jankenbots/Assets/Scripts/Bot/SeatManager.cs
megaproxy d723447e31 M1: add NGO + Multiplayer Services packages and prototype scripts (compiling)
Netcode for GameObjects 2.13.0 + Unity Multiplayer Services 2.2.4 (unified
Relay/Lobby SDK; supersedes deprecated standalone relay/lobby). Four M1
scripts, verified against live editor reflection and compiling clean:
- Net/NetworkBootstrap.cs  Relay host/join-by-code harness (IMGUI)
- Net/PlayerDriver.cs       replicated host-auth capsule (input->ServerRpc->host)
- Bot/TreadPart.cs          v0.1 tread feel: snap-to-cruise/lock-pivot/lean
- Bot/SeatManager.cs        left/right tread seat claim + leaver-safety

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 23:24:47 +01:00

184 lines
8.1 KiB
C#

using Unity.Netcode;
using UnityEngine;
namespace Jankenbots.Prototype
{
/// <summary>
/// SeatManager — decides WHICH player drives WHICH tread of the shared bot.
///
/// M1 coordination feel: two humans each pilot half of one janky body, so the
/// whole point is that a seat is a scarce, claimable slot. This lives on the
/// bot chassis GameObject (alongside the chassis Rigidbody / NetworkObject) and
/// is the single source of truth for seat ownership.
///
/// Model:
/// - Two seats, Left and Right.
/// - Each seat stores the ulong clientId of its pilot, or <see cref="NoPilot"/>
/// (== NEUTRAL / free) when nobody holds it.
/// - First player to ask claims Left, the next claims Right, everyone after
/// that gets nothing (a spectator for M1). Treads with no pilot stay NEUTRAL
/// and simply apply no force — the bot just doesn't move on that side.
///
/// Authority: server-only writes. Seat state is host-authoritative just like the
/// physics, so clients never guess — they read replicated NetworkVariables and
/// send a ServerRpc to *ask* for a seat.
///
/// TreadPart hooks into this via <see cref="OwnsSeat"/>: a TreadPart is tagged
/// Left or Right, and on the host it only honors input from the client that
/// currently owns that seat.
/// </summary>
[RequireComponent(typeof(NetworkObject))]
public class SeatManager : NetworkBehaviour
{
public enum Seat { Left, Right }
// Sentinel for "this seat is empty / NEUTRAL". Real clientIds are small
// ulongs starting at 0, so MaxValue is a safe "nobody" marker. We can't use
// -1 because clientId is unsigned.
public const ulong NoPilot = ulong.MaxValue;
// Replicated seat ownership. Server writes, everyone reads. Clients subscribe
// to OnValueChanged if they want to react (e.g. update the seat-claim UI);
// for M1 we just poll them in OnGUI, which is plenty.
public readonly NetworkVariable<ulong> LeftPilot =
new NetworkVariable<ulong>(NoPilot,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server);
public readonly NetworkVariable<ulong> RightPilot =
new NetworkVariable<ulong>(NoPilot,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server);
// ---------------------------------------------------------------------
// Leaver-safety wiring
// ---------------------------------------------------------------------
// If a pilot rage-quits (or their WiFi dies), their seat MUST free up so a
// remaining/new player can grab it — otherwise the bot is permanently
// half-dead. We hook client-disconnect on the server and clear any seat that
// pointed at the departing client.
public override void OnNetworkSpawn()
{
// Only the server owns seat state, so only the server needs the hook.
if (IsServer)
{
NetworkManager.Singleton.OnClientDisconnectCallback += HandleClientDisconnect;
}
}
public override void OnNetworkDespawn()
{
if (IsServer && NetworkManager.Singleton != null)
{
NetworkManager.Singleton.OnClientDisconnectCallback -= HandleClientDisconnect;
}
}
// Leaver-safety: free whichever seat the departing pilot held.
void HandleClientDisconnect(ulong clientId)
{
if (LeftPilot.Value == clientId) LeftPilot.Value = NoPilot;
if (RightPilot.Value == clientId) RightPilot.Value = NoPilot;
}
// ---------------------------------------------------------------------
// Claiming a seat
// ---------------------------------------------------------------------
// A client presses "join the bot"; we don't let it pick a side — first come
// gets Left, second gets Right. This keeps M1 dead simple and mirrors the
// "first two players claim left/right tread" scope.
/// <summary>
/// Client asks the host for a seat. RequireOwnership is false because the
/// asking client does NOT own the bot (the host does) — any client may ask.
/// The sender's clientId comes from RpcParams, so a client can't lie about
/// who it is.
/// </summary>
[Rpc(SendTo.Server, RequireOwnership = false)]
public void ClaimSeatRpc(RpcParams rpcParams = default)
{
ulong requester = rpcParams.Receive.SenderClientId;
// Already seated? Do nothing (idempotent — safe to spam the button).
if (LeftPilot.Value == requester || RightPilot.Value == requester)
return;
// Fill Left first, then Right. Anyone after that is a spectator for M1.
if (LeftPilot.Value == NoPilot)
LeftPilot.Value = requester;
else if (RightPilot.Value == NoPilot)
RightPilot.Value = requester;
// else: bot is full — silently ignore.
}
/// <summary>
/// Voluntarily give up your seat (frees it as NEUTRAL). Handy for testing and
/// for letting a player hop from Left to Right. Server-authoritative.
/// </summary>
[Rpc(SendTo.Server, RequireOwnership = false)]
public void ReleaseSeatRpc(RpcParams rpcParams = default)
{
ulong requester = rpcParams.Receive.SenderClientId;
if (LeftPilot.Value == requester) LeftPilot.Value = NoPilot;
if (RightPilot.Value == requester) RightPilot.Value = NoPilot;
}
// ---------------------------------------------------------------------
// Queries used by TreadPart (host-side input gating)
// ---------------------------------------------------------------------
/// <summary>Does <paramref name="clientId"/> currently pilot <paramref name="seat"/>?
/// TreadPart calls this on the host to decide whether to honor an input RPC.</summary>
public bool OwnsSeat(Seat seat, ulong clientId)
{
return PilotOf(seat) == clientId && clientId != NoPilot;
}
/// <summary>ClientId piloting a seat, or <see cref="NoPilot"/> if free.</summary>
public ulong PilotOf(Seat seat)
{
return seat == Seat.Left ? LeftPilot.Value : RightPilot.Value;
}
/// <summary>Which seat (if any) the local player holds — for local UI only.</summary>
Seat? LocalSeat()
{
if (NetworkManager.Singleton == null) return null;
ulong me = NetworkManager.Singleton.LocalClientId;
if (LeftPilot.Value == me) return Seat.Left;
if (RightPilot.Value == me) return Seat.Right;
return null;
}
// ---------------------------------------------------------------------
// Throwaway debug UI — good enough for playtesting with friends.
// ---------------------------------------------------------------------
void OnGUI()
{
if (!IsSpawned) return;
Seat? mine = LocalSeat();
string held = mine.HasValue ? mine.Value.ToString() : "none (spectator)";
const int w = 260, h = 78;
GUI.Box(new Rect(10, 10, w, h), "JANKENBOTS · seat");
GUI.Label(new Rect(20, 32, w - 20, 20), $"You hold: {held}");
GUI.Label(new Rect(20, 52, w - 20, 20),
$"Left: {SeatLabel(LeftPilot.Value)} Right: {SeatLabel(RightPilot.Value)}");
// Client-side ask/release buttons (they just fire the ServerRpc).
if (!mine.HasValue)
{
if (GUI.Button(new Rect(w - 70, 30, 55, 20), "Claim"))
ClaimSeatRpc();
}
else if (GUI.Button(new Rect(w - 70, 30, 55, 20), "Leave"))
{
ReleaseSeatRpc();
}
}
static string SeatLabel(ulong pilot) => pilot == NoPilot ? "free" : $"#{pilot}";
}
}