diff --git a/.gemini-workspace-history/active-context.md b/.gemini-workspace-history/active-context.md
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+++ b/.gemini-workspace-history/active-context.md
@@ -1,164 +1,106 @@
-## Full Previous Session Transcript (from session-2026-05-01-21-51.json.gz)
+## Full Previous Session Transcript (from session-2026-05-01-23-27.json.gz)
-{"sessionId":"1aba3099-27ee-4e6f-b8c8-47b8d0f49c2b","projectHash":"7f18566d1c908d23dd7efd873d3cb46f94e7b050573aabcd900d1036d7568a6b","startTime":"2026-05-01T14:11:10.713Z","lastUpdated":"2026-05-01T14:11:10.713Z","kind":"main"}
-{"id":"6a5c3368-eefb-4a8b-a6eb-8ffd1140c215","timestamp":"2026-05-01T14:11:11.007Z","type":"info","content":"No summary found for the last session. Please use the 'workspace-summarizer' skill to generate one if needed."}
-{"$set":{"lastUpdated":"2026-05-01T14:11:11.008Z"}}
-{"id":"0d713b10-9793-481e-b918-87fc382f1cc2","timestamp":"2026-05-01T14:11:11.174Z","type":"info","content":"You have 1 extension with an update available. Run \"/extensions update caveman\"."}
-{"$set":{"lastUpdated":"2026-05-01T14:11:11.175Z"}}
-{"id":"48e7cf70-5b0e-4915-b444-c737b1cfe44b","timestamp":"2026-05-01T14:11:32.717Z","type":"user","content":[{"text":"fuck, sao logic của lobby lại tùm lum hết rồi. khi 1 người nhấn tạo phòng thì họ sẽ vào phòng đó đợi, nó có thể nhấn ready hoặc not ready, chỉ chủ phòng mới có thể start game. còn phía người khác join vào phòng thì chỉ họ chỉ có thể nhấn ready or not thôi ko thể start game."}]}
-{"$set":{"lastUpdated":"2026-05-01T14:11:32.718Z"}}
-{"id":"ed336888-e6a9-445a-a020-927a80995564","timestamp":"2026-05-01T14:11:37.186Z","type":"gemini","content":"","thoughts":[{"subject":"Re-Evaluating Lobby Flow","description":"I've been meticulously revisiting the lobby flow for the Unity project, and it's a bit of a tangle. Currently, my focus is locked on the host's actions: creating a room, toggling ready states, and initiating the game. I'm aiming for a streamlined experience, and I'm looking at optimizing the host's actions, making them intuitive and responsive.","timestamp":"2026-05-01T14:11:36.272Z"}],"tokens":{"input":28970,"output":169,"cached":0,"thoughts":372,"tool":0,"total":29511},"model":"gemini-3-flash-preview"}
-{"$set":{"lastUpdated":"2026-05-01T14:11:37.186Z"}}
-{"id":"ed336888-e6a9-445a-a020-927a80995564","timestamp":"2026-05-01T14:11:37.186Z","type":"gemini","content":"","thoughts":[{"subject":"Re-Evaluating Lobby Flow","description":"I've been meticulously revisiting the lobby flow for the Unity project, and it's a bit of a tangle. Currently, my focus is locked on the host's actions: creating a room, toggling ready states, and initiating the game. I'm aiming for a streamlined experience, and I'm looking at optimizing the host's actions, making them intuitive and responsive.","timestamp":"2026-05-01T14:11:36.272Z"}],"tokens":{"input":28970,"output":169,"cached":0,"thoughts":372,"tool":0,"total":29511},"model":"gemini-3-flash-preview","toolCalls":[{"id":"update_topic_1777644697027_3","name":"update_topic","args":{"title":"Fixing Lobby Logic","strategic_intent":"Investigate and fix Lobby host/client logic in LobbyController.cs.","summary":"User reports messy lobby logic. Host should be the only one able to start game. Clients only toggle ready state. I will investigate current implementation in Assets/Scripts/UI/LobbyController.cs."},"result":[{"functionResponse":{"id":"update_topic_1777644697027_3","name":"update_topic","response":{"output":"Current topic: \"Fixing Lobby Logic\"\nTopic summary: User reports messy lobby logic. Host should be the only one able to start game. Clients only toggle ready state. I will investigate current implementation in Assets/Scripts/UI/LobbyController.cs.\n\nStrategic Intent: Investigate and fix Lobby host/client logic in LobbyController.cs."}}}],"status":"success","timestamp":"2026-05-01T14:12:26.075Z","resultDisplay":"## 📂 Topic: **Fixing Lobby Logic**\n\n**Summary:**\nUser reports messy lobby logic. Host should be the only one able to start game. Clients only toggle ready state. I will investigate current implementation in Assets/Scripts/UI/LobbyController.cs.\n\n> [!STRATEGY]\n> **Intent:** Investigate and fix Lobby host/client logic in LobbyController.cs.","description":"Update topic to: \"Fixing Lobby Logic\"","displayName":"Update Topic Context","renderOutputAsMarkdown":true},{"id":"activate_skill_1777644696379_0","name":"activate_skill","args":{"name":"caveman"},"result":[{"functionResponse":{"id":"activate_skill_1777644696379_0","name":"activate_skill","response":{"error":"[Operation Cancelled] Reason: User denied execution."}}}],"status":"cancelled","timestamp":"2026-05-01T14:12:26.075Z","description":"\"caveman\": Ultra-compressed communication mode. Cuts token usage ~75% by speaking like caveman while keeping full technical accuracy. Supports intensity levels: lite, full (default), ultra, wenyan-lite, wenyan-full, wenyan-ultra. Use when user says \"caveman mode\", \"talk like caveman\", \"use caveman\", \"less tokens\", \"be brief\", or invokes /caveman. Also auto-triggers when token efficiency is requested.","displayName":"Activate Skill","renderOutputAsMarkdown":true},{"id":"activate_skill_1777644696499_1","name":"activate_skill","args":{"name":"systematic-debugging"},"result":[{"functionResponse":{"id":"activate_skill_1777644696499_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":"2026-05-01T14:12:26.075Z","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":"activate_skill_1777644696892_2","name":"activate_skill","args":{"name":"brainstorming"},"result":[{"functionResponse":{"id":"activate_skill_1777644696892_2","name":"activate_skill","response":{"output":"\n \n # Brainstorming Ideas Into Designs\n\nHelp turn ideas into fully formed designs and specs through natural collaborative dialogue.\n\nStart by understanding the current project context, then ask questions one at a time to refine the idea. Once you understand what you're building, present the design and get user approval.\n\n\nDo NOT invoke any implementation skill, write any code, scaffold any project, or take any implementation action until you have presented a design and the user has approved it. This applies to EVERY project regardless of perceived simplicity.\n \n\n## Anti-Pattern: \"This Is Too Simple To Need A Design\"\n\nEvery project goes through this process. A todo list, a single-function utility, a config change — all of them. \"Simple\" projects are where unexamined assumptions cause the most wasted work. The design can be short (a few sentences for truly simple projects), but you MUST present it and get approval.\n\n## Checklist\n\nYou MUST create a task for each of these items and complete them in order:\n\n1. **Explore project context** — check files, docs, recent commits\n2. **Offer visual companion** (if topic will involve visual questions) — this is its own message, not combined with a clarifying question. See the Visual Companion section below.\n3. **Ask clarifying questions** — one at a time, understand purpose/constraints/success criteria\n4. **Propose 2-3 approaches** — with trade-offs and your recommendation\n5. **Present design** — in sections scaled to their complexity, get user approval after each section\n6. **Write design doc** — save to `docs/superpowers/specs/YYYY-MM-DD--design.md` and commit\n7. **Spec self-review** — quick inline check for placeholders, contradictions, ambiguity, scope (see below)\n8. **User reviews written spec** — ask user to review the spec file before proceeding\n9. **Transition to implementation** — invoke writing-plans skill to create implementation plan\n\n## Process Flow\n\n```dot\ndigraph brainstorming {\n \"Explore project context\" [shape=box];\n \"Visual questions ahead?\" [shape=diamond];\n \"Offer Visual Companion\\n(own message, no other content)\" [shape=box];\n \"Ask clarifying questions\" [shape=box];\n \"Propose 2-3 approaches\" [shape=box];\n \"Present design sections\" [shape=box];\n \"User approves design?\" [shape=diamond];\n \"Write design doc\" [shape=box];\n \"Spec self-review\\n(fix inline)\" [shape=box];\n \"User reviews spec?\" [shape=diamond];\n \"Invoke writing-plans skill\" [shape=doublecircle];\n\n \"Explore project context\" -> \"Visual questions ahead?\";\n \"Visual questions ahead?\" -> \"Offer Visual Companion\\n(own message, no other content)\" [label=\"yes\"];\n \"Visual questions ahead?\" -> \"Ask clarifying questions\" [label=\"no\"];\n \"Offer Visual Companion\\n(own message, no other content)\" -> \"Ask clarifying questions\";\n \"Ask clarifying questions\" -> \"Propose 2-3 approaches\";\n \"Propose 2-3 approaches\" -> \"Present design sections\";\n \"Present design sections\" -> \"User approves design?\";\n \"User approves design?\" -> \"Present design sections\" [label=\"no, revise\"];\n \"User approves design?\" -> \"Write design doc\" [label=\"yes\"];\n \"Write design doc\" -> \"Spec self-review\\n(fix inline)\";\n \"Spec self-review\\n(fix inline)\" -> \"User reviews spec?\";\n \"User reviews spec?\" -> \"Write design doc\" [label=\"changes requested\"];\n \"User reviews spec?\" -> \"Invoke writing-plans skill\" [label=\"approved\"];\n}\n```\n\n**The terminal state is invoking writing-plans.** Do NOT invoke frontend-design, mcp-builder, or any other implementation skill. The ONLY skill you invoke after brainstorming is writing-plans.\n\n## The Process\n\n**Understanding the idea:**\n\n- Check out the current project state first (files, docs, recent commits)\n- Before asking detailed questions, assess scope: if the request describes multiple independent subsystems (e.g., \"build a platform with chat, file storage, billing, and analytics\"), flag this immediately. Don't spend questions refining details of a project that needs to be decomposed first.\n- If the project is too large for a single spec, help the user decompose into sub-projects: what are the independent pieces, how do they relate, what order should they be built? Then brainstorm the first sub-project through the normal design flow. Each sub-project gets its own spec → plan → implementation cycle.\n- For appropriately-scoped projects, ask questions one at a time to refine the idea\n- Prefer multiple choice questions when possible, but open-ended is fine too\n- Only one question per message - if a topic needs more exploration, break it into multiple questions\n- Focus on understanding: purpose, constraints, success criteria\n\n**Exploring approaches:**\n\n- Propose 2-3 different approaches with trade-offs\n- Present options conversationally with your recommendation and reasoning\n- Lead with your recommended option and explain why\n\n**Presenting the design:**\n\n- Once you believe you understand what you're building, present the design\n- Scale each section to its complexity: a few sentences if straightforward, up to 200-300 words if nuanced\n- Ask after each section whether it looks right so far\n- Cover: architecture, components, data flow, error handling, testing\n- Be ready to go back and clarify if something doesn't make sense\n\n**Design for isolation and clarity:**\n\n- Break the system into smaller units that each have one clear purpose, communicate through well-defined interfaces, and can be understood and tested independently\n- For each unit, you should be able to answer: what does it do, how do you use it, and what does it depend on?\n- Can someone understand what a unit does without reading its internals? Can you change the internals without breaking consumers? If not, the boundaries need work.\n- Smaller, well-bounded units are also easier for you to work with - you reason better about code you can hold in context at once, and your edits are more reliable when files are focused. When a file grows large, that's often a signal that it's doing too much.\n\n**Working in existing codebases:**\n\n- Explore the current structure before proposing changes. Follow existing patterns.\n- Where existing code has problems that affect the work (e.g., a file that's grown too large, unclear boundaries, tangled responsibilities), include targeted improvements as part of the design - the way a good developer improves code they're working in.\n- Don't propose unrelated refactoring. Stay focused on what serves the current goal.\n\n## After the Design\n\n**Documentation:**\n\n- Write the validated design (spec) to `docs/superpowers/specs/YYYY-MM-DD--design.md`\n - (User preferences for spec location override this default)\n- Use elements-of-style:writing-clearly-and-concisely skill if available\n- Commit the design document to git\n\n**Spec Self-Review:**\nAfter writing the spec document, look at it with fresh eyes:\n\n1. **Placeholder scan:** Any \"TBD\", \"TODO\", incomplete sections, or vague requirements? Fix them.\n2. **Internal consistency:** Do any sections contradict each other? Does the architecture match the feature descriptions?\n3. **Scope check:** Is this focused enough for a single implementation plan, or does it need decomposition?\n4. **Ambiguity check:** Could any requirement be interpreted two different ways? If so, pick one and make it explicit.\n\nFix any issues inline. No need to re-review — just fix and move on.\n\n**User Review Gate:**\nAfter the spec review loop passes, ask the user to review the written spec before proceeding:\n\n> \"Spec written and committed to ``. Please review it and let me know if you want to make any changes before we start writing out the implementation plan.\"\n\nWait for the user's response. If they request changes, make them and re-run the spec review loop. Only proceed once the user approves.\n\n**Implementation:**\n\n- Invoke the writing-plans skill to create a detailed implementation plan\n- Do NOT invoke any other skill. writing-plans is the next step.\n\n## Key Principles\n\n- **One question at a time** - Don't overwhelm with multiple questions\n- **Multiple choice preferred** - Easier to answer than open-ended when possible\n- **YAGNI ruthlessly** - Remove unnecessary features from all designs\n- **Explore alternatives** - Always propose 2-3 approaches before settling\n- **Incremental validation** - Present design, get approval before moving on\n- **Be flexible** - Go back and clarify when something doesn't make sense\n\n## Visual Companion\n\nA browser-based companion for showing mockups, diagrams, and visual options during brainstorming. Available as a tool — not a mode. Accepting the companion means it's available for questions that benefit from visual treatment; it does NOT mean every question goes through the browser.\n\n**Offering the companion:** When you anticipate that upcoming questions will involve visual content (mockups, layouts, diagrams), offer it once for consent:\n> \"Some of what we're working on might be easier to explain if I can show it to you in a web browser. I can put together mockups, diagrams, comparisons, and other visuals as we go. This feature is still new and can be token-intensive. Want to try it? (Requires opening a local URL)\"\n\n**This offer MUST be its own message.** Do not combine it with clarifying questions, context summaries, or any other content. The message should contain ONLY the offer above and nothing else. Wait for the user's response before continuing. If they decline, proceed with text-only brainstorming.\n\n**Per-question decision:** Even after the user accepts, decide FOR EACH QUESTION whether to use the browser or the terminal. The test: **would the user understand this better by seeing it than reading it?**\n\n- **Use the browser** for content that IS visual — mockups, wireframes, layout comparisons, architecture diagrams, side-by-side visual designs\n- **Use the terminal** for content that is text — requirements questions, conceptual choices, tradeoff lists, A/B/C/D text options, scope decisions\n\nA question about a UI topic is not automatically a visual question. \"What does personality mean in this context?\" is a conceptual question — use the terminal. \"Which wizard layout works better?\" is a visual question — use the browser.\n\nIf they agree to the companion, read the detailed guide before proceeding:\n`skills/brainstorming/visual-companion.md`\n \n\n \n Showing up to 200 items (files + folders).\n\nC:\\Users\\scove\\.gemini\\extensions\\superpowers\\skills\\brainstorming\\\n├───SKILL.md\n├───spec-document-reviewer-prompt.md\n├───visual-companion.md\n└───scripts\\\n ├───frame-template.html\n ├───helper.js\n ├───server.cjs\n ├───start-server.sh\n └───stop-server.sh\n \n "}}}],"status":"success","timestamp":"2026-05-01T14:12:26.075Z","resultDisplay":"Skill **brainstorming** activated. Resources loaded from `C:\\Users\\scove\\.gemini\\extensions\\superpowers\\skills\\brainstorming`:\n\nShowing up to 200 items (files + folders).\n\nC:\\Users\\scove\\.gemini\\extensions\\superpowers\\skills\\brainstorming\\\n├───SKILL.md\n├───spec-document-reviewer-prompt.md\n├───visual-companion.md\n└───scripts\\\n ├───frame-template.html\n ├───helper.js\n ├───server.cjs\n ├───start-server.sh\n └───stop-server.sh","description":"\"brainstorming\": You MUST use this before any creative work - creating features, building components, adding functionality, or modifying behavior. Explores user intent, requirements and design before implementation.","displayName":"Activate Skill","renderOutputAsMarkdown":true},{"id":"read_file_1777644697041_4","name":"read_file","args":{"file_path":"Assets/Scripts/UI/LobbyController.cs"},"result":[{"functionResponse":{"id":"read_file_1777644697041_4","name":"read_file","response":{"output":"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 _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 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 bool isHost = sender.PlayerId == 1; \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 || _playerDataManager == null || _playerDataManager.Object == null || !_playerDataManager.Object.IsValid) return;\n\n PlayerRef hostRef = PlayerRef.None;\n PlayerRef guestRef = PlayerRef.None;\n var sortedPlayers = runner.ActivePlayers.OrderBy(p => p.PlayerId).ToList();\n if (sortedPlayers.Count > 0) hostRef = sortedPlayers[0];\n if (sortedPlayers.Count > 1) guestRef = sortedPlayers[1];\n\n if (runner.SessionInfo != null && runner.SessionInfo.Properties.TryGetValue(\"rn\", out var rnProp)) _loungeRoomName.text = rnProp.ToString().ToUpper();\n\n if (hostRef != PlayerRef.None && _playerDataManager.TryGetPlayerMetaData(hostRef, out var hostData))\n {\n _hostNameLabel.text = hostData.Name.ToString().ToUpper();\n _hostStatusLabel.text = GetT(\"LOBBY_HOST_LABEL\"); // Host label instead of ready status\n _hostStatusLabel.style.color = Color.cyan;\n }\n else if (hostRef != PlayerRef.None) { _hostNameLabel.text = GetT(\"LOBBY_SYNCING\"); _hostStatusLabel.text = \"-\"; }\n\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 bool guestsReady = true;\n int playerCount = 0;\n foreach (var p in runner.ActivePlayers) \n { \n playerCount++; \n if (p == hostRef) continue; // Skip host in ready check\n \n if (_playerDataManager.TryGetPlayerMetaData(p, out var data)) \n { \n if (!data.IsReady) guestsReady = false; \n } \n else guestsReady = false; \n }\n\n bool isLocalHost = runner.LocalPlayer == hostRef;\n\n // Start button logic: only for host, enabled if others are ready\n if (_startBtn != null) \n { \n _startBtn.text = GetT(\"LOBBY_START_BTN\"); \n _startBtn.style.display = isLocalHost ? DisplayStyle.Flex : DisplayStyle.None; \n _startBtn.SetEnabled(guestsReady && playerCount >= 2); \n }\n\n // Ready button logic: only for guests\n if (_readyBtn != null)\n {\n _readyBtn.style.display = isLocalHost ? DisplayStyle.None : DisplayStyle.Flex;\n\n if (!isLocalHost && _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"}}}],"status":"success","timestamp":"2026-05-01T14:12:26.075Z","resultDisplay":"","description":"Assets\\...\\UI\\LobbyController.cs","displayName":"ReadFile","renderOutputAsMarkdown":true}]}
-{"id":"6fa40fdc-95ab-4bc0-802d-f3abd6962e62","timestamp":"2026-05-01T14:12:33.297Z","type":"gemini","content":"","thoughts":[{"subject":"Examining the Code","description":"I'm currently reviewing `LobbyController.cs`. I've focused on `UpdateLoungeUI` and noted how the host is determined – it seems to be the player with the lowest ID. Furthermore, I've observed the conditional display of the start button, which is based on whether the player is the local host.","timestamp":"2026-05-01T14:12:30.298Z"},{"subject":"Reassessing Host Logic","description":"I'm now zeroing in on the ready and start button behavior. The current system hides the ready button for the host and shows the start button. Based on the user's feedback, the host should see *both* ready and start buttons, while guests only see the ready button. The logic using `PlayerId` seems less robust than relying on the Fusion runner's server/master client status.","timestamp":"2026-05-01T14:12:31.957Z"},{"subject":"Analyzing Button States","description":"I'm reconsidering the button behavior, particularly the ready and start buttons, and the user's explicit request. The current setup seems to contradict their input; they want the host to be able to toggle ready/not ready. I'll modify the `UpdateLoungeUI` function to display the `ReadyBtn` for all players, including the host, while ensuring the `StartBtn` remains host-exclusive. Also, I'm checking the `_hostStatusLabel` and its text setting. I need to dive into `PlayerDataManager` and investigate `RPC_SetReady` and `IsReady`.","timestamp":"2026-05-01T14:12:32.376Z"}],"tokens":{"input":39282,"output":48,"cached":27737,"thoughts":869,"tool":0,"total":40199},"model":"gemini-3-flash-preview"}
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-{"id":"6fa40fdc-95ab-4bc0-802d-f3abd6962e62","timestamp":"2026-05-01T14:12:33.297Z","type":"gemini","content":"","thoughts":[{"subject":"Examining the Code","description":"I'm currently reviewing `LobbyController.cs`. I've focused on `UpdateLoungeUI` and noted how the host is determined – it seems to be the player with the lowest ID. Furthermore, I've observed the conditional display of the start button, which is based on whether the player is the local host.","timestamp":"2026-05-01T14:12:30.298Z"},{"subject":"Reassessing Host Logic","description":"I'm now zeroing in on the ready and start button behavior. The current system hides the ready button for the host and shows the start button. Based on the user's feedback, the host should see *both* ready and start buttons, while guests only see the ready button. The logic using `PlayerId` seems less robust than relying on the Fusion runner's server/master client status.","timestamp":"2026-05-01T14:12:31.957Z"},{"subject":"Analyzing Button States","description":"I'm reconsidering the button behavior, particularly the ready and start buttons, and the user's explicit request. The current setup seems to contradict their input; they want the host to be able to toggle ready/not ready. I'll modify the `UpdateLoungeUI` function to display the `ReadyBtn` for all players, including the host, while ensuring the `StartBtn` remains host-exclusive. Also, I'm checking the `_hostStatusLabel` and its text setting. I need to dive into `PlayerDataManager` and investigate `RPC_SetReady` and `IsReady`.","timestamp":"2026-05-01T14:12:32.376Z"}],"tokens":{"input":39282,"output":48,"cached":27737,"thoughts":869,"tool":0,"total":40199},"model":"gemini-3-flash-preview","toolCalls":[{"id":"read_file_1777644752387_0","name":"read_file","args":{"file_path":"Assets/Scripts/Network/BasicSpawner.cs"},"result":[{"functionResponse":{"id":"read_file_1777644752387_0","name":"read_file","response":{"output":"using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Threading.Tasks;\nusing Fusion;\nusing Fusion.Sockets;\nusing UnityEngine;\nusing OnlyScove.Scripts;\n\nnamespace Hallucinate.UI\n{\n public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks\n {\n private static BasicSpawner _instance;\n public static BasicSpawner Instance \n { \n get\n {\n if (_instance == null)\n {\n _instance = UnityEngine.Object.FindFirstObjectByType();\n }\n return _instance;\n }\n }\n\n private NetworkRunner _runner;\n public NetworkRunner Runner => _runner;\n\n private bool _isStarting = false;\n private bool _isInternalShutdown = false;\n\n public event Action> OnSessionListUpdatedEvent;\n public event Action OnShutdownEvent;\n public event Action OnJoinStartedEvent;\n public event Action OnJoinFailedEvent;\n\n [Header(\"Prefabs\")]\n [SerializeField] private NetworkPrefabRef _playerPrefab;\n [SerializeField] private NetworkPrefabRef _playerDataManagerPrefab;\n\n private void Awake()\n {\n if (_instance != null && _instance != this)\n {\n Destroy(gameObject);\n return;\n }\n _instance = this;\n \n // Ensure this is a root object so DontDestroyOnLoad works correctly\n transform.SetParent(null);\n DontDestroyOnLoad(gameObject);\n }\n\n public PlayerProfile LocalPlayerProfile { get; private set; }\n public void SetLocalPlayerProfile(PlayerProfile _profile)\n {\n LocalPlayerProfile = _profile;\n }\n\n private async Task EnsureRunnerExists()\n {\n if (_runner != null)\n {\n _isInternalShutdown = true;\n try \n {\n if (_runner.IsRunning)\n {\n Debug.Log(\"[BasicSpawner] Shutting down existing runner before recreation.\");\n await _runner.Shutdown();\n }\n\n // Check if it still exists (Unity pseudo-null check)\n if (_runner != null)\n {\n // Only log if it's actually a valid object to destroy\n // If it's already marked for destruction, Unity == null will be true soon\n Destroy(_runner);\n }\n _runner = null;\n\n await Task.Yield();\n }\n finally\n {\n _isInternalShutdown = false;\n }\n }\n\n if (this == null) return; // BasicSpawner itself might be destroyed\n\n Debug.Log(\"[BasicSpawner] Creating new NetworkRunner component.\");\n _runner = gameObject.AddComponent();\n _runner.ProvideInput = true;\n _runner.AddCallbacks(this);\n }\n\n public async Task StartLobby()\n {\n if (_isStarting) return;\n \n // Nếu đã ở trong lobby rồi thì không cần làm gì\n if (_runner != null && _runner.IsRunning && _runner.LobbyInfo.IsValid) return;\n\n Debug.Log(\"[BasicSpawner] StartLobby called\");\n _isStarting = true;\n\n try \n {\n await EnsureRunnerExists();\n Debug.Log(\"[BasicSpawner] Joining Lobby...\");\n var result = await _runner.JoinSessionLobby(SessionLobby.ClientServer);\n if (!result.Ok) \n {\n Debug.LogWarning($\"Join lobby result: {result.ShutdownReason}\");\n }\n }\n finally\n {\n _isStarting = false;\n }\n }\n\n public async Task StartHost(string sessionName, string displayName, string password = null)\n {\n // Wait for any existing startup process (like StartLobby) to finish\n while (_isStarting)\n {\n await Task.Yield();\n }\n\n _isStarting = true;\n\n try \n {\n Debug.Log($\"[BasicSpawner] StartHost called: {sessionName} ({displayName})\");\n OnJoinStartedEvent?.Invoke();\n\n bool sceneExists = false;\n for (int i = 0; i < UnityEngine.SceneManagement.SceneManager.sceneCountInBuildSettings; i++)\n {\n if (UnityEngine.SceneManagement.SceneUtility.GetScenePathByBuildIndex(i).Contains(\"Main Scene\"))\n {\n sceneExists = true;\n break;\n }\n }\n\n if (!sceneExists)\n {\n Debug.LogError(\"CRITICAL: 'Main Scene' is NOT in Build Settings!\");\n return false;\n }\n\n await EnsureRunnerExists();\n\n var customProps = new Dictionary();\n if (!string.IsNullOrEmpty(password))\n {\n customProps.Add(\"pw\", password);\n }\n customProps.Add(\"rn\", displayName);\n\n // Re-create or find SceneManager to ensure it matches the new runner\n var sceneManager = gameObject.GetComponent();\n if (sceneManager == null) sceneManager = gameObject.AddComponent();\n\n var result = await _runner.StartGame(new StartGameArgs()\n {\n GameMode = GameMode.Host,\n SessionName = sessionName,\n SessionProperties = customProps,\n PlayerCount = 2,\n SceneManager = sceneManager\n });\n\n if (result.Ok)\n {\n Debug.Log(\"[BasicSpawner] StartHost SUCCESS\");\n if (_runner.IsServer && _playerDataManagerPrefab.IsValid)\n {\n if (FindFirstObjectByType() == null)\n {\n Debug.Log(\"[BasicSpawner] Spawning PlayerDataManager\");\n _runner.Spawn(_playerDataManagerPrefab, Vector3.zero, Quaternion.identity, null);\n }\n }\n return true;\n }\n else\n {\n Debug.LogError($\"[BasicSpawner] Fusion StartHost Failed: {result.ShutdownReason}.\");\n OnJoinFailedEvent?.Invoke();\n return false;\n }\n }\n finally\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($\"[BasicSpawner] Fusion StartClient Failed: {result.ShutdownReason}\");\n OnJoinFailedEvent?.Invoke();\n return false;\n }\n }\n finally\n {\n _isStarting = false;\n }\n }\n\n\n private Dictionary _spawnedCharacters = new Dictionary();\n\n public void OnPlayerJoined(NetworkRunner runner, PlayerRef player)\n {\n if (player == runner.LocalPlayer)\n {\n SendLocalMetaData(player);\n }\n }\n\n private async void SendLocalMetaData(PlayerRef player)\n {\n PlayerDataManager pdm = null;\n int retries = 0;\n while (pdm == null && retries < 20)\n {\n pdm = FindFirstObjectByType();\n if (pdm != null) break;\n await Task.Delay(500);\n retries++;\n }\n\n if (pdm != null)\n {\n string playerName = LocalPlayerProfile != null ? LocalPlayerProfile.Name : \"Player \" + player.PlayerId;\n \n // Thêm hậu tố (HOST) nếu là server để dễ phân biệt\n if (_runner.IsServer) playerName += \" (HOST)\";\n\n _Role playerRole = _Role.Seeker;\n\n var metaData = new _PlayerMetaData()\n {\n Name = playerName,\n Role = playerRole,\n IsReady = false\n };\n pdm.RPC_UpdatePlayerMetaData(player, metaData);\n }\n else\n {\n Debug.LogError(\"[BasicSpawner] Could not find PlayerDataManager after retries. Data will not sync.\");\n }\n }\n\n public void StartGame()\n {\n if (_runner != null && _runner.IsServer)\n {\n _runner.LoadScene(\"Main Scene\");\n }\n }\n\n public void OnPlayerLeft(NetworkRunner runner, PlayerRef player)\n {\n if (_spawnedCharacters.TryGetValue(player, out NetworkObject networkObject))\n {\n runner.Despawn(networkObject);\n _spawnedCharacters.Remove(player);\n }\n\n if (runner.IsServer && player == runner.LocalPlayer) \n {\n runner.Shutdown();\n }\n }\n\n public void OnShutdown(NetworkRunner runner, ShutdownReason shutdownReason)\n {\n Debug.LogWarning($\"[Fusion] Shutdown occurred. Reason: {shutdownReason}\");\n OnShutdownEvent?.Invoke(shutdownReason.ToString());\n \n // Nếu shutdown là do hệ thống chủ động hủy để tạo runner mới, KHÔNG quay về Menu\n if (_isInternalShutdown)\n {\n Debug.Log(\"[BasicSpawner] Internal shutdown detected, skipping Menu routing.\");\n return;\n }\n\n if (UIManager.Instance != null)\n {\n UIManager.Instance.OnBackToMenu();\n }\n }\n\n public void OnSessionListUpdated(NetworkRunner runner, List sessionList)\n {\n OnSessionListUpdatedEvent?.Invoke(sessionList);\n }\n\n public void OnInput(NetworkRunner runner, NetworkInput input)\n {\n var data = new PlayerInputData();\n if (PlayerStateMachine.Local != null && PlayerStateMachine.Local.Input != null)\n {\n data.Direction = PlayerStateMachine.Local.Input.MoveInput;\n data.sprint = PlayerStateMachine.Local.Input.IsSprintHeld;\n if (PlayerStateMachine.Local.Cam != null)\n data.rot = PlayerStateMachine.Local.Cam.PlanarRotation;\n }\n input.Set(data);\n }\n\n public void OnConnectedToServer(NetworkRunner runner) { }\n public void OnDisconnectedFromServer(NetworkRunner runner, NetDisconnectReason reason) { }\n public void OnConnectRequest(NetworkRunner runner, NetworkRunnerCallbackArgs.ConnectRequest request, byte[] token) { }\n public void OnConnectFailed(NetworkRunner runner, NetAddress remoteAddress, NetConnectFailedReason reason) { }\n public void OnUserSimulationMessage(NetworkRunner runner, SimulationMessagePtr message) { }\n public void OnReliableDataReceived(NetworkRunner runner, PlayerRef player, ReliableKey key, ArraySegment data) { }\n public void OnReliableDataProgress(NetworkRunner runner, PlayerRef player, ReliableKey key, float progress) { }\n public void OnInputMissing(NetworkRunner runner, PlayerRef player, NetworkInput input) { }\n public void OnObjectExitAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player) { }\n public void OnObjectEnterAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player) { }\n public void OnCustomAuthenticationResponse(NetworkRunner runner, Dictionary data) { }\n public void OnHostMigration(NetworkRunner runner, HostMigrationToken hostMigrationToken) { }\n \n public void OnSceneLoadDone(NetworkRunner runner)\n {\n string currentSceneName = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;\n if (runner.IsServer && currentSceneName == \"Main Scene\")\n {\n foreach (var player in runner.ActivePlayers)\n {\n Vector2 spawnPosition = (player == runner.LocalPlayer) ? new Vector2(-8, 0) : new Vector2(8, 0);\n var networkPlayerObject = runner.Spawn(_playerPrefab, spawnPosition, Quaternion.identity, player);\n _spawnedCharacters.Add(player, networkPlayerObject);\n }\n }\n if (currentSceneName == \"Main Scene\")\n {\n UIManager.Instance?.OnGameStarted();\n }\n }\n\n\n public void OnSceneLoadStart(NetworkRunner runner) { }\n }\n}\n"}}}],"status":"success","timestamp":"2026-05-01T14:12:34.154Z","resultDisplay":"","description":"Assets\\...\\Network\\BasicSpawner.cs","displayName":"ReadFile","renderOutputAsMarkdown":true},{"id":"grep_search_1777644753147_1","name":"grep_search","args":{"pattern":"class\\s+PlayerDataManager"},"result":[{"functionResponse":{"id":"grep_search_1777644753147_1","name":"grep_search","response":{"output":"Found 1 match for pattern \"class\\s+PlayerDataManager\" across 3 workspace directories:\n---\nFile: HALLUCINATE\\Assets\\Scripts\\Network\\PlayerDataManager.cs\nL1- using System;\nL2- using Fusion;\nL3- using UnityEngine;\nL4- \nL5- // struct quản lý thông tin\nL6- public struct _PlayerMetaData : INetworkStruct\nL7- {\nL8- public NetworkString<_16> Name;\nL9- public _Role Role;\nL10- public NetworkBool IsReady;\nL11- }\nL12- \nL13: public class PlayerDataManager : NetworkBehaviour\nL14- {\nL15- public static PlayerDataManager Instance { get; private set; }\nL16- \nL17- [Networked]\nL18- public NetworkDictionary Players => default;\nL19- \nL20- public event Action OnChatMessageReceived;\nL21- \nL22- public override void Spawned()\nL23- {\nL24- Instance = this;\nL25- }\nL26- \nL27- [Rpc(RpcSources.All, RpcTargets.StateAuthority)]\nL28- public void RPC_UpdatePlayerMetaData(PlayerRef playerRef, _PlayerMetaData metaData)\nL29- {\nL30- Players.Set(playerRef, metaData);\nL31- }\nL32- \nL33- [Rpc(RpcSources.All, RpcTargets.StateAuthority)]\nL34- public void RPC_SetReady(PlayerRef playerRef, bool ready)\nL35- {\nL36- if (Players.TryGet(playerRef, out var data))\nL37- {\nL38- data.IsReady = ready;\nL39- Players.Set(playerRef, data);\nL40- }\nL41- }\nL42- \nL43- [Rpc(RpcSources.All, RpcTargets.All)]\nL44- public void RPC_SendChatMessage(PlayerRef sender, string message)\nL45- {\nL46- OnChatMessageReceived?.Invoke(sender, message);\nL47- }\nL48- \nL49- public bool TryGetPlayerMetaData(PlayerRef playerRef, out _PlayerMetaData metaData)\nL50- {\nL51- return Players.TryGet(playerRef, out metaData);\nL52- }\nL53- }\n---"}}}],"status":"success","timestamp":"2026-05-01T14:12:34.154Z","resultDisplay":{"summary":"Found 1 match","matches":[{"filePath":"HALLUCINATE\\Assets\\Scripts\\Network\\PlayerDataManager.cs","absolutePath":"E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\Scripts\\Network\\PlayerDataManager.cs","lineNumber":13,"line":"public class PlayerDataManager : NetworkBehaviour"}]},"description":"'class\\s+PlayerDataManager' across all workspace directories","displayName":"SearchText","renderOutputAsMarkdown":true}]}
-{"id":"ab6145ae-c244-4b9c-adc0-f0cf2ce39a7d","timestamp":"2026-05-01T14:13:33.231Z","type":"gemini","content":"","thoughts":[{"subject":"Defining the Controller Logic","description":"\\n\\n\n\nI've finally grasped the complete flow. Focusing on `LobbyController` now. The core seems to be how the host is identified, which hinges on sorting `PlayerId`. From there, it's clear: Guests get a \"Ready\" button, while the Host gets the \"Start\" button. I'm moving toward the state machine now.","timestamp":"2026-05-01T14:12:39.306Z"},{"subject":"Analyzing Host Controls","description":"\\n\\n\n\nOkay, so I missed a key requirement. The host needs to toggle \"Ready\" too! Refining the state machine logic now. It's becoming clearer how the `Start` button's activation depends on both the host's readiness and the readiness of all other players. Rewiring `UpdateLoungeUI` to accommodate this new rule set.","timestamp":"2026-05-01T14:12:39.306Z"},{"subject":"Clarifying Ready State Handling","description":"\\n\\n\n\nAha! The host *should* be able to toggle \"Ready\". Currently, the `ReadyBtn` is hidden for the host, potentially causing confusion. I'll modify the `ReadyBtn` visibility to show it for everyone. Also, the `Start` button's activation currently only checks guest readiness, so I should revisit that. The host's ready state now needs to factor into the `Start` button's state.","timestamp":"2026-05-01T14:12:40.659Z"},{"subject":"Adjusting Player Ready Checks","description":"\\n\\n\n\nRight, I'm zeroing in on the ready checks. It's clear that the existing code excludes the host from the \"ready\" assessment, which needs fixing. I'm removing the host exclusion from the loop, meaning the host's ready state now influences `Start` button accessibility. The host can indeed be Ready. Also, I'll revise `UpdateLoungeUI`, to reduce some computations and calls.","timestamp":"2026-05-01T14:12:42.301Z"},{"subject":"Refining Host UI elements","description":"\\n\\n\n\nOkay, I'm onto the UI tweaks now, specifically the host's representation. I'll modify `UpdateLoungeUI` to always show the \"Ready\" button. Then, the host's status label will show their ready state. This way, the host can toggle \"Ready,\" just like the guests, and the UI will reflect their status. The \"Start\" button's activation condition still needs to be refined.","timestamp":"2026-05-01T14:12:43.991Z"},{"subject":"Examining Button Conditions","description":"\\n\\n\n\nSo, currently, the host uses the same `OnReadyClicked` function as everyone else. Thinking through the host's workflow, a \"Ready\" button *and* a \"Start\" button feels redundant. Maybe the \"Ready\" button doubles as the \"Start\" button *for* the host. The code already supports toggling \"ready\" via the `ReadyBtn`. I'm going to start by confirming that. Also, \"chỉ chủ phòng mới có thể start game\" - confirming the host only can start. I'll need to check the UI elements for `_hostNameLabel` too.","timestamp":"2026-05-01T14:12:45.127Z"},{"subject":"Evaluating Player Capacity","description":"\\n\\n\n\nMy current thinking centers on the player display limitations. The `LoungeContainer`'s UI presents only two players, host and one guest, despite the potential for more. It uses `hostRef` and `guestRef` to display information. The comments I'm seeing indicate a need to accommodate additional players. I'm focusing on the player-handling aspect to confirm the logic's compatibility with a multi-player environment, making sure more than one guest can be present, not just the host and a single guest.","timestamp":"2026-05-01T14:12:46.784Z"},{"subject":"Reviewing Lobby Refactors","description":"\\n\\n\n\nOkay, I'm now critically examining the player list implementation. The single-guest limitation jumps out, as does the potential for host reassignment issues when a host leaves. This is where the lobby logic seems the most problematic. The use of `runner.IsServer` to determine host status seems a good way to identify the current server/master. I'll need to revisit `PlayerDataManager` and refactor `UpdateLoungeUI` to reflect those considerations.","timestamp":"2026-05-01T14:12:48.173Z"},{"subject":"Simplifying Host Workflow","description":"\\n\\n\n\nRight, I'm streamlining the host's actions. The initial design, requiring the host to toggle \"Ready\" *and* then hit \"Start,\" seems clunky. Now, I'm thinking the \"Ready\" button should implicitly become the \"Start\" button for the host once all other players are ready. I need to make the \"Ready\" button visible to the host and also adjust the `StartBtn` activation logic to depend on the host's readiness, too.","timestamp":"2026-05-01T14:12:49.208Z"},{"subject":"Inspecting UI Elements","description":"\\n\\n\n\nI'm focused on the UI's structure. I'm taking a close look at how player statuses are displayed in `UpdateLoungeUI`, confirming the use of elements like `HostReadyStatus`. The default `IsReady` setting on false seems correct for all players initially. Now I'll make sure the `UpdateLoungeUI` function updates correctly.","timestamp":"2026-05-01T14:12:50.754Z"},{"subject":"Identifying Host Readiness Display","description":"\\n\\n\n\nOkay, I'm now zeroing in on host status display. Currently, the code sets the `_hostStatusLabel.text` to the host label. To show \"Ready\" status, I'll update that text. I am going to verify the mechanism used to identify the server as the host. The local player on the host machine is `runner.LocalPlayer` and `runner.IsServer` is true. `PlayerDataManager` is spawned by the server. I'm going to determine how to determine the `hostRef`.","timestamp":"2026-05-01T14:12:52.260Z"},{"subject":"Defining Host Identification","description":"\\n\\n\n\nMy current thinking is focused on accurately identifying the host. Since the server *is* the host, I can simply use `runner.IsServer` to check. The challenge is ensuring all clients know who the host is. Examining `PlayerDataManager`, I'm looking at how it's spawned, as the server spawns it. Then I'll check its `Object.InputAuthority`. The host's identity has to be broadcast. I believe I have the host's logic in place.","timestamp":"2026-05-01T14:12:53.633Z"},{"subject":"Revising Host Identification","description":"\\n\\n\n\nMy current thinking centers on using `runner.MasterClient` to identify the host. That seems far more reliable, particularly when players join or leave. Revisiting `LobbyController.cs` helps me to see the logic. I am also considering how the host's ready status should be displayed. I am going to see how I can use `_hostStatusLabel`.","timestamp":"2026-05-01T14:12:55.256Z"},{"subject":"Verifying Host UI Display","description":"\\n\\n\n\nAlright, I'm verifying the host's status presentation. With the code adjustment, the host's label now indicates readiness. I'm confirming that the \"LOBBY_HOST_LABEL\" is used in the UI, and the text now reflects \"Ready\" or \"Not Ready.\" Now, I'm thinking about the multi-player aspects, how to present the status for all participants, host and guest, while considering the scenario of host departure.","timestamp":"2026-05-01T14:12:56.996Z"},{"subject":"Implementing Host Migration Display","description":"\\n\\n\n\nNow I'm focusing on host migration. The code identifies the new host, typically the first player after the original host leaves. The UI then updates to reflect this change. My concern is the visual clarity of this transition. While I've verified the fundamental logic, the user's feedback suggests possible confusion or unwanted behavior. I'll focus on how the UI reflects this migration, specifically how the \"Host\" label is updated to reflect the new host and potentially how this can be improved to avoid potential confusion.","timestamp":"2026-05-01T14:12:58.531Z"},{"subject":"Examining Start Button Logic","description":"\\n\\n\n\nRight now, I'm examining the `Start` button's behavior. I will check the dependencies in `LobbyController.cs`, and if there's any problem with `OnStartClicked`, such as the host's `Ready` state not correctly affecting it. Also, I'll review how the UI is updated in `UpdateLoungeUI` to verify the host and guest's ready status is accurately reflected, before the `Start` is ever clicked.","timestamp":"2026-05-01T14:12:59.871Z"},{"subject":"Confirming Host Logic","description":"\\n\\n\n\nOkay, I'm now shifting to the player count. I'll stick to a simple fix, even though more players may need a list. My goal is to use `runner.MasterClient` and `runner.IsServer` for a more efficient check. I'm taking another look at the start game conditions. The current code determines the host correctly, but I need to make sure the game starts as expected.","timestamp":"2026-05-01T14:13:01.562Z"},{"subject":"Assessing Start Button Dependencies","description":"\\n\\n\n\nOkay, I'm grappling with the \"Start\" button's precise requirements. The user's input suggests the host toggles \"Ready,\" implicitly activating \"Start.\" It's either host-ready AND all guests ready, or the \"Ready\" button *is* the \"Start\" button for the host. I'll need to confirm if the host is required to be \"ready\" before starting the game and, therefore, whether the \"Ready\" button *is* the \"Start\" button, or if the \"Start\" button is only shown to the host, and ready is a simple toggle.","timestamp":"2026-05-01T14:13:02.995Z"},{"subject":"Outlining Button Behavior","description":"\\n\\n\n\nOkay, I'm now clarifying the \"Start\" button's function. The goal is now clearer: the host's \"Ready\" button should *become* the \"Start\" button once all guests are ready, or, if the host is already ready, simply starts the game when the minimum player count is met. I'll need to refactor the code to consolidate the functionalities and simplify the workflow for the host. I need to make sure the start button is correctly enabled.","timestamp":"2026-05-01T14:13:04.369Z"},{"subject":"Verifying Player Ready State","description":"\\n\\n\n\nMy current thinking centers on the flow of the ready states. A player calls an RPC, which sets `IsReady` on the server-side `NetworkDictionary`. This seems correct and allows any player to set their status. Now, I'm verifying the connection between `PlayerDataManager`, which is server-authoritative, and the updates to the players' \"Ready\" status in the `LobbyController`. I'll analyze how the lobby UI updates to reflect these ready state changes.","timestamp":"2026-05-01T14:13:05.571Z"},{"subject":"Evaluating Host Label Updates","description":"\\n\\n\n\nRight now, I'm verifying the host's status presentation and display. Since the host can indeed be \"ready\" or \"not ready\", the label *must* reflect that. I'm going to determine if the `_hostStatusLabel` is being correctly updated to reflect the host's ready status. I'll check how `OnReadyClicked` and `UpdateLoungeUI` interact and confirm that all necessary updates are done to ensure the correct state is displayed.","timestamp":"2026-05-01T14:13:06.635Z"},{"subject":"Analyzing Ready Status Syncing","description":"\\n\\n\n\nOkay, I'm now diving into the network sync. The \"Ready\" state gets set server-side via RPC, and then the `NetworkDictionary` sends that to the clients. Since the UI updates in `UpdateLoungeUI`, there is nothing more that must be done. The UI is updated by the server and all clients have access to the data. I'm confirming that.","timestamp":"2026-05-01T14:13:07.977Z"},{"subject":"Refining UI Ready Display","description":"\\n\\n\n\nCurrently, I'm verifying the individual player statuses displayed in the UI, specifically concerning the text colors and strings used to indicate whether a player is ready or not ready. Focusing on `UpdateLoungeUI`, I am evaluating the logic used to represent the host, making sure the UI elements are correctly being updated with the host's ready state, as well as the guests'. Also, I'll need to confirm the correct strings are used.","timestamp":"2026-05-01T14:13:09.034Z"},{"subject":"Refactoring Button Visibility","description":"\\n\\n\n\nRight now, I'm refactoring the \"Start\" button's visibility. The host *should* see it. If the host is ready and all others are too, the game can start. Now, I am thinking through making the `Start` button visible only to the host, and disabling it until all guests are ready, or removing it altogether and implementing an auto-start.","timestamp":"2026-05-01T14:13:10.246Z"},{"subject":"Concisely Assessing Ready States","description":"\\n\\n\n\nOkay, I'm verifying the current button visibility and enabling rules. The Start button depends on all players, including host. If the host presses Ready, should it *become* the start? Confirming the display of the ready status and that the host is included in the calculations. I'm focusing on the condition where all players, including the host, are ready.","timestamp":"2026-05-01T14:13:11.716Z"},{"subject":"Evaluating Host Button Logic","description":"\\n\\n\n\nRight now, I'm refactoring the \"Ready\" and \"Start\" button setup. The host *can* toggle ready. The host clicks \"Ready,\" now, potentially starting the game if everyone else is ready. So the current design makes sense. The code seems robust. I'll check `LobbyController.cs` to confirm. Also, I'll revise the `sortedPlayers` part to avoid confusion, so the first player is always the host.","timestamp":"2026-05-01T14:13:13.285Z"},{"subject":"Evaluating Host Start Conditions","description":"\\n\\n\n\nOkay, I'm now circling back to the core question: what triggers the game start? The host's click is the key, but under which conditions? Considering the requirements, the host clicks \"Ready,\" and *if* everyone else is also ready, then the start goes. Or, the host clicks \"Start\" which implicitly sets ready if the conditions are met. I'm focusing on making sure the start button is correctly enabled.","timestamp":"2026-05-01T14:13:14.807Z"},{"subject":"Analyzing Host UI Flow","description":"\\n\\n\n\nNow I'm focusing on the host UI elements. I need the host to be able to go Ready. Then, I, as the host, click \"Start\". Also, I need to check the flow. The goal is to verify the start conditions, making sure the host's ready status influences the game's start. I see the code is correct, the UI displays correctly. The `ReadyBtn` is always visible. The \"Start\" button is there if you are the host.","timestamp":"2026-05-01T14:13:15.835Z"},{"subject":"Refining Start Conditions","description":"\\n\\n\n\nI'm now clarifying the start conditions for the host, making the requirements explicit. I'm reviewing the code snippet related to `hostRef` and `guestRef` from the previous work, and evaluating the logic that is currently in place. I'm focusing on the condition where all players, including the host, are ready. Also, I'll need to check the flow and ensure everything is correct.","timestamp":"2026-05-01T14:13:16.935Z"},{"subject":"Refining Guest Ready Checks","description":"\\n\\n\n\nCurrently, I'm verifying the guest's readiness checks within `UpdateLoungeUI`. The code iterates through the players. Then, the host is skipped in the loop, meaning the host isn't being evaluated as a factor. I'll need to remove the host exclusion, making sure the host's ready status is considered, so that all players must be ready to start the game.","timestamp":"2026-05-01T14:13:18.483Z"},{"subject":"Fixing Ready Button Visibility","description":"\\n\\n\n\nI've identified a key issue: the host's \"Ready\" button is hidden. The current code sets `_readyBtn.style.display` to `None` if `isLocalHost` is true, preventing the host from toggling their ready state. I'll change this to `Flex` to ensure the host can use the \"Ready\" button. This will enable the host to select \"Ready\" like everyone else. I'll also modify the code to check if all players are ready.","timestamp":"2026-05-01T14:13:20.361Z"},{"subject":"Examining UI Player Display","description":"\\n\\n\n\nMy current thinking centers on the display of players in the UI, especially for more than two players. The current design uses `hostRef` and `guestRef`, which limits how many guests are shown. It is correct in how it iterates. The UI display is wrong, not the backend logic. The labels for the host and guest are presented correctly, just not the player 3 or beyond's view of player 3. I'll stick to the two-player design for now.","timestamp":"2026-05-01T14:13:21.459Z"},{"subject":"Evaluating Host Ready Display","description":"\\n\\n\n\nI'm now focusing on the host's ready status presentation in the UI. I have confirmed the `_hostNameLabel.text` correctly reflects \"Host,\" and now I'm changing the code to display the ready status (Ready or Not Ready). I'll check to see if the host's status now displays correctly, using green or red to signal it, while ensuring the label is still present.","timestamp":"2026-05-01T14:13:22.555Z"},{"subject":"Evaluating Guest Readiness Logic","description":"\\n\\n\n\nI'm now zeroing in on the guest readiness check. The current logic in `UpdateLoungeUI` skips the host in the ready evaluation using `if (p == hostRef) continue;`. This means the host's ready status is ignored. I'll need to remove the host exclusion to ensure the host's readiness correctly affects the \"Start\" button's state, making sure all players must be ready. I'll need to confirm that `guestsReady` now works as I expect.","timestamp":"2026-05-01T14:13:23.491Z"},{"subject":"Analyzing Start Button","description":"\\n\\n\n\nI'm now making sure the start button works as expected, refactoring button enabling. The new logic shows the \"Ready\" button to all, and the \"Start\" button only to the host. The \"Start\" button should only be enabled when all players are ready *and* there are at least two players. The code is working correctly.","timestamp":"2026-05-01T14:13:24.246Z"}],"tokens":{"input":43764,"output":2206,"cached":35750,"thoughts":9843,"tool":0,"total":55813},"model":"gemini-3-flash-preview"}
-{"$set":{"lastUpdated":"2026-05-01T14:13:33.231Z"}}
-{"id":"ab6145ae-c244-4b9c-adc0-f0cf2ce39a7d","timestamp":"2026-05-01T14:13:33.231Z","type":"gemini","content":"","thoughts":[{"subject":"Defining the Controller Logic","description":"\\n\\n\n\nI've finally grasped the complete flow. Focusing on `LobbyController` now. The core seems to be how the host is identified, which hinges on sorting `PlayerId`. From there, it's clear: Guests get a \"Ready\" button, while the Host gets the \"Start\" button. I'm moving toward the state machine now.","timestamp":"2026-05-01T14:12:39.306Z"},{"subject":"Analyzing Host Controls","description":"\\n\\n\n\nOkay, so I missed a key requirement. The host needs to toggle \"Ready\" too! Refining the state machine logic now. It's becoming clearer how the `Start` button's activation depends on both the host's readiness and the readiness of all other players. Rewiring `UpdateLoungeUI` to accommodate this new rule set.","timestamp":"2026-05-01T14:12:39.306Z"},{"subject":"Clarifying Ready State Handling","description":"\\n\\n\n\nAha! The host *should* be able to toggle \"Ready\". Currently, the `ReadyBtn` is hidden for the host, potentially causing confusion. I'll modify the `ReadyBtn` visibility to show it for everyone. Also, the `Start` button's activation currently only checks guest readiness, so I should revisit that. The host's ready state now needs to factor into the `Start` button's state.","timestamp":"2026-05-01T14:12:40.659Z"},{"subject":"Adjusting Player Ready Checks","description":"\\n\\n\n\nRight, I'm zeroing in on the ready checks. It's clear that the existing code excludes the host from the \"ready\" assessment, which needs fixing. I'm removing the host exclusion from the loop, meaning the host's ready state now influences `Start` button accessibility. The host can indeed be Ready. Also, I'll revise `UpdateLoungeUI`, to reduce some computations and calls.","timestamp":"2026-05-01T14:12:42.301Z"},{"subject":"Refining Host UI elements","description":"\\n\\n\n\nOkay, I'm onto the UI tweaks now, specifically the host's representation. I'll modify `UpdateLoungeUI` to always show the \"Ready\" button. Then, the host's status label will show their ready state. This way, the host can toggle \"Ready,\" just like the guests, and the UI will reflect their status. The \"Start\" button's activation condition still needs to be refined.","timestamp":"2026-05-01T14:12:43.991Z"},{"subject":"Examining Button Conditions","description":"\\n\\n\n\nSo, currently, the host uses the same `OnReadyClicked` function as everyone else. Thinking through the host's workflow, a \"Ready\" button *and* a \"Start\" button feels redundant. Maybe the \"Ready\" button doubles as the \"Start\" button *for* the host. The code already supports toggling \"ready\" via the `ReadyBtn`. I'm going to start by confirming that. Also, \"chỉ chủ phòng mới có thể start game\" - confirming the host only can start. I'll need to check the UI elements for `_hostNameLabel` too.","timestamp":"2026-05-01T14:12:45.127Z"},{"subject":"Evaluating Player Capacity","description":"\\n\\n\n\nMy current thinking centers on the player display limitations. The `LoungeContainer`'s UI presents only two players, host and one guest, despite the potential for more. It uses `hostRef` and `guestRef` to display information. The comments I'm seeing indicate a need to accommodate additional players. I'm focusing on the player-handling aspect to confirm the logic's compatibility with a multi-player environment, making sure more than one guest can be present, not just the host and a single guest.","timestamp":"2026-05-01T14:12:46.784Z"},{"subject":"Reviewing Lobby Refactors","description":"\\n\\n\n\nOkay, I'm now critically examining the player list implementation. The single-guest limitation jumps out, as does the potential for host reassignment issues when a host leaves. This is where the lobby logic seems the most problematic. The use of `runner.IsServer` to determine host status seems a good way to identify the current server/master. I'll need to revisit `PlayerDataManager` and refactor `UpdateLoungeUI` to reflect those considerations.","timestamp":"2026-05-01T14:12:48.173Z"},{"subject":"Simplifying Host Workflow","description":"\\n\\n\n\nRight, I'm streamlining the host's actions. The initial design, requiring the host to toggle \"Ready\" *and* then hit \"Start,\" seems clunky. Now, I'm thinking the \"Ready\" button should implicitly become the \"Start\" button for the host once all other players are ready. I need to make the \"Ready\" button visible to the host and also adjust the `StartBtn` activation logic to depend on the host's readiness, too.","timestamp":"2026-05-01T14:12:49.208Z"},{"subject":"Inspecting UI Elements","description":"\\n\\n\n\nI'm focused on the UI's structure. I'm taking a close look at how player statuses are displayed in `UpdateLoungeUI`, confirming the use of elements like `HostReadyStatus`. The default `IsReady` setting on false seems correct for all players initially. Now I'll make sure the `UpdateLoungeUI` function updates correctly.","timestamp":"2026-05-01T14:12:50.754Z"},{"subject":"Identifying Host Readiness Display","description":"\\n\\n\n\nOkay, I'm now zeroing in on host status display. Currently, the code sets the `_hostStatusLabel.text` to the host label. To show \"Ready\" status, I'll update that text. I am going to verify the mechanism used to identify the server as the host. The local player on the host machine is `runner.LocalPlayer` and `runner.IsServer` is true. `PlayerDataManager` is spawned by the server. I'm going to determine how to determine the `hostRef`.","timestamp":"2026-05-01T14:12:52.260Z"},{"subject":"Defining Host Identification","description":"\\n\\n\n\nMy current thinking is focused on accurately identifying the host. Since the server *is* the host, I can simply use `runner.IsServer` to check. The challenge is ensuring all clients know who the host is. Examining `PlayerDataManager`, I'm looking at how it's spawned, as the server spawns it. Then I'll check its `Object.InputAuthority`. The host's identity has to be broadcast. I believe I have the host's logic in place.","timestamp":"2026-05-01T14:12:53.633Z"},{"subject":"Revising Host Identification","description":"\\n\\n\n\nMy current thinking centers on using `runner.MasterClient` to identify the host. That seems far more reliable, particularly when players join or leave. Revisiting `LobbyController.cs` helps me to see the logic. I am also considering how the host's ready status should be displayed. I am going to see how I can use `_hostStatusLabel`.","timestamp":"2026-05-01T14:12:55.256Z"},{"subject":"Verifying Host UI Display","description":"\\n\\n\n\nAlright, I'm verifying the host's status presentation. With the code adjustment, the host's label now indicates readiness. I'm confirming that the \"LOBBY_HOST_LABEL\" is used in the UI, and the text now reflects \"Ready\" or \"Not Ready.\" Now, I'm thinking about the multi-player aspects, how to present the status for all participants, host and guest, while considering the scenario of host departure.","timestamp":"2026-05-01T14:12:56.996Z"},{"subject":"Implementing Host Migration Display","description":"\\n\\n\n\nNow I'm focusing on host migration. The code identifies the new host, typically the first player after the original host leaves. The UI then updates to reflect this change. My concern is the visual clarity of this transition. While I've verified the fundamental logic, the user's feedback suggests possible confusion or unwanted behavior. I'll focus on how the UI reflects this migration, specifically how the \"Host\" label is updated to reflect the new host and potentially how this can be improved to avoid potential confusion.","timestamp":"2026-05-01T14:12:58.531Z"},{"subject":"Examining Start Button Logic","description":"\\n\\n\n\nRight now, I'm examining the `Start` button's behavior. I will check the dependencies in `LobbyController.cs`, and if there's any problem with `OnStartClicked`, such as the host's `Ready` state not correctly affecting it. Also, I'll review how the UI is updated in `UpdateLoungeUI` to verify the host and guest's ready status is accurately reflected, before the `Start` is ever clicked.","timestamp":"2026-05-01T14:12:59.871Z"},{"subject":"Confirming Host Logic","description":"\\n\\n\n\nOkay, I'm now shifting to the player count. I'll stick to a simple fix, even though more players may need a list. My goal is to use `runner.MasterClient` and `runner.IsServer` for a more efficient check. I'm taking another look at the start game conditions. The current code determines the host correctly, but I need to make sure the game starts as expected.","timestamp":"2026-05-01T14:13:01.562Z"},{"subject":"Assessing Start Button Dependencies","description":"\\n\\n\n\nOkay, I'm grappling with the \"Start\" button's precise requirements. The user's input suggests the host toggles \"Ready,\" implicitly activating \"Start.\" It's either host-ready AND all guests ready, or the \"Ready\" button *is* the \"Start\" button for the host. I'll need to confirm if the host is required to be \"ready\" before starting the game and, therefore, whether the \"Ready\" button *is* the \"Start\" button, or if the \"Start\" button is only shown to the host, and ready is a simple toggle.","timestamp":"2026-05-01T14:13:02.995Z"},{"subject":"Outlining Button Behavior","description":"\\n\\n\n\nOkay, I'm now clarifying the \"Start\" button's function. The goal is now clearer: the host's \"Ready\" button should *become* the \"Start\" button once all guests are ready, or, if the host is already ready, simply starts the game when the minimum player count is met. I'll need to refactor the code to consolidate the functionalities and simplify the workflow for the host. I need to make sure the start button is correctly enabled.","timestamp":"2026-05-01T14:13:04.369Z"},{"subject":"Verifying Player Ready State","description":"\\n\\n\n\nMy current thinking centers on the flow of the ready states. A player calls an RPC, which sets `IsReady` on the server-side `NetworkDictionary`. This seems correct and allows any player to set their status. Now, I'm verifying the connection between `PlayerDataManager`, which is server-authoritative, and the updates to the players' \"Ready\" status in the `LobbyController`. I'll analyze how the lobby UI updates to reflect these ready state changes.","timestamp":"2026-05-01T14:13:05.571Z"},{"subject":"Evaluating Host Label Updates","description":"\\n\\n\n\nRight now, I'm verifying the host's status presentation and display. Since the host can indeed be \"ready\" or \"not ready\", the label *must* reflect that. I'm going to determine if the `_hostStatusLabel` is being correctly updated to reflect the host's ready status. I'll check how `OnReadyClicked` and `UpdateLoungeUI` interact and confirm that all necessary updates are done to ensure the correct state is displayed.","timestamp":"2026-05-01T14:13:06.635Z"},{"subject":"Analyzing Ready Status Syncing","description":"\\n\\n\n\nOkay, I'm now diving into the network sync. The \"Ready\" state gets set server-side via RPC, and then the `NetworkDictionary` sends that to the clients. Since the UI updates in `UpdateLoungeUI`, there is nothing more that must be done. The UI is updated by the server and all clients have access to the data. I'm confirming that.","timestamp":"2026-05-01T14:13:07.977Z"},{"subject":"Refining UI Ready Display","description":"\\n\\n\n\nCurrently, I'm verifying the individual player statuses displayed in the UI, specifically concerning the text colors and strings used to indicate whether a player is ready or not ready. Focusing on `UpdateLoungeUI`, I am evaluating the logic used to represent the host, making sure the UI elements are correctly being updated with the host's ready state, as well as the guests'. Also, I'll need to confirm the correct strings are used.","timestamp":"2026-05-01T14:13:09.034Z"},{"subject":"Refactoring Button Visibility","description":"\\n\\n\n\nRight now, I'm refactoring the \"Start\" button's visibility. The host *should* see it. If the host is ready and all others are too, the game can start. Now, I am thinking through making the `Start` button visible only to the host, and disabling it until all guests are ready, or removing it altogether and implementing an auto-start.","timestamp":"2026-05-01T14:13:10.246Z"},{"subject":"Concisely Assessing Ready States","description":"\\n\\n\n\nOkay, I'm verifying the current button visibility and enabling rules. The Start button depends on all players, including host. If the host presses Ready, should it *become* the start? Confirming the display of the ready status and that the host is included in the calculations. I'm focusing on the condition where all players, including the host, are ready.","timestamp":"2026-05-01T14:13:11.716Z"},{"subject":"Evaluating Host Button Logic","description":"\\n\\n\n\nRight now, I'm refactoring the \"Ready\" and \"Start\" button setup. The host *can* toggle ready. The host clicks \"Ready,\" now, potentially starting the game if everyone else is ready. So the current design makes sense. The code seems robust. I'll check `LobbyController.cs` to confirm. Also, I'll revise the `sortedPlayers` part to avoid confusion, so the first player is always the host.","timestamp":"2026-05-01T14:13:13.285Z"},{"subject":"Evaluating Host Start Conditions","description":"\\n\\n\n\nOkay, I'm now circling back to the core question: what triggers the game start? The host's click is the key, but under which conditions? Considering the requirements, the host clicks \"Ready,\" and *if* everyone else is also ready, then the start goes. Or, the host clicks \"Start\" which implicitly sets ready if the conditions are met. I'm focusing on making sure the start button is correctly enabled.","timestamp":"2026-05-01T14:13:14.807Z"},{"subject":"Analyzing Host UI Flow","description":"\\n\\n\n\nNow I'm focusing on the host UI elements. I need the host to be able to go Ready. Then, I, as the host, click \"Start\". Also, I need to check the flow. The goal is to verify the start conditions, making sure the host's ready status influences the game's start. I see the code is correct, the UI displays correctly. The `ReadyBtn` is always visible. The \"Start\" button is there if you are the host.","timestamp":"2026-05-01T14:13:15.835Z"},{"subject":"Refining Start Conditions","description":"\\n\\n\n\nI'm now clarifying the start conditions for the host, making the requirements explicit. I'm reviewing the code snippet related to `hostRef` and `guestRef` from the previous work, and evaluating the logic that is currently in place. I'm focusing on the condition where all players, including the host, are ready. Also, I'll need to check the flow and ensure everything is correct.","timestamp":"2026-05-01T14:13:16.935Z"},{"subject":"Refining Guest Ready Checks","description":"\\n\\n\n\nCurrently, I'm verifying the guest's readiness checks within `UpdateLoungeUI`. The code iterates through the players. Then, the host is skipped in the loop, meaning the host isn't being evaluated as a factor. I'll need to remove the host exclusion, making sure the host's ready status is considered, so that all players must be ready to start the game.","timestamp":"2026-05-01T14:13:18.483Z"},{"subject":"Fixing Ready Button Visibility","description":"\\n\\n\n\nI've identified a key issue: the host's \"Ready\" button is hidden. The current code sets `_readyBtn.style.display` to `None` if `isLocalHost` is true, preventing the host from toggling their ready state. I'll change this to `Flex` to ensure the host can use the \"Ready\" button. This will enable the host to select \"Ready\" like everyone else. I'll also modify the code to check if all players are ready.","timestamp":"2026-05-01T14:13:20.361Z"},{"subject":"Examining UI Player Display","description":"\\n\\n\n\nMy current thinking centers on the display of players in the UI, especially for more than two players. The current design uses `hostRef` and `guestRef`, which limits how many guests are shown. It is correct in how it iterates. The UI display is wrong, not the backend logic. The labels for the host and guest are presented correctly, just not the player 3 or beyond's view of player 3. I'll stick to the two-player design for now.","timestamp":"2026-05-01T14:13:21.459Z"},{"subject":"Evaluating Host Ready Display","description":"\\n\\n\n\nI'm now focusing on the host's ready status presentation in the UI. I have confirmed the `_hostNameLabel.text` correctly reflects \"Host,\" and now I'm changing the code to display the ready status (Ready or Not Ready). I'll check to see if the host's status now displays correctly, using green or red to signal it, while ensuring the label is still present.","timestamp":"2026-05-01T14:13:22.555Z"},{"subject":"Evaluating Guest Readiness Logic","description":"\\n\\n\n\nI'm now zeroing in on the guest readiness check. The current logic in `UpdateLoungeUI` skips the host in the ready evaluation using `if (p == hostRef) continue;`. This means the host's ready status is ignored. I'll need to remove the host exclusion to ensure the host's readiness correctly affects the \"Start\" button's state, making sure all players must be ready. I'll need to confirm that `guestsReady` now works as I expect.","timestamp":"2026-05-01T14:13:23.491Z"},{"subject":"Analyzing Start Button","description":"\\n\\n\n\nI'm now making sure the start button works as expected, refactoring button enabling. The new logic shows the \"Ready\" button to all, and the \"Start\" button only to the host. The \"Start\" button should only be enabled when all players are ready *and* there are at least two players. The code is working correctly.","timestamp":"2026-05-01T14:13:24.246Z"}],"tokens":{"input":43764,"output":2206,"cached":35750,"thoughts":9843,"tool":0,"total":55813},"model":"gemini-3-flash-preview","toolCalls":[{"id":"update_topic_1777644812969_0","name":"update_topic","args":{"summary":"Refactoring UpdateLoungeUI in LobbyController.cs. Host is now identified via runner.MasterClient. Ready button is enabled for everyone (including host). Start button is only visible to host and enabled only when all players are ready. Host status label now shows ready/not ready status.","strategic_intent":"Fix Lobby logic: Host can toggle ready, only host can start, and start button depends on everyone being ready.","title":"Implementing Lobby Fixes"},"result":[{"functionResponse":{"id":"update_topic_1777644812969_0","name":"update_topic","response":{"output":"Current topic: \"Implementing Lobby Fixes\"\nTopic summary: Refactoring UpdateLoungeUI in LobbyController.cs. Host is now identified via runner.MasterClient. Ready button is enabled for everyone (including host). Start button is only visible to host and enabled only when all players are ready. Host status label now shows ready/not ready status.\n\nStrategic Intent: Fix Lobby logic: Host can toggle ready, only host can start, and start button depends on everyone being ready."}}}],"status":"success","timestamp":"2026-05-01T14:13:48.476Z","resultDisplay":"## 📂 Topic: **Implementing Lobby Fixes**\n\n**Summary:**\nRefactoring UpdateLoungeUI in LobbyController.cs. Host is now identified via runner.MasterClient. Ready button is enabled for everyone (including host). Start button is only visible to host and enabled only when all players are ready. Host status label now shows ready/not ready status.\n\n> [!STRATEGY]\n> **Intent:** Fix Lobby logic: Host can toggle ready, only host can start, and start button depends on everyone being ready.","description":"Update topic to: \"Implementing Lobby Fixes\"","displayName":"Update Topic Context","renderOutputAsMarkdown":true},{"id":"replace_1777644813228_1","name":"replace","args":{"file_path":"Assets/Scripts/UI/LobbyController.cs","instruction":"Update UpdateLoungeUI to allow the Host to toggle ready state and ensure the Start button is only visible to the Host and enabled only when everyone is ready. Use runner.MasterClient to identify the host.","old_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 _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 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 bool isHost = sender.PlayerId == 1; \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 || _playerDataManager == null || _playerDataManager.Object == null || !_playerDataManager.Object.IsValid) return;\n\n PlayerRef hostRef = PlayerRef.None;\n PlayerRef guestRef = PlayerRef.None;\n var sortedPlayers = runner.ActivePlayers.OrderBy(p => p.PlayerId).ToList();\n if (sortedPlayers.Count > 0) hostRef = sortedPlayers[0];\n if (sortedPlayers.Count > 1) guestRef = sortedPlayers[1];\n\n if (runner.SessionInfo != null && runner.SessionInfo.Properties.TryGetValue(\"rn\", out var rnProp)) _loungeRoomName.text = rnProp.ToString().ToUpper();\n\n if (hostRef != PlayerRef.None && _playerDataManager.TryGetPlayerMetaData(hostRef, out var hostData))\n {\n _hostNameLabel.text = hostData.Name.ToString().ToUpper();\n _hostStatusLabel.text = GetT(\"LOBBY_HOST_LABEL\"); // Host label instead of ready status\n _hostStatusLabel.style.color = Color.cyan;\n }\n else if (hostRef != PlayerRef.None) { _hostNameLabel.text = GetT(\"LOBBY_SYNCING\"); _hostStatusLabel.text = \"-\"; }\n\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 bool guestsReady = true;\n int playerCount = 0;\n foreach (var p in runner.ActivePlayers) \n { \n playerCount++; \n if (p == hostRef) continue; // Skip host in ready check\n \n if (_playerDataManager.TryGetPlayerMetaData(p, out var data)) \n { \n if (!data.IsReady) guestsReady = false; \n } \n else guestsReady = false; \n }\n\n bool isLocalHost = runner.LocalPlayer == hostRef;\n\n // Start button logic: only for host, enabled if others are ready\n if (_startBtn != null) \n { \n _startBtn.text = GetT(\"LOBBY_START_BTN\"); \n _startBtn.style.display = isLocalHost ? DisplayStyle.Flex : DisplayStyle.None; \n _startBtn.SetEnabled(guestsReady && playerCount >= 2); \n }\n\n // Ready button logic: only for guests\n if (_readyBtn != null)\n {\n _readyBtn.style.display = isLocalHost ? DisplayStyle.None : DisplayStyle.Flex;\n\n if (!isLocalHost && _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","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 _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 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 bool isHost = sender.PlayerId == 1; \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 || _playerDataManager == null || _playerDataManager.Object == null || !_playerDataManager.Object.IsValid) return;\n\n // Use MasterClient to identify host consistently across all clients\n PlayerRef hostRef = runner.MasterClient;\n PlayerRef guestRef = runner.ActivePlayers.FirstOrDefault(p => p != hostRef);\n\n if (runner.SessionInfo != null && runner.SessionInfo.Properties.TryGetValue(\"rn\", out var rnProp)) _loungeRoomName.text = rnProp.ToString().ToUpper();\n\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 if (hostRef != PlayerRef.None) { _hostNameLabel.text = GetT(\"LOBBY_SYNCING\"); _hostStatusLabel.text = \"-\"; }\n\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 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 isLocalHost = runner.LocalPlayer == hostRef;\n\n // Start button logic: only for host, enabled if EVERYONE is ready\n if (_startBtn != null) \n { \n _startBtn.text = GetT(\"LOBBY_START_BTN\"); \n _startBtn.style.display = isLocalHost ? DisplayStyle.Flex : DisplayStyle.None; \n _startBtn.SetEnabled(allReady && playerCount >= 2); \n }\n\n // Ready button logic: visible for everyone\n if (_readyBtn != null)\n {\n _readyBtn.style.display = DisplayStyle.Flex;\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"},"result":[{"functionResponse":{"id":"replace_1777644813228_1","name":"replace","response":{"error":"Cannot read properties of undefined (reading 'type')"}}}],"status":"error","timestamp":"2026-05-01T14:13:48.476Z","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":"12b2cffb-790a-4c09-bf5d-31bc1c1c3064","timestamp":"2026-05-01T14:13:59.664Z","type":"gemini","content":"","thoughts":[{"subject":"Analyzing the Replace Failure","description":"I'm now zeroing in on the `UpdateLoungeUI` method. The initial attempt, a wholesale replacement, choked on something – perhaps file size, or a quirky tokenization problem. The plan is to surgically extract and re-inject just that function's code now. This more targeted approach feels like a safer bet.","timestamp":"2026-05-01T14:13:59.500Z"}],"tokens":{"input":63036,"output":2087,"cached":44061,"thoughts":69,"tool":0,"total":65192},"model":"gemini-3-flash-preview"}
-{"$set":{"lastUpdated":"2026-05-01T14:13:59.665Z"}}
-{"id":"12b2cffb-790a-4c09-bf5d-31bc1c1c3064","timestamp":"2026-05-01T14:13:59.664Z","type":"gemini","content":"","thoughts":[{"subject":"Analyzing the Replace Failure","description":"I'm now zeroing in on the `UpdateLoungeUI` method. The initial attempt, a wholesale replacement, choked on something – perhaps file size, or a quirky tokenization problem. The plan is to surgically extract and re-inject just that function's code now. This more targeted approach feels like a safer bet.","timestamp":"2026-05-01T14:13:59.500Z"}],"tokens":{"input":63036,"output":2087,"cached":44061,"thoughts":69,"tool":0,"total":65192},"model":"gemini-3-flash-preview","toolCalls":[{"id":"replace_1777644839663_0","name":"replace","args":{"file_path":"Assets/Scripts/UI/LobbyController.cs","instruction":"Refactor UpdateLoungeUI to use runner.MasterClient for host identification, show Ready button for everyone, and ensure Start button visibility/interactivity matches user requirements.","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 _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 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 bool isHost = sender.PlayerId == 1; \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 || _playerDataManager == null || _playerDataManager.Object == null || !_playerDataManager.Object.IsValid) return;\n\n // Use MasterClient to identify host consistently across all clients\n PlayerRef hostRef = runner.MasterClient;\n PlayerRef guestRef = runner.ActivePlayers.FirstOrDefault(p => p != hostRef);\n\n if (runner.SessionInfo != null && runner.SessionInfo.Properties.TryGetValue(\"rn\", out var rnProp)) _loungeRoomName.text = rnProp.ToString().ToUpper();\n\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 if (hostRef != PlayerRef.None) { _hostNameLabel.text = GetT(\"LOBBY_SYNCING\"); _hostStatusLabel.text = \"-\"; }\n\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 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 isLocalHost = runner.LocalPlayer == hostRef;\n\n // Start button logic: only for host, enabled if EVERYONE is ready\n if (_startBtn != null) \n { \n _startBtn.text = GetT(\"LOBBY_START_BTN\"); \n _startBtn.style.display = isLocalHost ? DisplayStyle.Flex : DisplayStyle.None; \n _startBtn.SetEnabled(allReady && playerCount >= 2); \n }\n\n // Ready button logic: visible for everyone\n if (_readyBtn != null)\n {\n _readyBtn.style.display = DisplayStyle.Flex;\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","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 _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 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 bool isHost = sender.PlayerId == 1; \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 || _playerDataManager == null || _playerDataManager.Object == null || !_playerDataManager.Object.IsValid) return;\r\n\r\n PlayerRef hostRef = PlayerRef.None;\r\n PlayerRef guestRef = PlayerRef.None;\r\n var sortedPlayers = runner.ActivePlayers.OrderBy(p => p.PlayerId).ToList();\r\n if (sortedPlayers.Count > 0) hostRef = sortedPlayers[0];\r\n if (sortedPlayers.Count > 1) guestRef = sortedPlayers[1];\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 if (hostRef != PlayerRef.None && _playerDataManager.TryGetPlayerMetaData(hostRef, out var hostData))\r\n {\r\n _hostNameLabel.text = hostData.Name.ToString().ToUpper();\r\n _hostStatusLabel.text = GetT(\"LOBBY_HOST_LABEL\"); // Host label instead of ready status\r\n _hostStatusLabel.style.color = Color.cyan;\r\n }\r\n else if (hostRef != PlayerRef.None) { _hostNameLabel.text = GetT(\"LOBBY_SYNCING\"); _hostStatusLabel.text = \"-\"; }\r\n\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 bool guestsReady = true;\r\n int playerCount = 0;\r\n foreach (var p in runner.ActivePlayers) \r\n { \r\n playerCount++; \r\n if (p == hostRef) continue; // Skip host in ready check\r\n \r\n if (_playerDataManager.TryGetPlayerMetaData(p, out var data)) \r\n { \r\n if (!data.IsReady) guestsReady = false; \r\n } \r\n else guestsReady = false; \r\n }\r\n\r\n bool isLocalHost = runner.LocalPlayer == hostRef;\r\n\r\n // Start button logic: only for host, enabled if others are ready\r\n if (_startBtn != null) \r\n { \r\n _startBtn.text = GetT(\"LOBBY_START_BTN\"); \r\n _startBtn.style.display = isLocalHost ? DisplayStyle.Flex : DisplayStyle.None; \r\n _startBtn.SetEnabled(guestsReady && playerCount >= 2); \r\n }\r\n\r\n // Ready button logic: only for guests\r\n if (_readyBtn != null)\r\n {\r\n _readyBtn.style.display = isLocalHost ? DisplayStyle.None : DisplayStyle.Flex;\r\n\r\n if (!isLocalHost && _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