Added game state and network client

This commit is contained in:
2026-05-20 19:56:25 +01:00
parent 8d3998945a
commit 48f8ae6c08
34 changed files with 713 additions and 16 deletions

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using PashaBibko.PenguinChase.Extensions;
using Unity.Services.Authentication;
using Unity.Services.Core;
using System.Collections;
using UnityEngine;
namespace PashaBibko.PenguinChase.Network
{
public static class Authenticator
{
public static bool IsAuthenticated { get; private set; }
private static bool sIsAuthenticating;
public static IEnumerator Authenticate()
{
// Early return if already authenticated
Debug.Log($"Authenticate called, [Authenticated: {IsAuthenticated}]");
if (IsAuthenticated)
{
yield break;
}
// Stops multiple authentication attempts at the same time
if (sIsAuthenticating)
{
yield return new WaitUntil(() => IsAuthenticated || !sIsAuthenticating);
yield break; // User should be logged in from other attempt
}
sIsAuthenticating = true;
Debug.Log("Initializing Unity Services");
yield return UnityServices
.InitializeAsync()
.Await();
Debug.Log("Signing in anonymously");
yield return AuthenticationService.Instance
.SignInAnonymouslyAsync()
.Await();
Debug.Log("User has been authenticated");
sIsAuthenticating = false;
IsAuthenticated = true;
}
}
}

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fileFormatVersion: 2
guid: 8ed9598a0f71474ea90df6a62ba55723
timeCreated: 1779203851

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using PashaBibko.PenguinChase.Extensions;
using Unity.Netcode;
using UnityEngine;
namespace PashaBibko.PenguinChase.Network
{
public class ConnectionManager : MonoBehaviour
{
private static ConnectionManager sInstance;
[SerializeField] private GameObject PrefabForEachClient;
public static GameObject ClientPrefab => sInstance?.PrefabForEachClient;
private void Awake()
{
// Stops overlapping instances
if (sInstance is not null)
{
Debug.LogError($"Multiple of [{nameof(ConnectionManager)}] cannot exist.");
Destroy(gameObject);
return;
}
sInstance = this;
}
public static void CreateNetworkConnectionManager()
{
NetworkManager.Singleton.OnClientConnectedCallback += OnClientJoin;
OnClientJoin(0); // Has to be manually called for local client
}
public static void DestroyNetworkConnectionManager()
{
NetworkManager.Singleton.OnClientConnectedCallback -= OnClientJoin;
sInstance.DestroyAllChildren();
}
private static void OnClientJoin(ulong id)
{
GameObject client = Instantiate(ClientPrefab);
DontDestroyOnLoad(client);
NetworkObject networkObject = client.GetComponent<NetworkObject>();
networkObject.SpawnAsPlayerObject(id);
}
}
}

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fileFormatVersion: 2
guid: ed9f8d66fd664fd68f1901f0120a0daf
timeCreated: 1779208828

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using PashaBibko.Pacore.Attributes;
using Unity.Netcode.Transports.UTP;
using UnityEngine.SceneManagement;
using System.Collections;
using Unity.Netcode;
using UnityEngine;
using System;
namespace PashaBibko.PenguinChase.Network
{
public enum TransportType
{
UnityRelay,
Localhost,
None
}
public interface INetworkTransport
{
public IEnumerator Join(string code, Action callback);
public IEnumerator Host(Action callback);
}
public class Network : MonoBehaviour
{
private static Network sInstance;
[Header("Transports")]
[SerializeField] private GameObject LocalHostTransport;
[SerializeField] private GameObject UnityRelayTransport;
[Header("View only")] [SerializeField, InspectorReadOnly]
private TransportType InternalCurrentTransport = TransportType.None;
public static TransportType CurrentTransport
{
get => sInstance?.InternalCurrentTransport ?? TransportType.None;
set => sInstance?.StartCoroutine(sInstance.ChangeTransport(value));
}
#if UNITY_EDITOR
[Header("Editor Only")]
[SerializeField] private string GameJoinCode;
#endif // UNITY_EDITOR
private static INetworkTransport sConnectionManager;
private GameObject mCurrentChildTransport;
private bool mSafeToConnect = true;
public static UnityTransport CurrentTransportComponent
{
get
{
UnityTransport component = null;
sInstance?.mCurrentChildTransport?.TryGetComponent(out component);
return component;
}
}
private void Awake()
{
// Stops overlapping instances
if (sInstance is not null)
{
Debug.LogError($"Multiple of [{nameof(Network)}] cannot exist.");
Destroy(gameObject);
return;
}
sInstance = this;
}
private IEnumerator HostInternal()
{
// Waits for it to be safe to connect, quits after 5 seconds
float timeout = 0f;
while (!mSafeToConnect)
{
if (timeout > 5f)
{
Debug.LogError("Host timed out");
yield break;
}
timeout += Time.deltaTime;
yield return null;
}
// Then actually hosts the lobby
yield return sConnectionManager.Host(() =>
{
NetworkManager.Singleton.SceneManager.LoadScene("LobbyScene", LoadSceneMode.Single);
Debug.Log("Hosted");
});
}
public static void Host()
{
if (sConnectionManager is null)
{
throw new InvalidOperationException("No connection manager has been set.");
}
if (sInstance is null)
{
throw new InvalidOperationException("No network manager has been set.");
}
sInstance.StartCoroutine(sInstance.HostInternal());
}
private IEnumerator JoinInternal(string code)
{
// Waits for it to be safe to connect, quits after 5 seconds
float timeout = 0f;
while (!mSafeToConnect)
{
if (timeout > 5f)
{
Debug.LogError("Host timed out");
yield break;
}
timeout += Time.deltaTime;
yield return null;
}
// Then connects to the lobby
yield return sConnectionManager.Join(code, () =>
{
Debug.Log($"Joined {code}");
});
}
public static void Join(string code)
{
if (sConnectionManager is null)
{
throw new InvalidOperationException("No connection manager has been set.");
}
if (sInstance is null)
{
throw new InvalidOperationException("No network manager has been set.");
}
sInstance.StartCoroutine(sInstance.JoinInternal(code));
}
private IEnumerator ChangeTransport(TransportType transport)
{
// Stops network from being restarted when unneeded
if (transport == InternalCurrentTransport)
{
yield break;
}
mSafeToConnect = false;
InternalCurrentTransport = transport;
// Shutdown existing network manager (if there is one) to stop multiple at once
if (NetworkManager.Singleton is not null)
{
NetworkManager.Singleton.Shutdown();
while (NetworkManager.Singleton.ShutdownInProgress)
{
yield return null; // Waits for next frame
}
Destroy(mCurrentChildTransport);
}
// Loads the new transport controller and lets it setup
switch (InternalCurrentTransport)
{
case TransportType.UnityRelay:
mCurrentChildTransport = Instantiate(UnityRelayTransport);
sConnectionManager = new UnityRelayTransport();
break;
case TransportType.Localhost:
mCurrentChildTransport = Instantiate(LocalHostTransport);
sConnectionManager = new LocalhostTransport();
break;
case TransportType.None:
// Nothing needs to be done here as there is no network controller
mCurrentChildTransport = null;
yield break;
default:
mSafeToConnect = true;
throw new ArgumentOutOfRangeException();
}
DontDestroyOnLoad(mCurrentChildTransport);
mSafeToConnect = true;
}
}
}

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fileFormatVersion: 2
guid: f490d6c8b73d447fbe47c95efede54d0
timeCreated: 1779196408

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using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
namespace PashaBibko.PenguinChase.Network
{
public class GameNetworkClient : NetworkBehaviour
{
private static Dictionary<ulong, GameNetworkClient> sConnectedClients = new();
private static bool sDoneInitialSearch = false;
private void Start()
{
name = $"NetworkClient-{OwnerClientId}";
// Searches for existing clients if it is the first one to be locally loaded
if (!sDoneInitialSearch)
{
GameNetworkClient[] clients = FindObjectsByType<GameNetworkClient>(FindObjectsSortMode.None);
foreach (GameNetworkClient client in clients)
{
ulong clientId = client.OwnerClientId;
sConnectedClients.Add(clientId, this);
}
sDoneInitialSearch = true;
}
// Else adds it to the global list of clients
else
{
sConnectedClients.Add(OwnerClientId, this);
}
}
}
}

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fileFormatVersion: 2
guid: 4a2fdb2b188edc64aaa5ecbc8568bae0

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fileFormatVersion: 2
guid: d478eb44fa9f45258a97c4a57e2e97e9
timeCreated: 1779205011

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using PashaBibko.PenguinChase.GameState;
using System.Collections;
using Unity.Netcode;
using System;
namespace PashaBibko.PenguinChase.Network
{
public class LocalhostTransport : INetworkTransport
{
// TODO: Allow connection to different devices on local network
public IEnumerator Join(string _, Action callback)
{
NetworkManager.Singleton.StartClient();
callback.Invoke();
yield break;
}
public IEnumerator Host(Action callback)
{
NetworkManager.Singleton.StartHost();
GameStateSpawner.CreateNetworkGameStateController();
ConnectionManager.CreateNetworkConnectionManager();
callback.Invoke();
yield break;
}
}
}

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fileFormatVersion: 2
guid: 54594dc099644958a5f437811cc47a5e
timeCreated: 1779205047

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using PashaBibko.PenguinChase.GameState;
using PashaBibko.PenguinChase.Extensions;
using Unity.Services.Relay.Models;
using Unity.Services.Relay;
using System.Collections;
using Unity.Netcode;
using UnityEngine;
using System;
namespace PashaBibko.PenguinChase.Network
{
public class UnityRelayTransport : INetworkTransport
{
private const int MAX_CONNECTIONS = 7;
public IEnumerator Join(string code, Action callback)
{
yield return Authenticator.Authenticate();
JoinAllocation allocation;
{
Result<JoinAllocation> result = new();
yield return RelayService.Instance
.JoinAllocationAsync(code)
.Await(result);
allocation = result.Value;
}
Network.CurrentTransportComponent.SetRelayServerData(allocation);
NetworkManager.Singleton.StartClient();
callback.Invoke();
}
public IEnumerator Host(Action callback)
{
yield return Authenticator.Authenticate();
Debug.Log("Authenticated");
Allocation allocation;
{
Result<Allocation> result = new();
yield return RelayService.Instance
.CreateAllocationAsync(MAX_CONNECTIONS)
.Await(result);
allocation = result.Value;
}
string joinCode;
{
Result<string> result = new();
yield return RelayService.Instance
.GetJoinCodeAsync(allocation.AllocationId)
.Await(result);
joinCode = result.Value;
}
Network.CurrentTransportComponent.SetHostRelayData(allocation);
NetworkManager.Singleton.StartHost();
GameStateSpawner.CreateNetworkGameStateController();
ConnectionManager.CreateNetworkConnectionManager();
Debug.Log($"Started server with code: [{joinCode}]");
callback.Invoke();
}
}
}

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fileFormatVersion: 2
guid: 873c14eb9ab94868b0572ae86759b2a7
timeCreated: 1779205549