Merge remote-tracking branch 'origin/feat/inport-props' into feat/craft-discovery

# Conflicts:
#	Assets/External/Animated PBR Chest Demo/Materials/WoodChest.mat
#	Packages/com.distantlands.cozy.core/Content/Integration/Import for BiRP.unitypackage.meta
#	Packages/com.distantlands.cozy.core/Content/Integration/Import for HDRP.unitypackage.meta
#	Packages/com.distantlands.cozy.core/Content/Integration/Import for URP.unitypackage.meta
This commit is contained in:
2026-07-25 19:42:26 +02:00
954 changed files with 999772 additions and 26193 deletions
@@ -60,29 +60,43 @@ namespace Ashwild.Network
/// <summary>
/// Owner-side entry: tells the server the local player hit a harvestable. The server applies
/// the (client-computed) damage, grants loot, broadcasts feedback, and handles depletion.
///
/// The two ways this can go wrong are reported back to the requesting player instead of being
/// swallowed: an id the server does not track (a scene object with a missing or duplicate id) and
/// a connection whose inventory cannot be resolved. Both used to end in a bare `return` — the
/// player saw their hit land and gained nothing, with no trace anywhere on their machine. Losing
/// the race against another player is the one case left unreported, since the object disappearing
/// says it plainly enough.
/// </summary>
[ServerRpc(RequireOwnership = false)]
public void RequestHitServerRpc(int id, float damage, ushort toolItemId, Vector3 hitDirection, NetworkConnection conn = null)
public void RequestHitServerRpc(int id, float damage, ushort toolItemId, NetworkConnection conn = null)
{
if (IsInactive(id)) return;
if (!TryGetObject(id, out WorldObject obj) || obj is not Harvestable harvestable) return;
if (!TryGetObject(id, out WorldObject obj) || obj is not Harvestable harvestable)
{
ReportFailure(conn, id, "no harvestable is registered with this id on the server");
return;
}
PlayerInventory inventory = ResolveInventory(conn);
if (inventory == null)
{
ReportFailure(conn, id, "the requesting player's inventory could not be resolved — the loot would be lost");
return;
}
if (!health.TryGetValue(id, out float hp)) hp = harvestable.MaxHealth;
hp -= damage;
health[id] = hp;
// Grant the rolled loot to the hitting player.
ItemData tool = ItemDatabase.Instance != null ? ItemDatabase.Instance.GetItem(toolItemId) : null;
PlayerInventory inventory = ResolveInventory(conn);
if (inventory != null)
{
foreach ((ItemData item, int quantity) in harvestable.RollDrops(tool))
inventory.GrantItemFromServer(item, quantity);
}
foreach ((ItemData item, int quantity) in harvestable.RollDrops(tool))
inventory.GrantItemFromServer(item, quantity);
// Feedback for everyone except the hitter (who already played it locally for responsiveness).
int hitterClientId = conn != null ? conn.ClientId : -1;
PlayHitObserversRpc(id, hitDirection, hitterClientId);
PlayHitObserversRpc(id, hitterClientId);
if (hp <= 0f)
{
@@ -101,11 +115,11 @@ namespace Ashwild.Network
/// Plays the hit feedback on every client except the one who threw the hit.
/// </summary>
[ObserversRpc]
private void PlayHitObserversRpc(int id, Vector3 hitDirection, int hitterClientId)
private void PlayHitObserversRpc(int id, int hitterClientId)
{
if (LocalConnection != null && LocalConnection.ClientId == hitterClientId) return;
if (TryGetObject(id, out WorldObject obj) && obj is Harvestable harvestable)
harvestable.PlayHitEffect(hitDirection);
harvestable.PlayHitEffect();
}
#endregion
@@ -0,0 +1,48 @@
using FishNet.Connection;
using FishNet.Object;
using Ashwild.Inventory;
namespace Ashwild.Network
{
/// <summary>
/// Server-side lookup of the player systems belonging to a connection. Every server-authoritative
/// interaction (pickup, harvest, chest, cooking station, build refund) needs the requesting player's
/// inventory, and they all used to resolve it through <c>conn.FirstObject</c>.
///
/// That is unsafe: a connection owns more than one NetworkObject (the build ghost is spawned with the
/// player as owner), FishNet stores them in an unordered <c>HashSet</c>, and it re-picks FirstObject
/// from that set whenever the current one is despawned. FirstObject can therefore resolve to the ghost
/// instead of the player — a null inventory, and a silently lost grant. Scanning the connection's
/// objects for the component we actually want removes the guesswork.
/// </summary>
public static class NetworkPlayerLookup
{
#region Public API
/// <summary>
/// Returns the inventory of the player owned by this connection, or null when the connection has
/// no player object (disconnecting, or not spawned yet).
/// </summary>
public static PlayerInventory ResolveInventory(NetworkConnection conn) => Resolve<PlayerInventory>(conn);
/// <summary>
/// Returns the first component of the requested type found on any NetworkObject this connection
/// owns. Checks FirstObject before scanning, since it is the right answer in the common case.
/// </summary>
public static T Resolve<T>(NetworkConnection conn) where T : class
{
if (conn == null) return null;
NetworkObject first = conn.FirstObject;
if (first != null && first.TryGetComponent(out T fromFirst)) return fromFirst;
foreach (NetworkObject nob in conn.Objects)
{
if (nob != null && nob.TryGetComponent(out T component)) return component;
}
return null;
}
#endregion
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: dfd1e7f1d6a424b4aa0492f8c3f4c502
+20
View File
@@ -61,6 +61,15 @@ namespace Ashwild.Network
/// Asks the registry (server) to claim this pickup for the local player. Aborts while the player
/// is building (the hammer's placement/demolition would otherwise let an interact press snatch an
/// item mid-build), if already claimed, or if the local inventory is full.
///
/// A full inventory is announced rather than ignored: silently doing nothing on a press is
/// indistinguishable from a broken pickup, and that ambiguity is what hid the real bugs. A scene
/// pickup the registry never accepted (missing or duplicate baked id) is refused here too, with
/// the reason spelled out — the server would drop the request anyway.
///
/// The grab animation fires here, once every refusal is behind us but before the server has
/// answered: the hand must reach out on the press, not a round-trip later. A refused pickup
/// therefore never animates, and a granted one animates immediately.
/// </summary>
public void Pickup()
{
@@ -78,10 +87,21 @@ namespace Ashwild.Network
}
if (PickableRegistry.Instance.IsClaimed(Id)) return;
if (Id >= 0 && !PickableRegistry.Instance.IsRegistered(Id))
{
Debug.LogError($"[Pickable] '{name}' (id {Id}) is not tracked by the registry — the server " +
"would drop this pickup. Check the console for an id error at startup.", this);
return;
}
// Client-side pre-check so we don't claim something we can't hold.
if (PlayerInventory.Instance != null && !PlayerInventory.Instance.CanFit(itemData, quantity))
{
PlayerEvents.RaiseInteractionRefused("Inventory full");
return;
}
PlayerEvents.RaiseGrabPerformed();
PickableRegistry.Instance.RequestPickupServerRpc(Id);
}
+29 -4
View File
@@ -112,19 +112,38 @@ namespace Ashwild.Network
/// <summary>
/// Owner-side entry: asks the server to claim a pickup and grant its item.
///
/// Nothing leaves the world before the grant is known to be possible: the pickup is only marked
/// claimed, and a drop record only removed, once the item and the requesting inventory have both
/// been resolved. Resolving them afterwards is how a pickup could disappear while granting
/// nothing. Anything the client could not have foreseen is reported back to it; losing the race
/// to another player is left silent, since the object visibly vanishes.
/// </summary>
[ServerRpc(RequireOwnership = false)]
public void RequestPickupServerRpc(int id, NetworkConnection conn = null)
{
PlayerInventory inventory = ResolveInventory(conn);
if (inventory == null) return;
if (inventory == null)
{
ReportFailure(conn, id, "the requesting player's inventory could not be resolved — the item would be lost");
return;
}
if (id >= 0)
{
// Scene pickup — the server reads the item from its own copy of the object.
if (IsInactive(id)) return;
if (!TryGetObject(id, out WorldObject obj) || obj is not Pickable pickup) return;
if (pickup.ItemData == null) return;
if (!TryGetObject(id, out WorldObject obj) || obj is not Pickable pickup)
{
ReportFailure(conn, id, "no pickup is registered with this id on the server");
return;
}
if (pickup.ItemData == null)
{
ReportFailure(conn, id, $"'{pickup.name}' has no ItemData assigned");
return;
}
MarkInactive(id);
inventory.GrantItemFromServer(pickup.ItemData, pickup.Quantity);
@@ -133,10 +152,16 @@ namespace Ashwild.Network
{
// Runtime drop — the server reads the item from the synced record.
if (!activeDrops.TryGetValue(id, out DropRecord record)) return;
ItemData item = ItemDatabase.Instance != null ? ItemDatabase.Instance.GetItem(record.itemId) : null;
if (item == null)
{
ReportFailure(conn, id, $"item id {record.itemId} is not in the ItemDatabase — run Rebuild Item Database");
return;
}
activeDrops.Remove(id);
if (item != null) inventory.GrantItemFromServer(item, record.quantity, record.uses);
inventory.GrantItemFromServer(item, record.quantity, record.uses);
}
}
+1 -1
View File
@@ -14,7 +14,7 @@ namespace Ashwild.Network
#region Serialized Fields
[Header("Identity")]
[Tooltip("Baked scene id (>= 0), assigned by Tools ▸ Ashwild ▸ Assign World Object IDs. Runtime objects get a negative id.")]
[Tooltip("Baked scene id (>= 0), assigned by Tools ▸ Ashwild ▸ Setup World Object IDs. Runtime objects get a negative id.")]
[SerializeField] private int id = -1;
#endregion
@@ -4,6 +4,7 @@ using FishNet.Object;
using FishNet.Object.Synchronizing;
using UnityEngine;
using Ashwild.Inventory;
using Ashwild.Player;
namespace Ashwild.Network
{
@@ -74,15 +75,44 @@ namespace Ashwild.Network
/// <summary>
/// Registers a world object, hiding it immediately if it is already inactive.
///
/// Rejects — loudly — an object whose id is unusable, because both failure modes are otherwise
/// invisible at runtime and produce the exact same symptom: the interaction plays its local
/// feedback and grants nothing. A scene object left at id -1 (the id tool was never run on it, or
/// its prefab carries a baked id) would be treated as a runtime drop; two objects sharing an id
/// would overwrite each other here, so claiming one silently kills the other for good. The object
/// stays unregistered, which is what makes the interaction refuse itself instead of failing later.
/// </summary>
public void RegisterObject(WorldObject obj)
{
if (obj == null) return;
if (obj.Id < 0)
{
Debug.LogError($"[{GetType().Name}] '{obj.name}' has no baked id (id = {obj.Id}) and cannot be " +
"tracked — it will not be interactable. Run Tools ▸ Ashwild ▸ Setup World Object IDs and save the scene.", obj);
return;
}
if (registered.TryGetValue(obj.Id, out WorldObject existing) && existing != null && existing != obj)
{
Debug.LogError($"[{GetType().Name}] Duplicate world object id {obj.Id}: '{obj.name}' collides with " +
$"'{existing.name}'. Claiming one would silently disable the other. Run Tools ▸ Ashwild ▸ Setup World Object IDs.", obj);
return;
}
registered[obj.Id] = obj;
if (inactiveIds.Contains(obj.Id))
obj.HideAsInactive(false);
}
/// <summary>
/// Returns whether this id is tracked by the registry on this client. Interactions check it before
/// asking the server, so an object the registry never accepted (bad or duplicate id) refuses up
/// front rather than playing its feedback and losing the request server-side.
/// </summary>
public bool IsRegistered(int id) => registered.ContainsKey(id);
/// <summary>
/// Returns whether the object with this id has been removed from the world.
/// </summary>
@@ -114,12 +144,35 @@ namespace Ashwild.Network
}
/// <summary>
/// Returns the PlayerInventory on the player object owned by the given connection.
/// Returns the PlayerInventory owned by the given connection. Delegates to the shared lookup,
/// which scans the connection's objects instead of trusting FirstObject (see NetworkPlayerLookup).
/// </summary>
protected PlayerInventory ResolveInventory(NetworkConnection conn)
protected PlayerInventory ResolveInventory(NetworkConnection conn) => NetworkPlayerLookup.ResolveInventory(conn);
/// <summary>
/// Server-side: reports an interaction the server could not carry out for a reason the client had
/// no way to foresee (an id it does not track, a player object it cannot resolve). It logs on the
/// server and tells the requesting player, because the alternative — the historic behaviour — is a
/// bare `return` that leaves the player watching a hit that gave nothing, with the only trace of it
/// in the host's console. Normal races (someone else took it first) are not reported here: the
/// object visibly disappears, which is explanation enough.
/// </summary>
protected void ReportFailure(NetworkConnection conn, int id, string reason)
{
NetworkObject playerObject = conn != null ? conn.FirstObject : null;
return playerObject != null ? playerObject.GetComponent<PlayerInventory>() : null;
Debug.LogWarning($"[{GetType().Name}] Interaction on id {id} refused for client " +
$"{(conn != null ? conn.ClientId : -1)}: {reason}", this);
TargetReportFailure(conn, id, reason);
}
/// <summary>
/// Runs on the requesting client: surfaces the refusal in the HUD and logs it locally, so the
/// player who actually experienced it sees the diagnosis in their own console.
/// </summary>
[TargetRpc]
private void TargetReportFailure(NetworkConnection conn, int id, string reason)
{
Debug.LogError($"[{GetType().Name}] The server refused the interaction on id {id}: {reason}", this);
PlayerEvents.RaiseInteractionRefused("Interaction failed");
}
#endregion