using System.Collections.Generic;
using System.Linq;
using Unity.Netcode;
using UnityEngine;
namespace Northbound
{
///
/// 네트워크 연결 및 스폰 관리
///
public class NetworkConnectionHandler : MonoBehaviour
{
[Header("Spawn Settings")]
public List spawnPoints = new List();
public bool useRandomSpawn = false;
public bool findSpawnPointsAutomatically = true;
private Dictionary _clientSpawnIndices = new Dictionary();
private int _nextSpawnIndex = 0;
private void Start()
{
if (findSpawnPointsAutomatically)
{
FindSpawnPoints();
}
if (NetworkManager.Singleton != null)
{
NetworkManager.Singleton.ConnectionApprovalCallback = ApprovalCheck;
NetworkManager.Singleton.OnServerStarted += OnServerStarted;
}
}
private void FindSpawnPoints()
{
PlayerSpawnPoint[] points = FindObjectsByType(FindObjectsSortMode.None);
// spawnIndex로 정렬
var sortedPoints = points.OrderBy(p => p.spawnIndex == -1 ? int.MaxValue : p.spawnIndex);
spawnPoints.Clear();
foreach (var point in sortedPoints)
{
if (point.isAvailable)
{
spawnPoints.Add(point.transform);
}
}
Debug.Log($"[Connection] {spawnPoints.Count}개의 스폰 포인트를 찾았습니다.");
}
private void OnServerStarted()
{
Debug.Log("[Connection] 서버 시작됨");
}
private void ApprovalCheck(
NetworkManager.ConnectionApprovalRequest request,
NetworkManager.ConnectionApprovalResponse response)
{
response.Approved = true;
response.CreatePlayerObject = true;
// 스폰 위치 설정
response.Position = GetSpawnPosition(request.ClientNetworkId);
response.Rotation = GetSpawnRotation(request.ClientNetworkId);
Debug.Log($"[Connection] 클라이언트 {request.ClientNetworkId} 승인됨. 스폰 위치: {response.Position}");
}
private Vector3 GetSpawnPosition(ulong clientId)
{
if (spawnPoints.Count == 0)
{
Debug.LogWarning("[Connection] 스폰 포인트가 없습니다. 기본 위치 반환.");
return Vector3.zero;
}
int spawnIndex;
if (useRandomSpawn)
{
spawnIndex = Random.Range(0, spawnPoints.Count);
}
else
{
if (!_clientSpawnIndices.ContainsKey(clientId))
{
_clientSpawnIndices[clientId] = _nextSpawnIndex;
_nextSpawnIndex = (_nextSpawnIndex + 1) % spawnPoints.Count;
}
spawnIndex = _clientSpawnIndices[clientId];
}
return spawnPoints[spawnIndex].position;
}
private Quaternion GetSpawnRotation(ulong clientId)
{
if (spawnPoints.Count == 0)
return Quaternion.identity;
int spawnIndex = _clientSpawnIndices.ContainsKey(clientId)
? _clientSpawnIndices[clientId]
: 0;
return spawnPoints[spawnIndex].rotation;
}
private void OnDestroy()
{
if (NetworkManager.Singleton != null)
{
NetworkManager.Singleton.ConnectionApprovalCallback = null;
NetworkManager.Singleton.OnServerStarted -= OnServerStarted;
}
}
}
}