네트워크 멀티플레이 환경 문제 수정

관련 문제가 다시 발생하면 이 커밋으로 돌아올 것
This commit is contained in:
2026-02-02 04:24:14 +09:00
parent 3e747a9d97
commit 10b496dfae
49 changed files with 2860 additions and 1792 deletions

View File

@@ -32,6 +32,7 @@ namespace Northbound
{
NetworkManager.Singleton.ConnectionApprovalCallback = ApprovalCheck;
NetworkManager.Singleton.OnServerStarted += OnServerStarted;
NetworkManager.Singleton.OnClientConnectedCallback += OnClientConnected;
Debug.Log("<color=cyan>[Connection] ConnectionApprovalCallback 등록됨</color>");
}
else
@@ -50,7 +51,7 @@ namespace Northbound
spawnPoints.Clear();
foreach (var point in sortedPoints)
{
if (point.isAvailable)
if (point != null && point.transform != null && point.isAvailable)
{
spawnPoints.Add(point.transform);
}
@@ -62,30 +63,92 @@ namespace Northbound
private void OnServerStarted()
{
Debug.Log("<color=green>[Connection] 서버 시작됨</color>");
if (ServerResourceManager.Instance == null)
{
GameObject resourceManagerObj = new GameObject("ServerResourceManager");
ServerResourceManager manager = resourceManagerObj.AddComponent<ServerResourceManager>();
NetworkObject networkObject = resourceManagerObj.GetComponent<NetworkObject>();
if (networkObject == null)
{
networkObject = resourceManagerObj.AddComponent<NetworkObject>();
}
networkObject.Spawn();
Debug.Log("[Connection] ServerResourceManager spawned.");
}
if (NetworkManager.Singleton.IsHost)
{
SpawnPlayer(NetworkManager.Singleton.LocalClientId);
}
}
private void OnClientConnected(ulong clientId)
{
if (!NetworkManager.Singleton.IsServer) return;
if (clientId == NetworkManager.Singleton.LocalClientId) return;
Debug.Log($"<color=cyan>[Connection] 클라이언트 {clientId} 연결됨</color>");
if (!NetworkManager.Singleton.ConnectedClients.TryGetValue(clientId, out var client) || client.PlayerObject != null)
{
Debug.Log($"<color=yellow>[Connection] 클라이언트 {clientId}의 플레이어가 이미 존재합니다.</color>");
return;
}
SpawnPlayer(clientId);
}
private void SpawnPlayer(ulong clientId)
{
Vector3 spawnPosition = GetSpawnPosition(clientId);
Quaternion spawnRotation = GetSpawnRotation(clientId);
GameObject playerPrefab = NetworkManager.Singleton.NetworkConfig.PlayerPrefab;
if (playerPrefab == null)
{
Debug.LogError("[Connection] PlayerPrefab이 null입니다!");
return;
}
GameObject playerObject = Instantiate(playerPrefab, spawnPosition, spawnRotation);
NetworkObject networkObject = playerObject.GetComponent<NetworkObject>();
if (networkObject == null)
{
Debug.LogError("[Connection] PlayerPrefab에 NetworkObject가 없습니다!");
return;
}
networkObject.SpawnAsPlayerObject(clientId);
Debug.Log($"<color=green>[Connection] 플레이어 {clientId} 스폰됨: {spawnPosition}</color>");
}
private void ApprovalCheck(
NetworkManager.ConnectionApprovalRequest request,
NetworkManager.ConnectionApprovalResponse response)
{
// 🔍 디버깅: 스폰 포인트 상태 확인
spawnPoints.RemoveAll(p => p == null);
if (spawnPoints.Count == 0)
{
Debug.LogError($"<color=red>[Connection] 스폰 포인트가 없습니다! 씬에 PlayerSpawnPoint가 있는지 확인하세요.</color>");
}
response.Approved = true;
response.CreatePlayerObject = true;
// 스폰 위치 설정
response.Position = GetSpawnPosition(request.ClientNetworkId);
response.Rotation = GetSpawnRotation(request.ClientNetworkId);
Debug.Log($"<color=green>[Connection] 클라이언트 {request.ClientNetworkId} 승인됨. 스폰 위치: {response.Position}</color>");
response.CreatePlayerObject = false;
response.Position = Vector3.zero;
response.Rotation = Quaternion.identity;
Debug.Log($"<color=green>[Connection] 클라이언트 {request.ClientNetworkId} 승인됨. 수동 스폰으로 대기.</color>");
}
private Vector3 GetSpawnPosition(ulong clientId)
{
spawnPoints.RemoveAll(p => p == null);
if (spawnPoints.Count == 0)
{
Debug.LogWarning("[Connection] 스폰 포인트가 없습니다. 기본 위치 반환.");
@@ -106,6 +169,12 @@ namespace Northbound
_nextSpawnIndex = (_nextSpawnIndex + 1) % spawnPoints.Count;
}
spawnIndex = _clientSpawnIndices[clientId];
if (spawnIndex >= spawnPoints.Count)
{
Debug.LogWarning($"<color=yellow>[Connection] 스폰 인덱스 {spawnIndex}가 범위를 벗어났습니다. 기본값으로 조정.</color>");
spawnIndex = spawnIndex % spawnPoints.Count;
}
}
Debug.Log($"<color=yellow>[Connection] 클라이언트 {clientId}에게 스폰 인덱스 {spawnIndex} 할당</color>");
@@ -114,12 +183,19 @@ namespace Northbound
private Quaternion GetSpawnRotation(ulong clientId)
{
spawnPoints.RemoveAll(p => p == null);
if (spawnPoints.Count == 0)
return Quaternion.identity;
int spawnIndex = _clientSpawnIndices.ContainsKey(clientId)
? _clientSpawnIndices[clientId]
: 0;
if (spawnIndex >= spawnPoints.Count)
{
spawnIndex = spawnIndex % spawnPoints.Count;
}
return spawnPoints[spawnIndex].rotation;
}
@@ -130,6 +206,7 @@ namespace Northbound
{
NetworkManager.Singleton.ConnectionApprovalCallback = null;
NetworkManager.Singleton.OnServerStarted -= OnServerStarted;
NetworkManager.Singleton.OnClientConnectedCallback -= OnClientConnected;
}
}
}