Fix co-op join disconnect: gate client go-in-game on subscene load

A remote/cold client added NetworkStreamInGame the instant it got a
NetworkId, before the gameplay subscene's ghost prefabs finished
streaming. The server's first ghost snapshot then hit a client that
couldn't resolve those prefabs -> "ghost ... ENTITY_NOT_FOUND" ->
forced disconnect ("nothing loads"). On loopback / fast LAN the
go-in-game handshake beats the ~0.4s entity-subscene stream. The host
never hit it (it shares the server's loaded subscene); every remote
join did -- MPPM virtual players and real networked clients alike.

GoInGameClientSystem now gates full-client go-in-game on the gameplay
subscene being loaded (HasSingleton<PlayerSpawner>); thin clients skip
the gate. Verified cross-process in a standalone build over loopback:
join ghost-prefab errors 15->0, disconnects 1->0, client stays
connected and resolves all server ghosts.

Also adds a -mhost / -mjoin <ip> command-line hook to MainMenuController
for headless co-op testing (drives WorldLauncher.StartSession, no UI).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Luis Gonzalez
2026-06-29 20:07:27 -07:00
parent 29e90a5008
commit 86575dd5bc
2 changed files with 36 additions and 0 deletions
@@ -21,6 +21,7 @@ namespace ProjectM.Client
VisualElement _howToPanel;
TextField _ipField;
Label _classLabel;
bool _autoStarted;
void Awake()
{
@@ -32,10 +33,12 @@ namespace ProjectM.Client
// The menu owns the cursor.
UnityEngine.Cursor.lockState = CursorLockMode.None;
UnityEngine.Cursor.visible = true;
_autoStarted = TryAutoStartFromCommandLine();
}
void OnEnable()
{
if (_autoStarted) return; // headless CLI co-op session; don't build the menu UI
if (_doc == null) _doc = GetComponent<UIDocument>();
var root = _doc.rootVisualElement;
if (root == null) return;
@@ -43,6 +46,28 @@ namespace ProjectM.Client
BuildMain(root);
}
/// <summary>
/// Dev/automation hook: a player launched with <c>-mhost</c> auto-hosts; <c>-mjoin &lt;ip&gt;</c> auto-joins
/// (ip optional, defaults to loopback). Lets two standalone builds form a co-op session headlessly for
/// testing — the same <see cref="WorldLauncher.StartSession"/> path the menu buttons use, no UI clicks.
/// No effect when neither arg is present. Returns true if a session was started.
/// </summary>
static bool TryAutoStartFromCommandLine()
{
var args = System.Environment.GetCommandLineArgs();
for (int i = 0; i < args.Length; i++)
{
if (args[i] == "-mhost") { WorldLauncher.StartSession(SessionMode.Host, "", false); return true; }
if (args[i] == "-mjoin")
{
string ip = (i + 1 < args.Length && !args[i + 1].StartsWith("-")) ? args[i + 1] : "127.0.0.1";
WorldLauncher.StartSession(SessionMode.Join, ip, false);
return true;
}
}
return false;
}
static void EnsureMenuWorld()
{
var w = World.DefaultGameObjectInjectionWorld;