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1]}"); + GameObject _go = Instantiate(ghostPrefab, _recording.positions[0], _recording.rotations[0]); _go.GetComponent().Spawn(); @@ -93,13 +100,8 @@ public class GhostRoundManager : MonoBehaviour if (!IsServer || !roundRunning) return; roundRunning = false; - // Убираем клонов со сцены - foreach (GhostPlayer _ghost in activeGhosts) - { - if (_ghost != null && _ghost.IsSpawned) - _ghost.NetworkObject.Despawn(); - } - activeGhosts.Clear(); + // Клонов НЕ убираем здесь — пусть остаются (замирают, т.к. roundRunning=false) + // на экране победы. Деспавн происходит в начале ServerStartRound перед спавном новых. // Останавливаем запись и складываем раунд в архив foreach (NetworkClient _client in NetworkManager.Singleton.ConnectedClientsList) @@ -115,6 +117,12 @@ public class GhostRoundManager : MonoBehaviour archive[_client.ClientId] = _list; } + GhostRecording _rec = _recorder.Recording; + if (_rec.positions.Count > 0) + Debug.Log($"[GHOST] archive owner={_client.ClientId} ticks={_rec.positions.Count} first={_rec.positions[0]} last={_rec.positions[_rec.positions.Count - 1]}"); + else + Debug.LogWarning($"[GHOST] archive owner={_client.ClientId} EMPTY recording (0 ticks)"); + _list.Add(_recorder.Recording); if (_list.Count > maxGhostsPerPlayer) _list.RemoveAt(0); } diff --git a/Assets/CONTENT/FEATURES/DEV-TEST/Scripts/GhostPlayer.prefab b/Assets/CONTENT/FEATURES/DEV-TEST/Scripts/GhostPlayer.prefab index 7355b37..5dbfc9b 100644 --- a/Assets/CONTENT/FEATURES/DEV-TEST/Scripts/GhostPlayer.prefab +++ b/Assets/CONTENT/FEATURES/DEV-TEST/Scripts/GhostPlayer.prefab @@ -531,6 +531,7 @@ MonoBehaviour: MinSecondsBetweenUpdates: 0 MaxSecondsBetweenUpdates: 0 m_InternalValue: 0 + pitImmunityDuration: 1 --- !u!136 &5519469453299969230 CapsuleCollider: m_ObjectHideFlags: 0 @@ -1093,9 +1094,6 @@ GameObject: serializedVersion: 6 m_Component: - component: {fileID: 2142486437948056408} - - component: {fileID: 358431225805014765} - - component: {fileID: 4782745331580793913} - - component: {fileID: 3678077479963786265} m_Layer: 0 m_Name: Camera m_TagString: Untagged @@ -1120,109 +1118,6 @@ Transform: - {fileID: 3553217504045761826} m_Father: {fileID: 2264751121530880260} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} ---- !u!20 &358431225805014765 -Camera: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 5009018705790251557} - m_Enabled: 0 - serializedVersion: 2 - m_ClearFlags: 1 - m_BackGroundColor: {r: 0.19215687, g: 0.3019608, b: 0.4745098, a: 0} - m_projectionMatrixMode: 1 - m_GateFitMode: 2 - m_FOVAxisMode: 0 - m_Iso: 200 - m_ShutterSpeed: 0.005 - m_Aperture: 16 - m_FocusDistance: 10 - m_FocalLength: 50 - m_BladeCount: 5 - m_Curvature: {x: 2, y: 11} - m_BarrelClipping: 0.25 - m_Anamorphism: 0 - m_SensorSize: {x: 36, y: 24} - m_LensShift: {x: 0, y: 0} - m_NormalizedViewPortRect: - serializedVersion: 2 - x: 0 - y: 0 - width: 1 - height: 1 - near clip plane: 0.1 - far clip plane: 1000 - field of view: 60 - orthographic: 0 - orthographic size: 5 - m_Depth: 0 - m_CullingMask: - serializedVersion: 2 - m_Bits: 439 - m_RenderingPath: -1 - m_TargetTexture: {fileID: 0} - m_TargetDisplay: 0 - m_TargetEye: 3 - m_HDR: 1 - m_AllowMSAA: 1 - m_AllowDynamicResolution: 0 - m_ForceIntoRT: 0 - m_OcclusionCulling: 1 - m_StereoConvergence: 10 - m_StereoSeparation: 0.022 ---- !u!81 &4782745331580793913 -AudioListener: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 5009018705790251557} - m_Enabled: 0 ---- !u!114 &3678077479963786265 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 5009018705790251557} - m_Enabled: 0 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: a79441f348de89743a2939f4d699eac1, type: 3} - m_Name: - m_EditorClassIdentifier: - m_RenderShadows: 1 - m_RequiresDepthTextureOption: 2 - m_RequiresOpaqueTextureOption: 2 - m_CameraType: 0 - m_Cameras: [] - m_RendererIndex: -1 - m_VolumeLayerMask: - serializedVersion: 2 - m_Bits: 1 - m_VolumeTrigger: {fileID: 0} - m_VolumeFrameworkUpdateModeOption: 2 - m_RenderPostProcessing: 1 - m_Antialiasing: 3 - m_AntialiasingQuality: 2 - m_StopNaN: 1 - m_Dithering: 1 - m_ClearDepth: 1 - m_AllowXRRendering: 1 - m_AllowHDROutput: 1 - m_UseScreenCoordOverride: 0 - m_ScreenSizeOverride: {x: 0, y: 0, z: 0, w: 0} - m_ScreenCoordScaleBias: {x: 0, y: 0, z: 0, w: 0} - m_RequiresDepthTexture: 0 - m_RequiresColorTexture: 0 - m_Version: 2 - m_TaaSettings: - m_Quality: 3 - m_FrameInfluence: 0.1 - m_JitterScale: 1 - m_MipBias: 0 - m_VarianceClampScale: 0.9 - m_ContrastAdaptiveSharpening: 0 --- !u!1 &5793395671431581970 GameObject: m_ObjectHideFlags: 0 diff --git a/Assets/CONTENT/FEATURES/DEV-TEST/Scripts/PitZone.cs b/Assets/CONTENT/FEATURES/DEV-TEST/Scripts/PitZone.cs index a2bedd8..fa71873 100644 --- a/Assets/CONTENT/FEATURES/DEV-TEST/Scripts/PitZone.cs +++ b/Assets/CONTENT/FEATURES/DEV-TEST/Scripts/PitZone.cs @@ -19,6 +19,7 @@ public class PitZone : NetworkBehaviour GhostPlayer _ghost = _other.GetComponentInParent(); if (_ghost != null) { + Debug.Log($"[PIT] pit{pitIndex} <- GHOST owner={_ghost.OriginalOwnerId} ghostPos={_ghost.transform.position} colliderPos={_other.transform.position}"); RoundManager.Current.OnPlayerEnteredPit(pitIndex, _ghost.OriginalOwnerId); _ghost.GetComponent().TakeDamage(999); return; @@ -27,6 +28,16 @@ public class PitZone : NetworkBehaviour PlayerHealth _playerHealth = _other.GetComponentInParent(); if (_playerHealth == null) return; + Debug.Log($"[PIT] pit{pitIndex} <- PLAYER {_playerHealth.OwnerClientId} pos={_playerHealth.transform.position} immune={_playerHealth.IsPitImmune}"); + + // Только что респавнулся — серверный коллайдер мог не успеть выйти из ямы. + // Игнорируем, чтобы не засчитать ложную мгновенную победу. + if (_playerHealth.IsPitImmune) + { + Debug.Log($"[PIT] pit{pitIndex} IGNORED: player {_playerHealth.OwnerClientId} pit-immune"); + return; + } + RoundManager.Current.OnPlayerEnteredPit(pitIndex, _playerHealth.OwnerClientId); _playerHealth.TakeDamage(999); diff --git a/Assets/CONTENT/FEATURES/DEV-TEST/Scripts/PlayerHealth.cs b/Assets/CONTENT/FEATURES/DEV-TEST/Scripts/PlayerHealth.cs index 9394927..d761808 100644 --- a/Assets/CONTENT/FEATURES/DEV-TEST/Scripts/PlayerHealth.cs +++ b/Assets/CONTENT/FEATURES/DEV-TEST/Scripts/PlayerHealth.cs @@ -20,6 +20,12 @@ public class PlayerHealth : NetworkBehaviour private bool isServer; + // Короткое окно после респавна, когда вход в яму не засчитывается — страховка на случай, + // если серверная позиция коллайдера не успела выйти из ямы (сетевая задержка). + [SerializeField] private float pitImmunityDuration = 1f; + private float pitImmuneUntil; + public bool IsPitImmune => Time.time < pitImmuneUntil; + public void Init(bool _isServer) { isServer = _isServer; @@ -76,6 +82,7 @@ public class PlayerHealth : NetworkBehaviour GetComponent()?.SetShieldState(false); isDead.Value = false; currentHealth.Value = maxHealth; + pitImmuneUntil = Time.time + pitImmunityDuration; RespawnClientRpc(_spawnPosition); } @@ -97,15 +104,18 @@ public class PlayerHealth : NetworkBehaviour { SetPhysicsAndVisualsActive(true); - // Позицию задаёт только владелец — он авторитет над NetworkTransform (Owner authority) + // Позицию задаёт ТОЛЬКО владелец — он авторитет над NetworkTransform (Owner authority). + // На сервере/не-владельце трогать transform бессмысленно: NetworkTransform всё равно + // перезапишет его синхронизацией от владельца. Серверную позицию догонит RoundManager + // через WaitForPlayersAtSpawn перед стартом записи (иначе запись стартует в яме). if (!IsOwner) return; - TeleportOwner(_spawnPosition); + Teleport(_spawnPosition); } // Телепорт без интерполяции. CharacterController кэширует свою позицию, // поэтому его надо выключить на время установки трансформа. - private void TeleportOwner(Vector3 _spawnPosition) + private void Teleport(Vector3 _spawnPosition) { CharacterController _controller = GetComponent(); if (_controller != null) _controller.enabled = false; diff --git a/Assets/CONTENT/FEATURES/DEV-TEST/Scripts/RoundManager.cs b/Assets/CONTENT/FEATURES/DEV-TEST/Scripts/RoundManager.cs index d035566..998c653 100644 --- a/Assets/CONTENT/FEATURES/DEV-TEST/Scripts/RoundManager.cs +++ b/Assets/CONTENT/FEATURES/DEV-TEST/Scripts/RoundManager.cs @@ -38,6 +38,10 @@ public class RoundManager : NetworkBehaviour private List alivePlayers = new List(); + // Точки спавна, назначенные игрокам в этом раунде (параллельно alivePlayers). + // Нужны, чтобы дождаться, пока серверная позиция догонит телепорт, перед стартом записи. + private List spawnAssignments = new List(); + private NetworkList playerScores = new NetworkList(); // pitDefenders[i] = ClientId игрока, которому принадлежит яма с pitIndex == i @@ -97,8 +101,13 @@ public class RoundManager : NetworkBehaviour // Своя яма — не считается, побеждают только за попадание в ЧУЖУЮ яму. // Для клона сюда приходит ClientId его ОРИГИНАЛА (см. PitZone) — правило работает так же. - if (_enteringClientId == pitDefenders[_pitIndex]) return; + if (_enteringClientId == pitDefenders[_pitIndex]) + { + Debug.Log($"[ROUND] pit{_pitIndex} own pit by {_enteringClientId} — no score"); + return; + } + Debug.Log($"[ROUND] WIN pit{_pitIndex} by client={_enteringClientId} (defender={pitDefenders[_pitIndex]}) round={currentRound.Value} timeLeft={roundTimeRemaining.Value:F1}"); AddScore(_enteringClientId); StartCoroutine(EndRound(_enteringClientId)); } @@ -177,6 +186,7 @@ public class RoundManager : NetworkBehaviour private IEnumerator EndRound(ulong _winnerClientId) { + Debug.Log($"[ROUND] EndRound round={currentRound.Value} winner={_winnerClientId} timeLeft={roundTimeRemaining.Value:F1}"); isRoundActive.Value = false; // Сразу: стоп клонов + запись раунда в архив. @@ -219,6 +229,7 @@ public class RoundManager : NetworkBehaviour _players.Sort((_a, _b) => _a.OwnerClientId.CompareTo(_b.OwnerClientId)); alivePlayers.Clear(); + spawnAssignments.Clear(); // Одна яма на игрока: игрок с индексом _q защищает яму pitIndex == _q pitDefenders = new ulong[_players.Count]; @@ -231,12 +242,59 @@ public class RoundManager : NetworkBehaviour pitDefenders[_q] = _clientId; Vector3 _spawnPosition = spawnPoints[_q % spawnPoints.Length].position; + + // Диагностика: спавн-поинт не должен быть внутри триггера ямы, + // иначе клон заспавнится в яме и мгновенно "победит". + Collider[] _overlaps = Physics.OverlapSphere(_spawnPosition, 0.5f, ~0, QueryTriggerInteraction.Collide); + foreach (Collider _c in _overlaps) + if (_c.GetComponentInParent() != null) + Debug.LogError($"[ROUND] SPAWN {_q} at {_spawnPosition} INSIDE PIT '{_c.name}' для client={_clientId} — это причина мгновенной победы клона!"); + _players[_q].Respawn(_spawnPosition); alivePlayers.Add(_players[_q]); + spawnAssignments.Add(_spawnPosition); } } + // Ждём, пока серверная позиция каждого игрока догонит телепорт на спавн. + // Иначе первый сэмпл записи (positions[0]) окажется там, где игрок умер (в яме), + // и клон следующего раунда заспавнится прямо в яме → мгновенная ложная победа. + private IEnumerator WaitForPlayersAtSpawn() + { + float _timeout = Time.time + 3f; + float _start = Time.time; + + while (Time.time < _timeout) + { + bool _allAtSpawn = true; + + for (int _i = 0; _i < alivePlayers.Count; _i++) + { + if (alivePlayers[_i] == null) continue; + + float _dist = Vector3.Distance(alivePlayers[_i].transform.position, spawnAssignments[_i]); + if (_dist > 1.5f) + { + _allAtSpawn = false; + break; + } + } + + if (_allAtSpawn) + { + Debug.Log($"[ROUND] players at spawn after {Time.time - _start:F2}s"); + yield break; + } + yield return null; + } + + Debug.LogWarning($"[ROUND] WaitForPlayersAtSpawn TIMEOUT after 3s — positions may still be stale:"); + for (int _i = 0; _i < alivePlayers.Count; _i++) + if (alivePlayers[_i] != null) + Debug.LogWarning($"[ROUND] player {alivePlayers[_i].OwnerClientId} pos={alivePlayers[_i].transform.position} target={spawnAssignments[_i]} dist={Vector3.Distance(alivePlayers[_i].transform.position, spawnAssignments[_i]):F2}"); + } + private IEnumerator StartRoundWithDelay() { yield return new WaitForSeconds(1f); @@ -245,6 +303,10 @@ public class RoundManager : NetworkBehaviour RespawnAllPlayers(); + // КРИТИЧНО: ждём, пока серверная позиция игроков реально станет спавном, + // прежде чем начинать запись — иначе клоны будут спавниться в яме (см. WaitForPlayersAtSpawn). + yield return WaitForPlayersAtSpawn(); + // Спавним клонов прошлых раундов и включаем запись у живых игроков if (GhostRoundManager.Current != null) GhostRoundManager.Current.ServerStartRound(); @@ -252,6 +314,7 @@ public class RoundManager : NetworkBehaviour roundTimeRemaining.Value = roundDuration.Value; isRoundActive.Value = true; + Debug.Log($"[ROUND] START round={currentRound.Value} players={alivePlayers.Count}"); RoundStartedClientRPC(currentRound.Value); } diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset index a6b1abf..471ddc0 100644 --- a/ProjectSettings/ProjectSettings.asset +++ b/ProjectSettings/ProjectSettings.asset @@ -96,7 +96,7 @@ PlayerSettings: bakeCollisionMeshes: 0 forceSingleInstance: 0 useFlipModelSwapchain: 1 - resizableWindow: 0 + resizableWindow: 1 useMacAppStoreValidation: 0 macAppStoreCategory: public.app-category.games gpuSkinning: 1 @@ -108,7 +108,7 @@ PlayerSettings: xboxEnableFitness: 0 visibleInBackground: 1 allowFullscreenSwitch: 1 - fullscreenMode: 1 + fullscreenMode: 3 xboxSpeechDB: 0 xboxEnableHeadOrientation: 0 xboxEnableGuest: 0