LANTERN P1 step 2: AbilityFireSystem socket restructure + SpawnId repack
The netcode core of the 4-socket kit (Phase1_Combat_Gym_Build_Spec §1,§2,§5; review NP-1/ RS-1/DB-1/DB-3): - PlayerInput: +4 Socket0..3 InputEvents + Burst-safe GetSocket(i); legacy Fire kept vestigial. - PlayerInputGatherSystem: gather sockets from keyboard 1..4 (+gamepad RT/LB/RB); socket 0 also fires on the legacy primary (right-click / pad LT) as a bridge. - AbilityFireSystem: query dropped to 4 type args (PlayerInput/PlayerFacing/LocalTransform/ GhostOwner) + BufferLookup<AbilitySocket>/ComponentLookup<SocketCooldown>/BufferLookup< EffectiveSocketStats> (the 7-arg-cap fix); loops 4 sockets; per-socket cooldown + per-socket effective stats; Cone + Projectile dispatch per socket (predict-spawn Projectile-only). - ProjectileSpawnId.Pack: pure Burst-safe key owner14|socket2|fireCount12|fork4 so same-tick multi-socket projectiles never collide; AbilityFireSystem uses it. L1 clean; L2 494/494 (+5 ProjectileSpawnId tests: distinct-per-socket, fork, owner, bit-ranges, count-wrap). L3 two-player + rollback is the group-A gate (after step 2.5). Note: the client feel layer (muzzle/anim) still reads the legacy cooldown until step 2.5; sockets bake empty until content (step 4), so nothing fires in-game yet. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -29,11 +29,31 @@ namespace ProjectM.Simulation
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/// one swing attempt across the frame->tick->rollback boundary; read by the predicted MeleeComboSystem.</summary>
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[GhostField] public InputEvent Attack;
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/// <summary>LANTERN 4-socket kit: one fire event per ability socket (0..3). A press sets that socket's
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/// event for the tick; AbilityFireSystem fires the Spark in that socket. InputEvent survives the
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/// frame->tick->rollback boundary so one press fires once. Read per-socket via <see cref="GetSocket"/>.</summary>
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[GhostField] public InputEvent Socket0;
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[GhostField] public InputEvent Socket1;
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[GhostField] public InputEvent Socket2;
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[GhostField] public InputEvent Socket3;
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/// <summary>Active input scheme this tick (<see cref="InputSchemeId"/>: 0 = mouse/keyboard, 1 = gamepad).
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/// The server reads it so the auto-target assist applies only to gamepad shots; precise mouse aim is left
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/// exact. A byte (not an enum): it is compared inside the Burst-compiled <c>AbilityFireSystem</c>.</summary>
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[GhostField] public byte Scheme;
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/// <summary>The fire event for ability socket <paramref name="i"/> (0..3). Burst-safe (switch, not a field index).</summary>
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public InputEvent GetSocket(int i)
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{
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switch (i)
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{
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case 0: return Socket0;
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case 1: return Socket1;
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case 2: return Socket2;
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default: return Socket3;
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}
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}
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public FixedString512Bytes ToFixedString()
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{
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var s = new FixedString512Bytes();
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