86575dd5bc
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>
179 lines
7.1 KiB
C#
179 lines
7.1 KiB
C#
using ProjectM.Simulation;
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using Unity.Entities;
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using UnityEngine;
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using UnityEngine.UIElements;
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namespace ProjectM.Client
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{
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/// <summary>
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/// Drives the front-end main menu (UI Toolkit). Lives on a GameObject (with a <c>UIDocument</c>) in
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/// MainMenu.unity — build index 0. On <see cref="Awake"/> it ENSURES a default "menu" world exists (the
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/// bootstrap creates one on first boot, but on return-from-game <c>World.DisposeAllWorlds</c> left none and
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/// <c>Initialize</c> does not re-run), ensures the EventSystem, and assigns the shared PanelSettings; on
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/// enable it builds the menu. Single/Host/Join hand off to <see cref="WorldLauncher"/>.
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/// </summary>
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[RequireComponent(typeof(UIDocument))]
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public class MainMenuController : MonoBehaviour
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{
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UIDocument _doc;
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VisualElement _mainPanel;
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VisualElement _settingsPanel;
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VisualElement _howToPanel;
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TextField _ipField;
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Label _classLabel;
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bool _autoStarted;
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void Awake()
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{
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EnsureMenuWorld();
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MenuUi.EnsureEventSystem();
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_doc = GetComponent<UIDocument>();
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if (_doc.panelSettings == null)
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_doc.panelSettings = MenuUi.LoadPanelSettings();
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// The menu owns the cursor.
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UnityEngine.Cursor.lockState = CursorLockMode.None;
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UnityEngine.Cursor.visible = true;
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_autoStarted = TryAutoStartFromCommandLine();
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}
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void OnEnable()
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{
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if (_autoStarted) return; // headless CLI co-op session; don't build the menu UI
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if (_doc == null) _doc = GetComponent<UIDocument>();
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var root = _doc.rootVisualElement;
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if (root == null) return;
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root.Clear();
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BuildMain(root);
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}
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/// <summary>
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/// Dev/automation hook: a player launched with <c>-mhost</c> auto-hosts; <c>-mjoin <ip></c> auto-joins
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/// (ip optional, defaults to loopback). Lets two standalone builds form a co-op session headlessly for
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/// testing — the same <see cref="WorldLauncher.StartSession"/> path the menu buttons use, no UI clicks.
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/// No effect when neither arg is present. Returns true if a session was started.
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/// </summary>
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static bool TryAutoStartFromCommandLine()
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{
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var args = System.Environment.GetCommandLineArgs();
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for (int i = 0; i < args.Length; i++)
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{
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if (args[i] == "-mhost") { WorldLauncher.StartSession(SessionMode.Host, "", false); return true; }
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if (args[i] == "-mjoin")
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{
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string ip = (i + 1 < args.Length && !args[i + 1].StartsWith("-")) ? args[i + 1] : "127.0.0.1";
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WorldLauncher.StartSession(SessionMode.Join, ip, false);
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return true;
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}
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}
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return false;
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}
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static void EnsureMenuWorld()
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{
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var w = World.DefaultGameObjectInjectionWorld;
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if (w == null || !w.IsCreated)
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DefaultWorldInitialization.Initialize("MenuWorld", false);
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}
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void BuildMain(VisualElement root)
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{
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_mainPanel = MenuUi.FullScreenRoot(true);
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var card = MenuUi.Card("PROJECT M");
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card.Add(MenuUi.Caption("Frontier colony — co-op"));
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// Slice 2: class picker -> sets WorldLauncher.SelectedClass for the next session (Warrior melee / Ranger ranged).
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_classLabel = new Label(ClassName(WorldLauncher.SelectedClass));
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_classLabel.style.unityTextAlign = TextAnchor.MiddleCenter;
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_classLabel.style.marginTop = 6; _classLabel.style.marginBottom = 2;
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card.Add(_classLabel);
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var classRow = new VisualElement();
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classRow.style.flexDirection = FlexDirection.Row;
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classRow.style.justifyContent = Justify.Center;
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classRow.Add(MenuUi.Button("Warrior", () => SelectClass((byte)CharacterId.Warrior)));
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classRow.Add(MenuUi.Button("Ranger", () => SelectClass((byte)CharacterId.Ranger)));
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card.Add(classRow);
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card.Add(MenuUi.Button("Single Player", () => Launch(SessionMode.Single, false)));
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if (SaveService.HasSave())
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card.Add(MenuUi.Button("Continue", () => Launch(SessionMode.Single, true)));
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card.Add(MenuUi.Button("Host Co-op (LAN)", () => Launch(SessionMode.Host, SaveService.HasSave())));
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_ipField = new TextField("Join IP") { value = "127.0.0.1" };
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_ipField.style.marginTop = 8;
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card.Add(_ipField);
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card.Add(MenuUi.Button("Join", () => Launch(SessionMode.Join, false)));
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card.Add(MenuUi.Button("Settings", ShowSettings));
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card.Add(MenuUi.Button("How to Play", ShowHowToPlay));
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// Re-arm the first-run coach-marks (clears the client-local completed-step mask). The next session
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// replays them; the How-to-Play card stays available regardless.
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Button replayBtn = null;
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replayBtn = MenuUi.Button("Replay Tutorial", () =>
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{
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var s = SettingsService.Current;
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s.OnboardingMask = 0;
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s.TutorialHints = 1;
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SettingsService.Save(s);
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if (replayBtn != null) replayBtn.text = "Tutorial armed ✓";
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});
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card.Add(replayBtn);
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card.Add(MenuUi.Button("Quit", Quit));
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_mainPanel.Add(card);
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root.Add(_mainPanel);
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}
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void Launch(SessionMode mode, bool loadSave)
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{
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string ip = _ipField != null ? _ipField.value : "127.0.0.1";
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WorldLauncher.StartSession(mode, ip, loadSave);
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}
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void SelectClass(byte classId)
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{
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WorldLauncher.SelectedClass = classId;
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if (_classLabel != null) _classLabel.text = ClassName(classId);
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}
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static string ClassName(byte classId) => classId == (byte)CharacterId.Ranger ? "CLASS: Ranger (ranged)" : "CLASS: Warrior (melee)";
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void ShowSettings()
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{
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_mainPanel.style.display = DisplayStyle.None;
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_settingsPanel = SettingsScreen.Build(HideSettings);
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_doc.rootVisualElement.Add(_settingsPanel);
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}
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void HideSettings()
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{
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if (_settingsPanel != null) { _settingsPanel.RemoveFromHierarchy(); _settingsPanel = null; }
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_mainPanel.style.display = DisplayStyle.Flex;
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}
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void ShowHowToPlay()
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{
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_mainPanel.style.display = DisplayStyle.None;
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_howToPanel = HowToPlayPanel.Build(HideHowToPlay);
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_doc.rootVisualElement.Add(_howToPanel);
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}
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void HideHowToPlay()
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{
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if (_howToPanel != null) { _howToPanel.RemoveFromHierarchy(); _howToPanel = null; }
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_mainPanel.style.display = DisplayStyle.Flex;
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}
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static void Quit()
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{
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#if UNITY_EDITOR
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UnityEditor.EditorApplication.isPlaying = false;
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#else
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Application.Quit();
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#endif
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}
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}
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}
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