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