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249
Assets/Scripts/Network/BasicSpawner.cs
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249
Assets/Scripts/Network/BasicSpawner.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using Fusion;
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using Fusion.Sockets;
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using UnityEngine;
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using OnlyScove.Scripts;
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namespace Hallucinate.UI
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{
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public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
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{
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public static BasicSpawner Instance { get; private set; }
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private NetworkRunner _runner;
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public event Action<List<SessionInfo>> OnSessionListUpdatedEvent;
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public event Action<string> OnShutdownEvent;
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public event Action OnJoinStartedEvent;
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public event Action OnJoinFailedEvent;
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private void Awake()
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{
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if (Instance != null && Instance != this)
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{
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Destroy(gameObject);
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return;
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}
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Instance = this;
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DontDestroyOnLoad(gameObject);
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}
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public PlayerProfile LocalPlayerProfile { get; private set; }
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public void SetLocalPlayerProfile(PlayerProfile _profile)
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{
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LocalPlayerProfile = _profile;
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}
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private async Task EnsureRunnerExists()
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{
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if (_runner != null)
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{
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// Nếu runner cũ vẫn đang chạy hoặc lỗi, dọn dẹp nó
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await _runner.Shutdown();
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if (_runner != null && _runner.gameObject != null)
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{
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Destroy(_runner);
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}
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_runner = null;
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}
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_runner = gameObject.AddComponent<NetworkRunner>();
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_runner.ProvideInput = true;
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_runner.AddCallbacks(this);
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}
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public async Task StartLobby()
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{
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await EnsureRunnerExists();
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var result = await _runner.JoinSessionLobby(SessionLobby.ClientServer);
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if (!result.Ok)
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{
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Debug.LogError($"Failed to join lobby: {result.ShutdownReason}. Check AppID type or Network/Firewall.");
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}
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}
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public async Task<bool> StartHost(string sessionName, string password = null)
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{
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OnJoinStartedEvent?.Invoke();
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// 1. Kiểm tra Build Settings
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bool sceneExists = false;
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for (int i = 0; i < UnityEngine.SceneManagement.SceneManager.sceneCountInBuildSettings; i++)
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{
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if (UnityEngine.SceneManagement.SceneUtility.GetScenePathByBuildIndex(i).Contains("Main Scene"))
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{
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sceneExists = true;
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break;
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}
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}
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if (!sceneExists)
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{
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Debug.LogError("CRITICAL: 'Main Scene' is NOT in Build Settings!");
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return false;
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}
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// 2. Khởi tạo Runner mới sạch sẽ
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await EnsureRunnerExists();
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var customProps = new Dictionary<string, SessionProperty>();
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if (!string.IsNullOrEmpty(password))
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{
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customProps.Add("pw", password);
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}
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var result = await _runner.StartGame(new StartGameArgs()
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{
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GameMode = GameMode.Host,
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SessionName = sessionName,
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SessionProperties = customProps,
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PlayerCount = 2,
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// Thêm fixed region để tránh timeout khi tìm server
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// SceneManager sẽ tự động add nếu thiếu
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SceneManager = gameObject.GetComponent<NetworkSceneManagerDefault>() ?? gameObject.AddComponent<NetworkSceneManagerDefault>()
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});
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if (result.Ok)
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{
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return true;
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}
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else
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{
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Debug.LogError($"Fusion StartHost Failed: {result.ShutdownReason}.");
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OnJoinFailedEvent?.Invoke();
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return false;
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}
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}
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public async Task<bool> StartClient(string sessionName, string password = null)
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{
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OnJoinStartedEvent?.Invoke();
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await EnsureRunnerExists();
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var result = await _runner.StartGame(new StartGameArgs()
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{
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GameMode = GameMode.Client,
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SessionName = sessionName,
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SceneManager = gameObject.GetComponent<NetworkSceneManagerDefault>() ?? gameObject.AddComponent<NetworkSceneManagerDefault>()
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});
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if (result.Ok)
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{
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return true;
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}
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else
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{
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Debug.LogError($"Fusion StartClient Failed: {result.ShutdownReason}");
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OnJoinFailedEvent?.Invoke();
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return false;
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}
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}
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// --- Các phương thức Callbacks ---
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[SerializeField] private NetworkPrefabRef _playerPrefab;
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private Dictionary<PlayerRef, NetworkObject> _spawnedCharacters = new Dictionary<PlayerRef, NetworkObject>();
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public void OnPlayerJoined(NetworkRunner runner, PlayerRef player)
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{
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if (player == runner.LocalPlayer)
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{
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var pdm = FindFirstObjectByType<PlayerDataManager>();
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if (pdm != null)
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{
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string playerName = "Player";
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_Role playerRole = _Role.Seeker;
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if (LocalPlayerProfile != null)
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{
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playerName = LocalPlayerProfile.Name;
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}
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var metaData = new _PlayerMetaData()
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{
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Name = playerName,
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Role = playerRole,
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IsReady = false
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};
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pdm.RPC_UpdatePlayerMetaData(player, metaData);
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}
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}
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}
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public void StartGame()
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{
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if (_runner != null && _runner.IsServer)
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{
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_runner.LoadScene("Main Scene");
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}
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}
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public void OnPlayerLeft(NetworkRunner runner, PlayerRef player)
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{
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if (_spawnedCharacters.TryGetValue(player, out NetworkObject networkObject))
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{
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runner.Despawn(networkObject);
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_spawnedCharacters.Remove(player);
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if (runner.IsServer) runner.Shutdown();
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}
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}
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public void OnShutdown(NetworkRunner runner, ShutdownReason shutdownReason)
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{
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OnShutdownEvent?.Invoke(shutdownReason.ToString());
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}
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public void OnSessionListUpdated(NetworkRunner runner, List<SessionInfo> sessionList)
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{
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OnSessionListUpdatedEvent?.Invoke(sessionList);
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}
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public void OnInput(NetworkRunner runner, NetworkInput input)
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{
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var data = new PlayerInputData();
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if (PlayerStateMachine.Local != null && PlayerStateMachine.Local.Input != null)
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{
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data.Direction = PlayerStateMachine.Local.Input.MoveInput;
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data.sprint = PlayerStateMachine.Local.Input.IsSprintHeld;
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if (PlayerStateMachine.Local.Cam != null)
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data.rot = PlayerStateMachine.Local.Cam.PlanarRotation;
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}
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input.Set(data);
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}
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public void OnConnectedToServer(NetworkRunner runner) { }
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public void OnDisconnectedFromServer(NetworkRunner runner, NetDisconnectReason reason) { }
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public void OnConnectRequest(NetworkRunner runner, NetworkRunnerCallbackArgs.ConnectRequest request, byte[] token) { }
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public void OnConnectFailed(NetworkRunner runner, NetAddress remoteAddress, NetConnectFailedReason reason) { }
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public void OnUserSimulationMessage(NetworkRunner runner, SimulationMessagePtr message) { }
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public void OnReliableDataReceived(NetworkRunner runner, PlayerRef player, ReliableKey key, ArraySegment<byte> data) { }
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public void OnReliableDataProgress(NetworkRunner runner, PlayerRef player, ReliableKey key, float progress) { }
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public void OnInputMissing(NetworkRunner runner, PlayerRef player, NetworkInput input) { }
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public void OnObjectExitAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player) { }
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public void OnObjectEnterAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player) { }
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public void OnCustomAuthenticationResponse(NetworkRunner runner, Dictionary<string, object> data) { }
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public void OnHostMigration(NetworkRunner runner, HostMigrationToken hostMigrationToken) { }
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public void OnSceneLoadDone(NetworkRunner runner)
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{
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string currentSceneName = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;
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if (runner.IsServer && currentSceneName == "Main Scene")
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{
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foreach (var player in runner.ActivePlayers)
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{
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Vector2 spawnPosition = (player == runner.LocalPlayer) ? new Vector2(-8, 0) : new Vector2(8, 0);
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var networkPlayerObject = runner.Spawn(_playerPrefab, spawnPosition, Quaternion.identity, player);
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_spawnedCharacters.Add(player, networkPlayerObject);
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}
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}
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if (currentSceneName == "Main Scene")
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UIManager.Instance?.OnGameStarted();
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else if (currentSceneName == "Lobby" || currentSceneName == "Menu")
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UIManager.Instance?.OnBackToMenu();
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}
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public void OnSceneLoadStart(NetworkRunner runner) { }
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}
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}
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