if (spawner == null) return;\r\n var runner = spawner.Runner;\r\n if (runner == null) return;\r\n\r\n // 1. Strict Visibility Check\r\n bool isHost = runner.IsServer;\r\n if (_startBtn != null) \r\n {\r\n _startBtn.style.display = isHost ? DisplayStyle.Flex : DisplayStyle.None;\r\n }\r\n\r\n // 2. PlayerDataManager Sync\r\n if (_playerDataManager == null || _playerDataManager.Object == null || !_playerDataManager.Object.IsValid)\r\n {\r\n _playerDataManager = Object.FindFirstObjectByType();\r\n if (_playerDataManager != null) _playerDataManager.OnChatMessageReceived += OnChatMessageReceived;\r\n else return; // Still waiting for synchronization\r\n }\r\n\r\n // 3. Identify Players\r\n var sortedPlayers = runner.ActivePlayers.OrderBy(p => p.PlayerId).ToList();\r\n PlayerRef hostRef = sortedPlayers.Count > 0 ? sortedPlayers[0] : PlayerRef.None;\r\n PlayerRef guestRef = sortedPlayers.Count > 1 ? sortedPlayers[1] : PlayerRef.None;\r\n\r\n if (runner.SessionInfo != null && runner.SessionInfo.Properties.TryGetValue(\"rn\", out var rnProp)) _loungeRoomName.text = rnProp.ToString().ToUpper();\r\n\r\n // Host Display\r\n if (hostRef != PlayerRef.None && _playerDataManager.TryGetPlayerMetaData(hostRef, out var hostData))\r\n {\r\n _hostNameLabel.text = hostData.Name.ToString().ToUpper();\r\n string readyStatus = hostData.IsReady ? GetT(\"LOBBY_READY\") : GetT(\"LOBBY_NOT_READY\");\r\n _hostStatusLabel.text = $\"{GetT(\"LOBBY_HOST_LABEL\")} - {readyStatus}\";\r\n _hostStatusLabel.style.color = hostData.IsReady ? Color.green : Color.red;\r\n }\r\n else { _hostNameLabel.text = GetT(\"LOBBY_SYNCING\"); _hostStatusLabel.text = \"-\"; }\r\n\r\n // Guest Display\r\n if (guestRef != PlayerRef.None && _playerDataManager.TryGetPlayerMetaData(guestRef, out var guestData))\r\n {\r\n _guestNameLabel.text = guestData.Name.ToString().ToUpper();\r\n _guestStatusLabel.text = guestData.IsReady ? GetT(\"LOBBY_READY\") : GetT(\"LOBBY_NOT_READY\");\r\n _guestStatusLabel.style.color = guestData.IsReady ? Color.green : Color.red;\r\n }\r\n else if (runner.ActivePlayers.Count() >= 2) { _guestNameLabel.text = GetT(\"LOBBY_SYNCING\"); _guestStatusLabel.text = \"-\"; }\r\n else { _guestNameLabel.text = GetT(\"LOBBY_WAITING_LABEL\"); _guestStatusLabel.text = \"-\"; _guestStatusLabel.style.color = Color.gray; }\r\n\r\n // 4. Start Button Logic (Host Only)\r\n if (_startBtn != null && isHost)\r\n {\r\n bool allReady = true;\r\n int playerCount = 0;\r\n foreach (var p in runner.ActivePlayers) \r\n { \r\n playerCount++; \r\n if (_playerDataManager.TryGetPlayerMetaData(p, out var data)) \r\n { \r\n if (!data.IsReady) allReady = false; \r\n } \r\n else allReady = false; \r\n }\r\n\r\n bool canStart = allReady && playerCount >= 2;\r\n _startBtn.SetEnabled(canStart);\r\n _startBtn.text = GetT(\"LOBBY_START_BTN\");\r\n\r\n if (canStart)\r\n {\r\n _startBtn.style.backgroundColor = new StyleColor(Color.green);\r\n _startBtn.style.color = new StyleColor(Color.black);\r\n }\r\n else\r\n {\r\n _startBtn.style.backgroundColor = new StyleColor(new Color(0.2f, 0.2f, 0.2f, 0.8f));\r\n _startBtn.style.color = new StyleColor(new Color(1f, 1f, 1f, 0.5f));\r\n }\r\n }\r\n\r\n // Ready Button Logic (Everyone)\r\n if (_readyBtn != null)\r\n {\r\n if (_playerDataManager.TryGetPlayerMetaData(runner.LocalPlayer, out var myData))\r\n {\r\n if (myData.IsReady) \r\n { \r\n _readyBtn.text = GetT(\"LOBBY_UNREADY_BTN\"); \r\n _readyBtn.style.backgroundColor = new StyleColor(Color.green); \r\n _readyBtn.style.color = new StyleColor(Color.black); \r\n }\r\n else \r\n { \r\n _readyBtn.text = GetT(\"LOBBY_READY_BTN\"); \r\n _readyBtn.style.backgroundColor = new StyleColor(new Color(0.2f, 0.2f, 0.2f, 0.8f)); \r\n _readyBtn.style.color = new StyleColor(Color.white); \r\n }\r\n }\r\n }\r\n }\r\n\r\n private async void Invoke(string methodName, float delay) { await Task.Delay((int)(delay * 1000)); if (methodName == nameof(RegisterSpawnerEvents)) RegisterSpawnerEvents(); }\r\n }\r\n}\r\n","ai_proposed_content":"using UnityEngine;\nusing UnityEngine.UIElements;\nusing System.Collections.Generic;\nusing System.Threading.Tasks;\nusing Fusion;\nusing System.Linq;\n\nnamespace Hallucinate.UI\n{\n public class LobbyController : BaseUIController\n {\n private VisualTreeAsset _roomItemTemplate;\n private PlayerDataManager _playerDataManager;\n\n private VisualElement _joinContainer, _createContainer, _loungeContainer, _passOverlay;\n private TextField _roomIDInput, _roomNameInput, _roomPassInput;\n private Toggle _passToggle;\n private Label _createErrorLabel;\n private Button _confirmCreateBtn;\n private ScrollView _roomList;\n private TextField _joinPassInput;\n private Label _joinPassError;\n private SessionInfo _selectedSession;\n private Label _loungeRoomName;\n private Button _readyBtn, _startBtn;\n private Label _hostNameLabel, _hostStatusLabel;\n private VisualElement _hostChatBox;\n private Label _hostChatMessage;\n private Label _guestNameLabel, _guestStatusLabel;\n private VisualElement _guestChatBox;\n private Label _guestChatMessage;\n private TextField _chatInput;\n\n private bool _isBusy = false;\n\n public override void Initialize(VisualElement uxmlRoot, UIManager manager)\n {\n base.Initialize(uxmlRoot, manager);\n _joinContainer = root.Q(\"JoinContainer\");\n _createContainer = root.Q(\"CreateContainer\");\n _loungeContainer = root.Q(\"LoungeContainer\");\n _passOverlay = root.Q(\"PasswordOverlay\");\n _roomIDInput = root.Q(\"RoomIDInput\");\n _roomNameInput = root.Q(\"RoomNameInput\");\n _roomPassInput = root.Q(\"RoomPassInput\");\n _passToggle = root.Q(\"PassToggle\");\n _createErrorLabel = root.Q(\"CreateErrorLabel\");\n _roomList = root.Q(\"RoomList\");\n _joinPassInput = root.Q(\"JoinPassInput\");\n _joinPassError = root.Q(\"JoinPassError\");\n _loungeRoomName = root.Q(\"LoungeRoomName\");\n _readyBtn = root.Q(\"ReadyBtn\");\n _startBtn = root.Q(\"StartBtn\");\n if (_startBtn != null) _startBtn.style.display = DisplayStyle.None; // Default to hidden\n _hostNameLabel = root.Q(\"HostName\");\n _hostStatusLabel = root.Q(\"HostReadyStatus\");\n _hostChatBox = root.Q(\"HostChatBox\");\n _hostChatMessage = root.Q(\"HostChatMessage\");\n _guestNameLabel = root.Q(\"GuestName\");\n _guestStatusLabel = root.Q(\"GuestReadyStatus\");\n _guestChatBox = root.Q(\"GuestChatBox\");\n _guestChatMessage = root.Q(\"GuestChatMessage\");\n _chatInput = root.Q(\"ChatInput\");\n\n\n root.Q(\"GoToCreateBtn\").clicked += ShowCreate;\n root.Q(\"CancelCreateBtn\").clicked += ShowJoin;\n root.Q(\"BackToMenuBtn\").clicked += async () => { if (_isBusy) return; await uiManager.Pop(); };\n _confirmCreateBtn = root.Q(\"ConfirmCreateBtn\");\n if (_confirmCreateBtn != null) _confirmCreateBtn.clicked += OnCreateRoomClicked;\n root.Q(\"ConfirmJoinBtn\").clicked += OnConfirmPasswordClicked;\n root.Q(\"ClosePassBtn\").clicked += () => { if(_passOverlay != null) _passOverlay.style.display = DisplayStyle.None; };\n root.Q(\"LeaveLoungeBtn\").clicked += OnLeaveLoungeClicked;\n\n if (_readyBtn != null) _readyBtn.clicked += OnReadyClicked;\n if (_startBtn != null) _startBtn.clicked += OnStartClicked;\n if (_passToggle != null) _passToggle.RegisterValueChangedCallback(evt => { if (_roomPassInput != null) _roomPassInput.style.display = evt.newValue ? DisplayStyle.Flex : DisplayStyle.None; });\n if (_chatInput != null) _chatInput.RegisterCallback(OnChatKeyDown, TrickleDown.TrickleDown);\n if (LocalizationManager.Instance != null) { LocalizationManager.Instance.OnLanguageChanged += ApplyLocalization; ApplyLocalization(); }\n if (BasicSpawner.Instance != null) RegisterSpawnerEvents();\n else Invoke(nameof(RegisterSpawnerEvents), 0.1f);\n }\n\n private void RegisterSpawnerEvents()\n {\n if (BasicSpawner.Instance == null) return;\n BasicSpawner.Instance.OnSessionListUpdatedEvent += UpdateRoomList;\n BasicSpawner.Instance.OnJoinFailedEvent += () => { if(_joinPassError != null) _joinPassError.style.display = DisplayStyle.Flex; };\n }\n\n private void OnChatKeyDown(KeyDownEvent evt)\n {\n if (evt.keyCode == KeyCode.Return || evt.keyCode == KeyCode.KeypadEnter)\n {\n evt.StopImmediatePropagation();\n evt.PreventDefault();\n string msg = _chatInput.value.Trim();\n if (!string.IsNullOrEmpty(msg) && PlayerDataManager.Instance != null)\n {\n var runner = Object.FindFirstObjectByType();\n if (runner != null) { PlayerDataManager.Instance.RPC_SendChatMessage(runner.LocalPlayer, msg); _chatInput.value = \"\"; _chatInput.Focus(); }\n }\n }\n }\n\n private void OnChatMessageReceived(PlayerRef sender, string message)\n {\n var runner = Object.FindFirstObjectByType();\n if (runner == null) return;\n var sortedPlayers = runner.ActivePlayers.OrderBy(p => p.PlayerId).ToList();\n bool isHost = sortedPlayers.Count > 0 && sender == sortedPlayers[0];\n if (isHost) ShowChatBubble(_hostChatBox, _hostChatMessage, message);\n else ShowChatBubble(_guestChatBox, _guestChatMessage, message);\n }\n\n private async void ShowChatBubble(VisualElement box, Label label, string msg)\n {\n if (box == null || label == null) return;\n label.text = msg;\n box.style.display = DisplayStyle.Flex;\n await Task.Delay(4000);\n if (label.text == msg) box.style.display = DisplayStyle.None;\n }\n\n private void ApplyLocalization() { if (LocalizationManager.Instance == null) return; }\n private string GetT(string key) => LocalizationManager.Instance != null ? LocalizationManager.Instance.GetLocalizedString(key) : key;\n public void SetRoomTemplate(VisualTreeAsset template) => _roomItemTemplate = template;\n \n public override async Task PlayTransitionIn() \n { \n _isBusy = false; \n await base.PlayTransitionIn(); \n ShowJoin(); \n }\n\n public void ShowJoin()\n {\n if (_joinContainer != null) _joinContainer.style.display = DisplayStyle.Flex;\n if (_createContainer != null) _createContainer.style.display = DisplayStyle.None;\n if (_loungeContainer != null) _loungeContainer.style.display = DisplayStyle.None;\n var spawner = BasicSpawner.Instance;\n if (spawner != null && (spawner.Runner == null || !spawner.Runner.IsRunning)) _ = spawner.StartLobby();\n }\n\n public void ShowCreate()\n {\n if (_joinContainer != null) _joinContainer.style.display = DisplayStyle.None;\n if (_createContainer != null) _createContainer.style.display = DisplayStyle.Flex;\n if (_createErrorLabel != null) _createErrorLabel.style.display = DisplayStyle.None;\n if (_confirmCreateBtn != null) _confirmCreateBtn.SetEnabled(true);\n if (_roomIDInput != null) _roomIDInput.value = \"ROOM_\" + Random.Range(1000, 9999).ToString();\n }\n\n private void ShowLounge(string roomName)\n {\n if (_joinContainer != null) _joinContainer.style.display = DisplayStyle.None;\n if (_createContainer != null) _createContainer.style.display = DisplayStyle.None;\n if (_loungeContainer != null) _loungeContainer.style.display = DisplayStyle.Flex;\n if (_loungeRoomName != null) _loungeRoomName.text = roomName.ToUpper();\n var spawner = BasicSpawner.Instance;\n if (spawner != null && spawner.Runner != null && spawner.Runner.SessionInfo != null)\n {\n var loungeIdLabel = root.Q(\"LoungeID\");\n if (loungeIdLabel != null) loungeIdLabel.text = GetT(\"LOBBY_ID_PREFIX\") + spawner.Runner.SessionInfo.Name;\n }\n _playerDataManager = Object.FindFirstObjectByType();\n if (_playerDataManager != null) _playerDataManager.OnChatMessageReceived += OnChatMessageReceived;\n }\n\n private async void OnCreateRoomClicked()\n {\n if (_isBusy) return;\n _isBusy = true;\n\n if (_confirmCreateBtn != null) _confirmCreateBtn.SetEnabled(false);\n if (_createErrorLabel != null) _createErrorLabel.style.display = DisplayStyle.None;\n \n var spawner = BasicSpawner.Instance;\n if (spawner == null) \n { \n ShowCreateError(\"System Error: Spawner missing. Please re-enter the Lobby.\"); \n _isBusy = false;\n return; \n }\n \n string id = (_roomIDInput != null && !string.IsNullOrEmpty(_roomIDInput.value)) ? _roomIDInput.value.Trim() : \"ROOM_\" + Random.Range(1000, 9999).ToString();\n string name = (_roomNameInput != null && !string.IsNullOrEmpty(_roomNameInput.value)) ? _roomNameInput.value.Trim() : id;\n string pass = (_passToggle != null && _passToggle.value && _roomPassInput != null) ? _roomPassInput.value : null;\n \n try \n {\n bool success = await spawner.StartHost(id, name, pass);\n if (success) ShowLounge(name);\n else ShowCreateError(\"Failed to create room. ID might be taken.\");\n } \n catch (System.Exception ex) \n { \n ShowCreateError(\"Network Error: \" + ex.Message); \n }\n finally\n {\n _isBusy = false;\n if (_confirmCreateBtn != null) _confirmCreateBtn.SetEnabled(true);\n }\n }\n\n private void ShowCreateError(string message)\n {\n if (_createErrorLabel != null) { _createErrorLabel.text = message; _createErrorLabel.style.display = DisplayStyle.Flex; }\n if (_confirmCreateBtn != null) _confirmCreateBtn.SetEnabled(true);\n }\n\n private void UpdateRoomList(List sessions)\n {\n if (_roomList == null) return;\n _roomList.Clear();\n foreach (var session in sessions)\n {\n if (_roomItemTemplate == null) continue;\n var item = _roomItemTemplate.Instantiate();\n string displayName = session.Name;\n if (session.Properties.TryGetValue(\"rn\", out var rnProp)) displayName = rnProp;\n item.Q(\"RoomName\").text = displayName;\n item.Q(\"PlayerCount\").text = $\"{session.PlayerCount}/{session.MaxPlayers}\";\n var statusBadge = item.Q(\"StatusBadge\");\n if (statusBadge != null) statusBadge.text = GetT(\"ROOM_STATUS_WAITING\");\n bool needsPass = session.Properties.ContainsKey(\"pw\"); \n var lockIcon = item.Q(\"LockIcon\");\n if (lockIcon != null) lockIcon.style.display = needsPass ? DisplayStyle.Flex : DisplayStyle.None;\n var joinBtn = item.Q(\"JoinBtn\");\n if (joinBtn != null) { joinBtn.text = GetT(\"ROOM_JOIN_BTN\"); joinBtn.clicked += () => OnRoomItemClicked(session); }\n _roomList.Add(item);\n }\n }\n\n private async void OnRoomItemClicked(SessionInfo session)\n {\n if (_isBusy) return;\n \n bool needsPass = session.Properties.ContainsKey(\"pw\");\n if (needsPass)\n {\n _selectedSession = session;\n if (_passOverlay != null) _passOverlay.style.display = DisplayStyle.Flex;\n if (_joinPassError != null) _joinPassError.style.display = DisplayStyle.None;\n if (_joinPassInput != null) _joinPassInput.value = \"\";\n }\n else await JoinRoom(session.Name, null);\n }\n\n private async void OnConfirmPasswordClicked()\n {\n if (_isBusy || _selectedSession == null) return;\n _isBusy = true;\n \n string pass = _joinPassInput != null ? _joinPassInput.value : \"\";\n if (_passOverlay != null) _passOverlay.style.display = DisplayStyle.None;\n await JoinRoom(_selectedSession.Name, pass);\n _isBusy = false;\n }\n\n private async Task JoinRoom(string sessionName, string password) \n { \n if (BasicSpawner.Instance != null) \n { \n if (await BasicSpawner.Instance.StartClient(sessionName, password)) ShowLounge(sessionName); \n } \n }\n \n private void OnReadyClicked() \n { \n if (_isBusy) return;\n var runner = Object.FindFirstObjectByType(); \n if (runner != null && _playerDataManager != null && _playerDataManager.TryGetPlayerMetaData(runner.LocalPlayer, out var myData)) \n _playerDataManager.RPC_SetReady(runner.LocalPlayer, !myData.IsReady); \n }\n \n private void OnStartClicked() \n { \n if (_isBusy) return;\n BasicSpawner.Instance?.StartGame(); \n }\n \n private async void OnLeaveLoungeClicked() \n { \n if (_isBusy) return;\n _isBusy = true;\n \n var runner = Object.FindFirstObjectByType(); \n if (runner != null) await runner.Shutdown(false); \n if (_playerDataManager != null) _playerDataManager.OnChatMessageReceived -= OnChatMessageReceived; \n ShowJoin(); \n \n _isBusy = false;\n }\n\n public override void Update() { if (_loungeContainer != null && _loungeContainer.style.display == DisplayStyle.Flex) UpdateLoungeUI(); }\n\n private void UpdateLoungeUI()\n {\n var spawner = BasicSpawner.Instance;\n if (spawner == null) return;\n var runner = spawner.Runner;\n if (runner == null) return;\n\n // 1. Strict Visibility Check\n bool isHost = runner.IsServer;\n if (_startBtn != null) \n {\n _startBtn.style.display = isHost ? DisplayStyle.Flex : DisplayStyle.None;\n }\n\n // 2. PlayerDataManager Sync\n if (_playerDataManager == null || _playerDataManager.Object == null || !_playerDataManager.Object.IsValid)\n {\n _playerDataManager = PlayerDataManager.Instance;\n if (_playerDataManager != null) \n {\n _playerDataManager.OnChatMessageReceived += OnChatMessageReceived;\n }\n else return; // Still waiting for synchronization\n }\n\n // 3. Identify Players\n var sortedPlayers = runner.ActivePlayers.OrderBy(p => p.PlayerId).ToList();\n PlayerRef hostRef = sortedPlayers.Count > 0 ? sortedPlayers[0] : PlayerRef.None;\n PlayerRef guestRef = sortedPlayers.Count > 1 ? sortedPlayers[1] : PlayerRef.None;\n\n if (runner.SessionInfo != null && runner.SessionInfo.Properties.TryGetValue(\"rn\", out var rnProp)) _loungeRoomName.text = rnProp.ToString().ToUpper();\n\n // Host Display\n if (hostRef != PlayerRef.None && _playerDataManager.TryGetPlayerMetaData(hostRef, out var hostData))\n {\n _hostNameLabel.text = hostData.Name.ToString().ToUpper();\n string readyStatus = hostData.IsReady ? GetT(\"LOBBY_READY\") : GetT(\"LOBBY_NOT_READY\");\n _hostStatusLabel.text = $\"{GetT(\"LOBBY_HOST_LABEL\")} - {readyStatus}\";\n _hostStatusLabel.style.color = hostData.IsReady ? Color.green : Color.red;\n }\n else { _hostNameLabel.text = GetT(\"LOBBY_SYNCING\"); _hostStatusLabel.text = \"-\"; }\n\n // Guest Display\n if (guestRef != PlayerRef.None && _playerDataManager.TryGetPlayerMetaData(guestRef, out var guestData))\n {\n _guestNameLabel.text = guestData.Name.ToString().ToUpper();\n _guestStatusLabel.text = guestData.IsReady ? GetT(\"LOBBY_READY\") : GetT(\"LOBBY_NOT_READY\");\n _guestStatusLabel.style.color = guestData.IsReady ? Color.green : Color.red;\n }\n else if (runner.ActivePlayers.Count() >= 2) { _guestNameLabel.text = GetT(\"LOBBY_SYNCING\"); _guestStatusLabel.text = \"-\"; }\n else { _guestNameLabel.text = GetT(\"LOBBY_WAITING_LABEL\"); _guestStatusLabel.text = \"-\"; _guestStatusLabel.style.color = Color.gray; }\n\n // 4. Start Button Logic (Host Only)\n if (_startBtn != null && isHost)\n {\n bool allReady = true;\n int playerCount = 0;\n foreach (var p in runner.ActivePlayers) \n { \n playerCount++; \n if (_playerDataManager.TryGetPlayerMetaData(p, out var data)) \n { \n if (!data.IsReady) allReady = false; \n } \n else allReady = false; \n }\n\n bool canStart = allReady && playerCount >= 2;\n _startBtn.SetEnabled(canStart);\n _startBtn.text = GetT(\"LOBBY_START_BTN\");\n\n if (canStart)\n {\n _startBtn.style.backgroundColor = new StyleColor(Color.green);\n _startBtn.style.color = new StyleColor(Color.black);\n }\n else\n {\n _startBtn.style.backgroundColor = new StyleColor(new Color(0.2f, 0.2f, 0.2f, 0.8f));\n _startBtn.style.color = new StyleColor(new Color(1f, 1f, 1f, 0.5f));\n }\n }\n\n // Ready Button Logic (Everyone)\n if (_readyBtn != null)\n {\n if (_playerDataManager.TryGetPlayerMetaData(runner.LocalPlayer, out var myData))\n {\n if (myData.IsReady) \n { \n _readyBtn.text = GetT(\"LOBBY_UNREADY_BTN\"); \n _readyBtn.style.backgroundColor = new StyleColor(Color.green); \n _readyBtn.style.color = new StyleColor(Color.black); \n }\n else \n { \n _readyBtn.text = GetT(\"LOBBY_READY_BTN\"); \n _readyBtn.style.backgroundColor = new StyleColor(new Color(0.2f, 0.2f, 0.2f, 0.8f)); \n _readyBtn.style.color = new StyleColor(Color.white); \n }\n }\n }\n }\n\n private async void Invoke(string methodName, float delay) { await Task.Delay((int)(delay * 1000)); if (methodName == nameof(RegisterSpawnerEvents)) RegisterSpawnerEvents(); }\n }\n}\n","modified_by_user":true},"result":[{"functionResponse":{"id":"replace_1777647228657_0","name":"replace","response":{"output":"Successfully modified file: E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\Scripts\\UI\\LobbyController.cs (1 replacements). Here is the updated code:\nusing UnityEngine;\nusing UnityEngine.UIElements;\nusing System.Collections.Generic;\nusing System.Threading.Tasks;\nusing Fusion;\nusing System.Linq;\n\nnamespace Hallucinate.UI\n{\n public class LobbyController : BaseUIController\n {\n private VisualTreeAsset _roomItemTemplate;\n private PlayerDataManager _playerDataManager;\n\n private VisualElement _joinContainer, _createContainer, _loungeContainer, _passOverlay;\n private TextField _roomIDInput, _roomNameInput, _roomPassInput;\n private Toggle _passToggle;\n private Label _createErrorLabel;\n private Button _confirmCreateBtn;\n private ScrollView _roomList;\n private TextField _joinPassInput;\n private Label _joinPassError;\n private SessionInfo _selectedSession;\n private Label _loungeRoomName;\n private Button _readyBtn, _startBtn;\n private Label _hostNameLabel, _hostStatusLabel;\n private VisualElement _hostChatBox;\n private Label _hostChatMessage;\n private Label _guestNameLabel, _guestStatusLabel;\n private VisualElement _guestChatBox;\n private Label _guestChatMessage;\n private TextField _chatInput;\n\n private bool _isBusy = false;\n\n public override void Initialize(VisualElement uxmlRoot, UIManager manager)\n {\n base.Initialize(uxmlRoot, manager);\n _joinContainer = root.Q(\"JoinContainer\");\n _createContainer = root.Q(\"CreateContainer\");\n _loungeContainer = root.Q(\"LoungeContainer\");\n _passOverlay = root.Q(\"PasswordOverlay\");\n _roomIDInput = root.Q(\"RoomIDInput\");\n _roomNameInput = root.Q(\"RoomNameInput\");\n _roomPassInput = root.Q(\"RoomPassInput\");\n _passToggle = root.Q(\"PassToggle\");\n _createErrorLabel = root.Q(\"CreateErrorLabel\");\n _roomList = root.Q(\"RoomList\");\n _joinPassInput = root.Q(\"JoinPassInput\");\n _joinPassError = root.Q(\"JoinPassError\");\n _loungeRoomName = root.Q(\"LoungeRoomName\");\n _readyBtn = root.Q(\"ReadyBtn\");\n _startBtn = root.Q(\"StartBtn\");\n if (_startBtn != null) _startBtn.style.display = DisplayStyle.None; // Default to hidden\n _hostNameLabel = root.Q(\"HostName\");\n _hostStatusLabel = root.Q(\"HostReadyStatus\");\n _hostChatBox = root.Q(\"HostChatBox\");\n _hostChatMessage = root.Q(\"HostChatMessage\");\n _guestNameLabel = root.Q(\"GuestName\");\n _guestStatusLabel = root.Q(\"GuestReadyStatus\");\n _guestChatBox = root.Q(\"GuestChatBox\");\n _guestChatMessage = root.Q(\"GuestChatMessage\");\n _chatInput = root.Q(\"ChatInput\");\n\n\n root.Q(\"GoToCreateBtn\").clicked += ShowCreate;\n root.Q(\"CancelCreateBtn\").clicked += ShowJoin;\n root.Q(\"BackToMenuBtn\").clicked += async () => { if (_isBusy) return; await uiManager.Pop(); };\n _confirmCreateBtn = root.Q(\"ConfirmCreateBtn\");\n if (_confirmCreateBtn != null) _confirmCreateBtn.clicked += OnCreateRoomClicked;\n root.Q(\"ConfirmJoinBtn\").clicked += OnConfirmPasswordClicked;\n root.Q(\"ClosePassBtn\").clicked += () => { if(_passOverlay != null) _passOverlay.style.display = DisplayStyle.None; };\n root.Q(\"LeaveLoungeBtn\").clicked += OnLeaveLoungeClicked;\n\n if (_readyBtn != null) _readyBtn.clicked += OnReadyClicked;\n if (_startBtn != null) _startBtn.clicked += OnStartClicked;\n if (_passToggle != null) _passToggle.RegisterValueChangedCallback(evt => { if (_roomPassInput != null) _roomPassInput.style.display = evt.newValue ? DisplayStyle.Flex : DisplayStyle.None; });\n if (_chatInput != null) _chatInput.RegisterCallback(OnChatKeyDown, TrickleDown.TrickleDown);\n if (LocalizationManager.Instance != null) { LocalizationManager.Instance.OnLanguageChanged += ApplyLocalization; ApplyLocalization(); }\n if (BasicSpawner.Instance != null) RegisterSpawnerEvents();\n else Invoke(nameof(RegisterSpawnerEvents), 0.1f);\n }\n\n private void RegisterSpawnerEvents()\n {\n if (BasicSpawner.Instance == null) return;\n BasicSpawner.Instance.OnSessionListUpdatedEvent += UpdateRoomList;\n BasicSpawner.Instance.OnJoinFailedEvent += () => { if(_joinPassError != null) _joinPassError.style.display = DisplayStyle.Flex; };\n }\n\n private void OnChatKeyDown(KeyDownEvent evt)\n {\n if (evt.keyCode == KeyCode.Return || evt.keyCode == KeyCode.KeypadEnter)\n {\n evt.StopImmediatePropagation();\n evt.PreventDefault();\n string msg = _chatInput.value.Trim();\n if (!string.IsNullOrEmpty(msg) && PlayerDataManager.Instance != null)\n {\n var runner = Object.FindFirstObjectByType();\n if (runner != null) { PlayerDataManager.Instance.RPC_SendChatMessage(runner.LocalPlayer, msg); _chatInput.value = \"\"; _chatInput.Focus(); }\n }\n }\n }\n\n private void OnChatMessageReceived(PlayerRef sender, string message)\n {\n var runner = Object.FindFirstObjectByType();\n if (runner == null) return;\n var sortedPlayers = runner.ActivePlayers.OrderBy(p => p.PlayerId).ToList();\n bool isHost = sortedPlayers.Count > 0 && sender == sortedPlayers[0];\n if (isHost) ShowChatBubble(_hostChatBox, _hostChatMessage, message);\n else ShowChatBubble(_guestChatBox, _guestChatMessage, message);\n }\n\n private async void ShowChatBubble(VisualElement box, Label label, string msg)\n {\n if (box == null || label == null) return;\n label.text = msg;\n box.style.display = DisplayStyle.Flex;\n await Task.Delay(4000);\n if (label.text == msg) box.style.display = DisplayStyle.None;\n }\n\n private void ApplyLocalization() { if (LocalizationManager.Instance == null) return; }\n private string GetT(string key) => LocalizationManager.Instance != null ? LocalizationManager.Instance.GetLocalizedString(key) : key;\n public void SetRoomTemplate(VisualTreeAsset template) => _roomItemTemplate = template;\n \n public override async Task PlayTransitionIn() \n { \n _isBusy = false; \n await base.PlayTransitionIn(); \n ShowJoin(); \n }\n\n public void ShowJoin()\n {\n if (_joinContainer != null) _joinContainer.style.display = DisplayStyle.Flex;\n if (_createContainer != null) _createContainer.style.display = DisplayStyle.None;\n if (_loungeContainer != null) _loungeContainer.style.display = DisplayStyle.None;\n var spawner = BasicSpawner.Instance;\n if (spawner != null && (spawner.Runner == null || !spawner.Runner.IsRunning)) _ = spawner.StartLobby();\n }\n\n public void ShowCreate()\n {\n if (_joinContainer != null) _joinContainer.style.display = DisplayStyle.None;\n if (_createContainer != null) _createContainer.style.display = DisplayStyle.Flex;\n if (_createErrorLabel != null) _createErrorLabel.style.display = DisplayStyle.None;\n if (_confirmCreateBtn != null) _confirmCreateBtn.SetEnabled(true);\n if (_roomIDInput != null) _roomIDInput.value = \"ROOM_\" + Random.Range(1000, 9999).ToString();\n }\n\n private void ShowLounge(string roomName)\n {\n if (_joinContainer != null) _joinContainer.style.display = DisplayStyle.None;\n if (_createContainer != null) _createContainer.style.display = DisplayStyle.None;\n if (_loungeContainer != null) _loungeContainer.style.display = DisplayStyle.Flex;\n if (_loungeRoomName != null) _loungeRoomName.text = roomName.ToUpper();\n var spawner = BasicSpawner.Instance;\n if (spawner != null && spawner.Runner != null && spawner.Runner.SessionInfo != null)\n {\n var loungeIdLabel = root.Q(\"LoungeID\");\n if (loungeIdLabel != null) loungeIdLabel.text = GetT(\"LOBBY_ID_PREFIX\") + spawner.Runner.SessionInfo.Name;\n }\n _playerDataManager = Object.FindFirstObjectByType();\n if (_playerDataManager != null) _playerDataManager.OnChatMessageReceived += OnChatMessageReceived;\n }\n\n private async void OnCreateRoomClicked()\n {\n if (_isBusy) return;\n _isBusy = true;\n\n if (_confirmCreateBtn != null) _confirmCreateBtn.SetEnabled(false);\n if (_createErrorLabel != null) _createErrorLabel.style.display = DisplayStyle.None;\n \n var spawner = BasicSpawner.Instance;\n if (spawner == null) \n { \n ShowCreateError(\"System Error: Spawner missing. Please re-enter the Lobby.\"); \n _isBusy = false;\n return; \n }\n \n string id = (_roomIDInput != null && !string.IsNullOrEmpty(_roomIDInput.value)) ? _roomIDInput.value.Trim() : \"ROOM_\" + Random.Range(1000, 9999).ToString();\n string name = (_roomNameInput != null && !string.IsNullOrEmpty(_roomNameInput.value)) ? _roomNameInput.value.Trim() : id;\n string pass = (_passToggle != null && _passToggle.value && _roomPassInput != null) ? _roomPassInput.value : null;\n \n try \n {\n bool success = await spawner.StartHost(id, name, pass);\n if (success) ShowLounge(name);\n else ShowCreateError(\"Failed to create room. ID might be taken.\");\n } \n catch (System.Exception ex) \n { \n ShowCreateError(\"Network Error: \" + ex.Message); \n }\n finally\n {\n _isBusy = false;\n if (_confirmCreateBtn != null) _confirmCreateBtn.SetEnabled(true);\n }\n }\n\n private void ShowCreateError(string message)\n {\n if (_createErrorLabel != null) { _createErrorLabel.text = message; _createErrorLabel.style.display = DisplayStyle.Flex; }\n if (_confirmCreateBtn != null) _confirmCreateBtn.SetEnabled(true);\n }\n\n private void UpdateRoomList(List sessions)\n {\n if (_roomList == null) return;\n _roomList.Clear();\n foreach (var session in sessions)\n {\n if (_roomItemTemplate == null) continue;\n var item = _roomItemTemplate.Instantiate();\n string displayName = session.Name;\n if (session.Properties.TryGetValue(\"rn\", out var rnProp)) displayName = rnProp;\n item.Q(\"RoomName\").text = displayName;\n item.Q(\"PlayerCount\").text = $\"{session.PlayerCount}/{session.MaxPlayers}\";\n var statusBadge = item.Q(\"StatusBadge\");\n if (statusBadge != null) statusBadge.text = GetT(\"ROOM_STATUS_WAITING\");\n bool needsPass = session.Properties.ContainsKey(\"pw\"); \n var lockIcon = item.Q(\"LockIcon\");\n if (lockIcon != null) lockIcon.style.display = needsPass ? DisplayStyle.Flex : DisplayStyle.None;\n var joinBtn = item.Q(\"JoinBtn\");\n if (joinBtn != null) { joinBtn.text = GetT(\"ROOM_JOIN_BTN\"); joinBtn.clicked += () => OnRoomItemClicked(session); }\n _roomList.Add(item);\n }\n }\n\n private async void OnRoomItemClicked(SessionInfo session)\n {\n if (_isBusy) return;\n \n bool needsPass = session.Properties.ContainsKey(\"pw\");\n if (needsPass)\n {\n _selectedSession = session;\n if (_passOverlay != null) _passOverlay.style.display = DisplayStyle.Flex;\n if (_joinPassError != null) _joinPassError.style.display = DisplayStyle.None;\n if (_joinPassInput != null) _joinPassInput.value = \"\";\n }\n else await JoinRoom(session.Name, null);\n }\n\n private async void OnConfirmPasswordClicked()\n {\n if (_isBusy || _selectedSession == null) return;\n _isBusy = true;\n \n string pass = _joinPassInput != null ? _joinPassInput.value : \"\";\n if (_passOverlay != null) _passOverlay.style.display = DisplayStyle.None;\n await JoinRoom(_selectedSession.Name, pass);\n _isBusy = false;\n }\n\n private async Task JoinRoom(string sessionName, string password) \n { \n if (BasicSpawner.Instance != null) \n { \n if (await BasicSpawner.Instance.StartClient(sessionName, password)) ShowLounge(sessionName); \n } \n }\n \n private void OnReadyClicked() \n { \n if (_isBusy) return;\n var runner = Object.FindFirstObjectByType(); \n if (runner != null && _playerDataManager != null && _playerDataManager.TryGetPlayerMetaData(runner.LocalPlayer, out var myData)) \n _playerDataManager.RPC_SetReady(runner.LocalPlayer, !myData.IsReady); \n }\n \n private void OnStartClicked() \n { \n if (_isBusy) return;\n BasicSpawner.Instance?.StartGame(); \n }\n \n private async void OnLeaveLoungeClicked() \n { \n if (_isBusy) return;\n _isBusy = true;\n \n var runner = Object.FindFirstObjectByType(); \n if (runner != null) await runner.Shutdown(false); \n if (_playerDataManager != null) _playerDataManager.OnChatMessageReceived -= OnChatMessageReceived; \n ShowJoin(); \n \n _isBusy = false;\n }\n\n public override void Update() { if (_loungeContainer != null && _loungeContainer.style.display == DisplayStyle.Flex) UpdateLoungeUI(); }\n\n private void UpdateLoungeUI()\n {\n var spawner = BasicSpawner.Instance;\n if (spawner == null) return;\n var runner = spawner.Runner;\n if (runner == null) return;\n\n // 1. Strict Visibility Check\n bool isHost = runner.IsServer;\n if (_startBtn != null) \n {\n _startBtn.style.display = isHost ? DisplayStyle.Flex : DisplayStyle.None;\n }\n\n // 2. PlayerDataManager Sync\n if (_playerDataManager == null || _playerDataManager.Object == null || !_playerDataManager.Object.IsValid)\n {\n _playerDataManager = PlayerDataManager.Instance;\n if (_playerDataManager != null) \n {\n _playerDataManager.OnChatMessageReceived += OnChatMessageReceived;\n }\n else return; // Still waiting for synchronization\n }\n\n // 3. Identify Players\n var sortedPlayers = runner.ActivePlayers.OrderBy(p => p.PlayerId).ToList();\n PlayerRef hostRef = sortedPlayers.Count > 0 ? sortedPlayers[0] : PlayerRef.None;\n PlayerRef guestRef = sortedPlayers.Count > 1 ? sortedPlayers[1] : PlayerRef.None;\n\n if (runner.SessionInfo != null && runner.SessionInfo.Properties.TryGetValue(\"rn\", out var rnProp)) _loungeRoomName.text = rnProp.ToString().ToUpper();\n\n // Host Display\n if (hostRef != PlayerRef.None && _playerDataManager.TryGetPlayerMetaData(hostRef, out var hostData))\n {\n _hostNameLabel.text = hostData.Name.ToString().ToUpper();\n string readyStatus = hostData.IsReady ? GetT(\"LOBBY_READY\") : GetT(\"LOBBY_NOT_READY\");\n _hostStatusLabel.text = $\"{GetT(\"LOBBY_HOST_LABEL\")} - {readyStatus}\";\n _hostStatusLabel.style.color = hostData.IsReady ? Color.green : Color.red;\n }\n else { _hostNameLabel.text = GetT(\"LOBBY_SYNCING\"); _hostStatusLabel.text = \"-\"; }\n\n // Guest Display\n if (guestRef != PlayerRef.None && _playerDataManager.TryGetPlayerMetaData(guestRef, out var guestData))\n {\n _guestNameLabel.text = guestData.Name.ToString().ToUpper();\n _guestStatusLabel.text = guestData.IsReady ? GetT(\"LOBBY_READY\") : GetT(\"LOBBY_NOT_READY\");\n _guestStatusLabel.style.color = guestData.IsReady ? Color.green : Color.red;\n }\n else if (runner.ActivePlayers.Count() >= 2) { _guestNameLabel.text = GetT(\"LOBBY_SYNCING\"); _guestStatusLabel.text = \"-\"; }\n else { _guestNameLabel.text = GetT(\"LOBBY_WAITING_LABEL\"); _guestStatusLabel.text = \"-\"; _guestStatusLabel.style.color = Color.gray; }\n\n // 4. Start Button Logic (Host Only)\n if (_startBtn != null && isHost)\n {\n bool allReady = true;\n int playerCount = 0;\n foreach (var p in runner.ActivePlayers) \n { \n playerCount++; \n if (_playerDataManager.TryGetPlayerMetaData(p, out var data)) \n { \n if (!data.IsReady) allReady = false; \n } \n else allReady = false; \n }\n\n bool canStart = allReady && playerCount >= 2;\n _startBtn.SetEnabled(canStart);\n _startBtn.text = GetT(\"LOBBY_START_BTN\");\n\n if (canStart)\n {\n _startBtn.style.backgroundColor = new StyleColor(Color.green);\n _startBtn.style.color = new StyleColor(Color.black);\n }\n else\n {\n _startBtn.style.backgroundColor = new StyleColor(new Color(0.2f, 0.2f, 0.2f, 0.8f));\n _startBtn.style.color = new StyleColor(new Color(1f, 1f, 1f, 0.5f));\n }\n }\n\n // Ready Button Logic (Everyone)\n if (_readyBtn != null)\n {\n if (_playerDataManager.TryGetPlayerMetaData(runner.LocalPlayer, out var myData))\n {\n if (myData.IsReady) \n { \n _readyBtn.text = GetT(\"LOBBY_UNREADY_BTN\"); \n _readyBtn.style.backgroundColor = new StyleColor(Color.green); \n _readyBtn.style.color = new StyleColor(Color.black); \n }\n else \n { \n _readyBtn.text = GetT(\"LOBBY_READY_BTN\"); \n _readyBtn.style.backgroundColor = new StyleColor(new Color(0.2f, 0.2f, 0.2f, 0.8f)); \n _readyBtn.style.color = new StyleColor(Color.white); \n }\n }\n }\n }\n\n private async void Invoke(string methodName, float delay) { await Task.Delay((int)(delay * 1000)); if (methodName == nameof(RegisterSpawnerEvents)) RegisterSpawnerEvents(); }\n }\n}\n User modified the `new_string` content to be: using UnityEngine;\nusing UnityEngine.UIElements;\nusing System.Collections.Generic;\nusing System.Threading.Tasks;\nusing Fusion;\nusing System.Linq;\n\nnamespace Hallucinate.UI\n{\n public class LobbyController : BaseUIController\n {\n private VisualTreeAsset _roomItemTemplate;\n private PlayerDataManager _playerDataManager;\n\n private VisualElement _joinContainer, _createContainer, _loungeContainer, _passOverlay;\n private TextField _roomIDInput, _roomNameInput, _roomPassInput;\n private Toggle _passToggle;\n private Label _createErrorLabel;\n private Button _confirmCreateBtn;\n private ScrollView _roomList;\n private TextField _joinPassInput;\n private Label _joinPassError;\n private SessionInfo _selectedSession;\n private Label _loungeRoomName;\n private Button _readyBtn, _startBtn;\n private Label _hostNameLabel, _hostStatusLabel;\n private VisualElement _hostChatBox;\n private Label _hostChatMessage;\n private Label _guestNameLabel, _guestStatusLabel;\n private VisualElement _guestChatBox;\n private Label _guestChatMessage;\n private TextField _chatInput;\n\n private bool _isBusy = false;\n\n public override void Initialize(VisualElement uxmlRoot, UIManager manager)\n {\n base.Initialize(uxmlRoot, manager);\n _joinContainer = root.Q(\"JoinContainer\");\n _createContainer = root.Q(\"CreateContainer\");\n _loungeContainer = root.Q(\"LoungeContainer\");\n _passOverlay = root.Q(\"PasswordOverlay\");\n _roomIDInput = root.Q(\"RoomIDInput\");\n _roomNameInput = root.Q(\"RoomNameInput\");\n _roomPassInput = root.Q(\"RoomPassInput\");\n _passToggle = root.Q(\"PassToggle\");\n _createErrorLabel = root.Q(\"CreateErrorLabel\");\n _roomList = root.Q(\"RoomList\");\n _joinPassInput = root.Q(\"JoinPassInput\");\n _joinPassError = root.Q(\"JoinPassError\");\n _loungeRoomName = root.Q(\"LoungeRoomName\");\n _readyBtn = root.Q(\"ReadyBtn\");\n _startBtn = root.Q(\"StartBtn\");\n if (_startBtn != null) _startBtn.style.display = DisplayStyle.None; // Default to hidden\n _hostNameLabel = root.Q(\"HostName\");\n _hostStatusLabel = root.Q(\"HostReadyStatus\");\n _hostChatBox = root.Q(\"HostChatBox\");\n _hostChatMessage = root.Q(\"HostChatMessage\");\n _guestNameLabel = root.Q(\"GuestName\");\n _guestStatusLabel = root.Q(\"GuestReadyStatus\");\n _guestChatBox = root.Q(\"GuestChatBox\");\n _guestChatMessage = root.Q(\"GuestChatMessage\");\n _chatInput = root.Q(\"ChatInput\");\n\n\n root.Q(\"GoToCreateBtn\").clicked += ShowCreate;\n root.Q(\"CancelCreateBtn\").clicked += ShowJoin;\n root.Q