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>
This commit is contained in:
2026-07-14 10:59:45 -07:00
parent b143eb6bb5
commit 12f86c86de
7 changed files with 290 additions and 181 deletions
@@ -81,6 +81,12 @@ namespace ProjectM.Client
// MC-4 offense rebind: melee combo = PRIMARY (left-click / pad West); ranged projectile demoted to right-click / pad left-trigger. Both suppressed while placing a build (like dash/old fire). // MC-4 offense rebind: melee combo = PRIMARY (left-click / pad West); ranged projectile demoted to right-click / pad left-trigger. Both suppressed while placing a build (like dash/old fire).
bool attackPressed = ((mouse != null && mouse.leftButton.wasPressedThisFrame) || (gamepad != null && gamepad.buttonWest.wasPressedThisFrame)) && !BuildPaletteState.Active; bool attackPressed = ((mouse != null && mouse.leftButton.wasPressedThisFrame) || (gamepad != null && gamepad.buttonWest.wasPressedThisFrame)) && !BuildPaletteState.Active;
bool firePressed = ((mouse != null && mouse.rightButton.wasPressedThisFrame) || (gamepad != null && gamepad.leftTrigger.wasPressedThisFrame)) && !BuildPaletteState.Active; bool firePressed = ((mouse != null && mouse.rightButton.wasPressedThisFrame) || (gamepad != null && gamepad.leftTrigger.wasPressedThisFrame)) && !BuildPaletteState.Active;
// LANTERN 4-socket kit bindings: keyboard 1..4 (+ gamepad RT/LB/RB); socket 0 also fires on the
// legacy primary (right-click / pad LT). Suppressed while placing a build.
bool socket0Pressed = firePressed || ((keyboard != null && keyboard.digit1Key.wasPressedThisFrame) && !BuildPaletteState.Active);
bool socket1Pressed = ((keyboard != null && keyboard.digit2Key.wasPressedThisFrame) || (gamepad != null && gamepad.rightTrigger.wasPressedThisFrame)) && !BuildPaletteState.Active;
bool socket2Pressed = ((keyboard != null && keyboard.digit3Key.wasPressedThisFrame) || (gamepad != null && gamepad.leftShoulder.wasPressedThisFrame)) && !BuildPaletteState.Active;
bool socket3Pressed = ((keyboard != null && keyboard.digit4Key.wasPressedThisFrame) || (gamepad != null && gamepad.rightShoulder.wasPressedThisFrame)) && !BuildPaletteState.Active;
float2 rightStick = float2.zero; float2 rightStick = float2.zero;
bool gamepadActive = false; bool gamepadActive = false;
@@ -170,6 +176,11 @@ namespace ProjectM.Client
input.ValueRW.Attack = default; input.ValueRW.Attack = default;
if (attackPressed) if (attackPressed)
input.ValueRW.Attack.Set(); input.ValueRW.Attack.Set();
// LANTERN 4-socket kit: reset then raise each socket's fire event on the press edge.
input.ValueRW.Socket0 = default; if (socket0Pressed) input.ValueRW.Socket0.Set();
input.ValueRW.Socket1 = default; if (socket1Pressed) input.ValueRW.Socket1.Set();
input.ValueRW.Socket2 = default; if (socket2Pressed) input.ValueRW.Socket2.Set();
input.ValueRW.Socket3 = default; if (socket3Pressed) input.ValueRW.Socket3.Set();
} }
} }
@@ -8,49 +8,46 @@ using Unity.Transforms;
namespace ProjectM.Simulation namespace ProjectM.Simulation
{ {
/// <summary> /// <summary>
/// Predicted "fire" ability: on the single fully-predicting pass of each tick, spawns a /// LANTERN 4-socket predicted "fire". On the single fully-predicting pass of each tick, for every player
/// Projectile ghost for every player whose PlayerInput.Fire event is set this tick and whose /// it loops the 4 ability sockets: a socket whose Spark is set (AbilitySocket.SparkId != 0), whose own
/// AbilityCooldown has elapsed. Runs in both worlds: the owning client predict-spawns the /// fire event (PlayerInput.Socket0..3) is set this tick, and whose per-socket SocketCooldown has elapsed
/// projectile (classified into the authoritative ghost by ProjectileClassificationSystem via the /// fires that Spark. Runs in both worlds: the owning client predict-spawns a Projectile ghost (classified
/// Projectile.SpawnId key), and the server spawns the replicated truth. /// into the authoritative ghost by ProjectileClassificationSystem via Projectile.SpawnId), and the server
/// spawns the replicated truth.
/// ///
/// M3 data-driven: ability stats are read from the per-entity EffectiveAbilityStats (authored base /// The single AbilityRef/AbilityCooldown/EffectiveAbilityStats model was replaced by the socket kit:
/// from the AbilityDatabase blob keyed by AbilityRef, folded with the replicated StatModifier buffer /// AbilitySocket (loadout), SocketCooldown (hot per-socket cooldown), EffectiveSocketStats (per-socket
/// by StatRecomputeSystem earlier this tick). The projectile ghost prefab is resolved per ability via /// folded stats from StatRecomputeSystem). To stay under the 7-type SystemAPI.Query cap, the query holds
/// the AbilityPrefabElement buffer on the AbilityDatabase singleton. Effective Speed/Damage/Range are /// only PlayerInput/PlayerFacing/LocalTransform/GhostOwner and reads the socket data by entity via
/// snapshotted into the spawned Projectile, so the downstream move/damage systems are unchanged and /// BufferLookup/ComponentLookup (mirroring the BoonEffects lookup).
/// predicted + server projectiles match (both folded the same replicated modifiers).
/// ///
/// Phase 1.7 mechanic-changer boons ride the owner-replicated <see cref="BoonEffects"/> (SendToOwner, so the /// SpawnId key (owner14 | socket2 | fireCount12 | fork4) reserves socket bits so two sockets firing the
/// predicting owner has it — the .WithAll&lt;Simulate&gt;() filter means only the owner's own player is processed /// same-prefab projectile on one tick classify to DISTINCT ghosts (the review's NP-1/RS-1/DB-3 fix). The
/// client-side), read via a ComponentLookup keyed by the player (the query is already at the 7-type SystemAPI /// per-socket fire count comes from the replicated command buffer at ServerTick (not a local counter) so
/// limit). FORK fans <c>Fork</c> extra predicted projectiles in a symmetric spread, each with a UNIQUE /// client and server agree. FORK fans extra predicted projectiles, each with a unique fork index in the
/// deterministic SpawnId (fork index packed into the low bits) so classification predicts each. PIERCE/CHAIN/PULL /// low bits; PIERCE/CHAIN/PULL seed the server-only ProjectileEffectState.
/// are seeded into the server-only <see cref="ProjectileEffectState"/> at spawn (resolved by ProjectileDamageSystem).
/// ///
/// Determinism / idempotency: the prediction loop re-runs this system on rollback, so all /// Determinism/idempotency: gated behind IsFirstTimeFullyPredictingTick so a rollback re-sim never
/// non-idempotent effects (spawning, cooldown advance) are gated behind /// double-spawns. No wall-clock, no System.Random. Predict-spawn is reserved for the Projectile archetype;
/// NetworkTime.IsFirstTimeFullyPredictingTick so they happen exactly once per tick. The absolute /// Cone applies its effect server-only (cooldown predicted both worlds). Aoe/Hitscan/movement archetypes
/// fire count comes from the replicated input command buffer at NetworkTime.ServerTick (not a /// are handled elsewhere (steps 3/4) and fall through here. Auto-target stays server-only + gamepad-only.
/// local counter) so the SpawnId matches on client and server. No wall-clock, no System.Random,
/// no UnityEngine.Time.
///
/// Auto-target is intentionally server-only: the client fires along raw aim, and the server's
/// authoritative Projectile.Direction GhostField reconciles the predicted projectile to the
/// assisted heading.
/// </summary> /// </summary>
[UpdateInGroup(typeof(PredictedSimulationSystemGroup))] [UpdateInGroup(typeof(PredictedSimulationSystemGroup))]
[UpdateAfter(typeof(PlayerAimSystem))] [UpdateAfter(typeof(PlayerAimSystem))]
[BurstCompile] [BurstCompile]
public partial struct AbilityFireSystem : ISystem public partial struct AbilityFireSystem : ISystem
{ {
// C3/A4: knockback stamp for the Warrior CONE (guarded HasComponent + boss-immune). Server-only use. // Server-only knockback stamp for the Cone (guarded + boss-immune).
ComponentLookup<KnockbackState> m_KnockbackLookup; ComponentLookup<KnockbackState> m_KnockbackLookup;
ComponentLookup<BossState> m_BossLookup; ComponentLookup<BossState> m_BossLookup;
// Phase 1.7: owner-replicated mechanic-changer boons, read by the player entity (query is at the 7-type cap). // Owner-replicated mechanic-changer boons, read by the player entity.
ComponentLookup<BoonEffects> m_BoonEffectsLookup; ComponentLookup<BoonEffects> m_BoonEffectsLookup;
// LANTERN socket kit, read by the player entity so the fire query stays at 4 type args (7-arg cap).
BufferLookup<AbilitySocket> m_SocketLookup;
ComponentLookup<SocketCooldown> m_SocketCdLookup;
BufferLookup<EffectiveSocketStats> m_EffSocketLookup;
/// <summary>~9° gap between adjacent Split-Shot projectiles (tunable).</summary> /// <summary>~9 degree gap between adjacent Split-Shot projectiles (tunable).</summary>
const float k_ForkSpreadRad = 0.157f; const float k_ForkSpreadRad = 0.157f;
[BurstCompile] [BurstCompile]
@@ -61,33 +58,35 @@ namespace ProjectM.Simulation
m_KnockbackLookup = state.GetComponentLookup<KnockbackState>(isReadOnly: false); m_KnockbackLookup = state.GetComponentLookup<KnockbackState>(isReadOnly: false);
m_BossLookup = state.GetComponentLookup<BossState>(isReadOnly: true); m_BossLookup = state.GetComponentLookup<BossState>(isReadOnly: true);
m_BoonEffectsLookup = state.GetComponentLookup<BoonEffects>(isReadOnly: true); m_BoonEffectsLookup = state.GetComponentLookup<BoonEffects>(isReadOnly: true);
m_SocketLookup = state.GetBufferLookup<AbilitySocket>(isReadOnly: true);
m_SocketCdLookup = state.GetComponentLookup<SocketCooldown>(isReadOnly: false);
m_EffSocketLookup = state.GetBufferLookup<EffectiveSocketStats>(isReadOnly: true);
} }
[BurstCompile] [BurstCompile]
public void OnUpdate(ref SystemState state) public void OnUpdate(ref SystemState state)
{ {
// Spawning is a one-off effect: only run on the unique fully-predicting pass of this tick
// so a rollback re-simulation does not double-spawn.
var networkTime = SystemAPI.GetSingleton<NetworkTime>(); var networkTime = SystemAPI.GetSingleton<NetworkTime>();
if (!networkTime.IsFirstTimeFullyPredictingTick) if (!networkTime.IsFirstTimeFullyPredictingTick)
return; return;
var serverTick = networkTime.ServerTick; var serverTick = networkTime.ServerTick;
if (!serverTick.IsValid) if (!serverTick.IsValid)
return; return;
// Per-ability projectile ghost prefabs live on the AbilityDatabase singleton's companion buffer.
var dbEntity = SystemAPI.GetSingletonEntity<AbilityDatabase>(); var dbEntity = SystemAPI.GetSingletonEntity<AbilityDatabase>();
var abilityPrefabs = SystemAPI.GetBuffer<AbilityPrefabElement>(dbEntity); var abilityPrefabs = SystemAPI.GetBuffer<AbilityPrefabElement>(dbEntity);
var abilityDb = SystemAPI.GetSingleton<AbilityDatabase>(); var abilityDb = SystemAPI.GetSingleton<AbilityDatabase>();
ref var adb = ref abilityDb.Value.Value;
bool isServer = state.WorldUnmanaged.IsServer(); bool isServer = state.WorldUnmanaged.IsServer();
m_KnockbackLookup.Update(ref state); m_KnockbackLookup.Update(ref state);
m_BossLookup.Update(ref state); m_BossLookup.Update(ref state);
m_BoonEffectsLookup.Update(ref state); m_BoonEffectsLookup.Update(ref state);
m_SocketLookup.Update(ref state);
m_SocketCdLookup.Update(ref state);
m_EffSocketLookup.Update(ref state);
// Server-only target set (LIVING enemies/dummies), collected once: positions feed the gamepad // Server-only LIVING-enemy target set (auto-target assist + Cone cleave), collected once.
// auto-target assist, and entities+positions feed the Warrior CONE archetype's server-only cleave.
var candidatePositions = new NativeList<float3>(Allocator.Temp); var candidatePositions = new NativeList<float3>(Allocator.Temp);
var coneTargets = new NativeList<Entity>(Allocator.Temp); var coneTargets = new NativeList<Entity>(Allocator.Temp);
var coneTargetPos = new NativeList<float3>(Allocator.Temp); var coneTargetPos = new NativeList<float3>(Allocator.Temp);
@@ -96,7 +95,7 @@ namespace ProjectM.Simulation
foreach (var (tx, th, te) in foreach (var (tx, th, te) in
SystemAPI.Query<RefRO<LocalTransform>, RefRO<Health>>().WithAll<EnemyTag>().WithEntityAccess()) SystemAPI.Query<RefRO<LocalTransform>, RefRO<Health>>().WithAll<EnemyTag>().WithEntityAccess())
{ {
if (th.ValueRO.Current <= 0f) continue; // B3: corpses are neither aim magnets nor cleave targets if (th.ValueRO.Current <= 0f) continue; // corpses are neither aim magnets nor cleave targets
candidatePositions.Add(tx.ValueRO.Position); candidatePositions.Add(tx.ValueRO.Position);
coneTargets.Add(te); coneTargetPos.Add(tx.ValueRO.Position); coneTargets.Add(te); coneTargetPos.Add(tx.ValueRO.Position);
} }
@@ -105,163 +104,141 @@ namespace ProjectM.Simulation
var ecb = new EntityCommandBuffer(state.WorldUpdateAllocator); var ecb = new EntityCommandBuffer(state.WorldUpdateAllocator);
foreach (var (input, facing, xform, eff, abilityRef, cd, owner, entity) in foreach (var (input, facing, xform, owner, entity) in
SystemAPI.Query<RefRO<PlayerInput>, RefRO<PlayerFacing>, RefRO<LocalTransform>, SystemAPI.Query<RefRO<PlayerInput>, RefRO<PlayerFacing>, RefRO<LocalTransform>, RefRO<GhostOwner>>()
RefRO<EffectiveAbilityStats>, RefRO<AbilityRef>, RefRW<AbilityCooldown>,
RefRO<GhostOwner>>()
.WithAll<Simulate>().WithDisabled<Dead>() .WithAll<Simulate>().WithDisabled<Dead>()
.WithEntityAccess()) .WithEntityAccess())
{ {
// The InputEvent on the component carries the per-tick delta: set => fired this tick. if (!m_SocketLookup.HasBuffer(entity) || !m_SocketCdLookup.HasComponent(entity) || !m_EffSocketLookup.HasBuffer(entity))
if (!input.ValueRO.Fire.IsSet)
continue; continue;
var sockets = m_SocketLookup[entity];
var effSockets = m_EffSocketLookup[entity];
var cd = m_SocketCdLookup[entity]; // struct copy; written back after mutation
// Cooldown gate. NextFireTick == 0 means "ready". Otherwise the player may fire only
// once serverTick is at-or-newer than the stored tick (i.e. the stored tick is not
// strictly newer than now).
uint nextFireRaw = cd.ValueRO.NextFireTick;
if (nextFireRaw != 0)
{
var nextTick = new NetworkTick(nextFireRaw);
if (nextTick.IsValid && nextTick.IsNewerThan(serverTick))
continue; // still cooling down
}
// Phase 1.7 mechanic-changer boons (owner-replicated; read by entity — see class doc for the 7-type cap).
BoonEffects bfx = m_BoonEffectsLookup.HasComponent(entity) ? m_BoonEffectsLookup[entity] : default; BoonEffects bfx = m_BoonEffectsLookup.HasComponent(entity) ? m_BoonEffectsLookup[entity] : default;
bool pull = (bfx.Flags & BoonFlag.KnockToPull) != 0; bool pull = (bfx.Flags & BoonFlag.KnockToPull) != 0;
// MC-4 spike for MC-6: dispatch on the authored ability ARCHETYPE byte (baked in the blob, read here -- NOT // Replicated command buffer at this tick (per-socket fire count for the SpawnId + scheme for aim assist).
// folded through EffectiveAbilityStats; it is static identity, not a tunable stat). All current
// abilities are Projectile (0); hitscan/cone/aoe archetypes plug in at this point in MC-6.
ref var adb = ref abilityDb.Value.Value;
byte archetype = adb.TryGetAbility(abilityRef.ValueRO.Id, out var adef) ? adef.Archetype : (byte)AbilityArchetype.Projectile;
// Slice 2: the Warrior's aim-directed CONE secondary (no projectile ghost). Predict the cooldown on
// both worlds; apply server-only cone damage to living enemies (mirrors the MeleeComboSystem cleave,
// same-tick: this runs before HealthApplyDamageSystem in the predicted group). SourceTick-stamped.
if (archetype == (byte)AbilityArchetype.Cone)
{
if (isServer)
{
float2 cFace = facing.ValueRO.Direction;
cFace = math.lengthsq(cFace) < 1e-6f ? new float2(0f, 1f) : math.normalize(cFace);
float cRange = math.max(0.1f, eff.ValueRO.Range);
float cCosHalf = math.cos(math.clamp(eff.ValueRO.AutoTargetConeRadians, 0.01f, 3.14159f));
uint cStamp = TickUtil.NonZero(serverTick.TickIndexForValidTick);
for (int ci = 0; ci < coneTargets.Length; ci++)
{
if (!MeleeConeMath.InCone(xform.ValueRO.Position, cFace, cRange, cCosHalf, coneTargetPos[ci]))
continue;
ecb.AppendToBuffer(coneTargets[ci], new DamageEvent
{
Amount = eff.ValueRO.Damage,
SourceNetworkId = owner.ValueRO.NetworkId,
SourceTick = cStamp,
});
// C3: the cone reads as weak vs the melee cleave without knockback — stamp it like melee
// (guarded: dummies lack KnockbackState → ECB throw; the boss is knockback-immune, A4).
// Phase 1.7 Gravity Pull: drag toward the player instead of away.
KnockbackUtil.Stamp(ref m_KnockbackLookup, m_BossLookup, coneTargets[ci],
xform.ValueRO.Position, coneTargetPos[ci], cFace, Tuning.KnockbackSpeed,
TickUtil.NonZero(serverTick.TickIndexForValidTick + (uint)math.max(1, Tuning.KnockbackDurationTicks)), pull);
}
}
uint coneCd = (uint)math.max(1, eff.ValueRO.CooldownTicks);
cd.ValueRW.NextFireTick = TickUtil.NonZero(serverTick.TickIndexForValidTick + coneCd);
continue;
}
if (archetype != (byte)AbilityArchetype.Projectile)
continue;
// Resolve the projectile ghost prefab for this player's selected ability id.
Entity prefab = Entity.Null;
for (int i = 0; i < abilityPrefabs.Length; i++)
{
if (abilityPrefabs[i].Id == abilityRef.ValueRO.Id)
{
prefab = abilityPrefabs[i].Prefab;
break;
}
}
if (prefab == Entity.Null)
continue; // ability has no projectile prefab wired
// Absolute (monotonic) fire count from the replicated command buffer at this tick.
// This is the classification key shared by client prediction and server truth.
var inputBuffer = SystemAPI.GetBuffer<InputBufferData<PlayerInput>>(entity); var inputBuffer = SystemAPI.GetBuffer<InputBufferData<PlayerInput>>(entity);
if (!inputBuffer.GetDataAtTick(serverTick, out var applied)) bool haveApplied = inputBuffer.GetDataAtTick(serverTick, out var applied);
continue;
uint absoluteFireCount = applied.InternalInput.Fire.Count;
float2 rawAim = facing.ValueRO.Direction; bool cdDirty = false;
if (math.lengthsq(rawAim) < 1e-6f) int socketCount = math.min(SocketId.Count, sockets.Length);
rawAim = new float2(0f, 1f); for (int sk = 0; sk < socketCount; sk++)
else
rawAim = math.normalize(rawAim);
// Client fires along raw aim. Only the server applies the auto-target assist cone, and only for
// GAMEPAD shots (precise mouse aim is left exact per the active input scheme).
float2 dir = rawAim;
if (isServer && eff.ValueRO.AutoTargetRange > 0f
&& applied.InternalInput.Scheme == InputSchemeId.Gamepad)
{ {
dir = AutoTarget.Resolve( byte sparkId = sockets[sk].SparkId;
xform.ValueRO.Position, if (sparkId == 0) continue; // empty socket
rawAim, if (!input.ValueRO.GetSocket(sk).IsSet) continue; // this socket not fired this tick
eff.ValueRO.AutoTargetRange,
eff.ValueRO.AutoTargetConeRadians, // Per-socket cooldown gate (0 = ready).
candidates); uint nextFireRaw = cd.Get(sk);
if (nextFireRaw != 0)
{
var nextTick = new NetworkTick(nextFireRaw);
if (nextTick.IsValid && nextTick.IsNewerThan(serverTick)) continue;
}
EffectiveSocketStats es = sk < effSockets.Length ? effSockets[sk] : default;
byte archetype = adb.TryGetAbility(sparkId, out var adef) ? adef.Archetype : (byte)AbilityArchetype.Projectile;
// CONE: no projectile ghost. Predict the cooldown on both worlds; apply server-only cleave.
if (archetype == (byte)AbilityArchetype.Cone)
{
if (isServer)
{
float2 cFace = facing.ValueRO.Direction;
cFace = math.lengthsq(cFace) < 1e-6f ? new float2(0f, 1f) : math.normalize(cFace);
float cRange = math.max(0.1f, es.Range);
float cCosHalf = math.cos(math.clamp(es.AutoTargetConeRadians, 0.01f, 3.14159f));
uint cStamp = TickUtil.NonZero(serverTick.TickIndexForValidTick);
for (int ci = 0; ci < coneTargets.Length; ci++)
{
if (!MeleeConeMath.InCone(xform.ValueRO.Position, cFace, cRange, cCosHalf, coneTargetPos[ci]))
continue;
ecb.AppendToBuffer(coneTargets[ci], new DamageEvent
{
Amount = es.Damage,
SourceNetworkId = owner.ValueRO.NetworkId,
SourceTick = cStamp,
});
KnockbackUtil.Stamp(ref m_KnockbackLookup, m_BossLookup, coneTargets[ci],
xform.ValueRO.Position, coneTargetPos[ci], cFace, Tuning.KnockbackSpeed,
TickUtil.NonZero(serverTick.TickIndexForValidTick + (uint)math.max(1, Tuning.KnockbackDurationTicks)), pull);
}
}
cd.Set(sk, TickUtil.NonZero(serverTick.TickIndexForValidTick + (uint)math.max(1, es.CooldownTicks)));
cdDirty = true;
continue;
}
// Aoe/Hitscan (steps 3) and movement/Blink (step 4) are not dispatched here yet.
if (archetype != (byte)AbilityArchetype.Projectile)
continue;
// Resolve the projectile ghost prefab for this Spark id.
Entity prefab = Entity.Null;
for (int i = 0; i < abilityPrefabs.Length; i++)
{
if (abilityPrefabs[i].Id == sparkId) { prefab = abilityPrefabs[i].Prefab; break; }
}
if (prefab == Entity.Null) continue;
if (!haveApplied) continue;
uint socketFireCount = applied.InternalInput.GetSocket(sk).Count;
float2 rawAim = facing.ValueRO.Direction;
rawAim = math.lengthsq(rawAim) < 1e-6f ? new float2(0f, 1f) : math.normalize(rawAim);
// Client fires along raw aim; only the server applies the gamepad auto-target assist.
float2 dir = rawAim;
if (isServer && es.AutoTargetRange > 0f && applied.InternalInput.Scheme == InputSchemeId.Gamepad)
{
dir = AutoTarget.Resolve(xform.ValueRO.Position, rawAim, es.AutoTargetRange, es.AutoTargetConeRadians, candidates);
}
byte pierce = bfx.Pierce;
byte chain = bfx.Chain;
byte projFlags = pull ? ProjectileEffectFlag.Pull : (byte)0;
int shots = 1 + math.min((int)bfx.Fork, 8);
for (int s = 0; s < shots; s++)
{
float offset = (s - (shots - 1) * 0.5f) * k_ForkSpreadRad;
math.sincos(offset, out float sa, out float ca);
float2 sdir = math.normalize(new float2(dir.x * ca - dir.y * sa, dir.x * sa + dir.y * ca));
// SpawnId: owner(14) | socket(2) | fireCount(12) | fork(4) -- see ProjectileSpawnId.
uint spawnId = ProjectileSpawnId.Pack(owner.ValueRO.NetworkId, sk, socketFireCount, s);
var projectile = ecb.Instantiate(prefab);
float3 planarDir = new float3(sdir.x, 0f, sdir.y);
float3 spawnPos = xform.ValueRO.Position + planarDir * 0.6f;
spawnPos.y = xform.ValueRO.Position.y;
quaternion rot = quaternion.LookRotationSafe(planarDir, math.up());
ecb.SetComponent(projectile, LocalTransform.FromPositionRotation(spawnPos, rot));
ecb.SetComponent(projectile, new GhostOwner { NetworkId = owner.ValueRO.NetworkId });
ecb.SetComponent(projectile, new Projectile
{
Direction = sdir,
SpawnId = spawnId,
Speed = es.ProjectileSpeed,
Damage = es.Damage,
Range = es.Range,
DistanceTravelled = 0f,
});
ecb.SetComponent(projectile, new ProjectileEffectState
{
PierceRemaining = pierce,
ChainRemaining = chain,
Flags = projFlags,
});
}
cd.Set(sk, TickUtil.NonZero(serverTick.TickIndexForValidTick + (uint)math.max(1, es.CooldownTicks)));
cdDirty = true;
} }
// Phase 1.7 mechanic-changer seeds. Fork fans (1 + Fork) shots in a symmetric spread; each carries the if (cdDirty) m_SocketCdLookup[entity] = cd;
// pierce/chain/pull state into its server-only ProjectileEffectState.
byte pierce = bfx.Pierce;
byte chain = bfx.Chain;
byte projFlags = pull ? ProjectileEffectFlag.Pull : (byte)0;
int shots = 1 + math.min((int)bfx.Fork, 8); // cap forks: forkIndex is 4 spawnId bits (no wrap) + a sane spread ceiling
for (int s = 0; s < shots; s++)
{
// Symmetric fan around the (assisted) aim heading; s=0 is centred when there is no fork.
float offset = (s - (shots - 1) * 0.5f) * k_ForkSpreadRad;
math.sincos(offset, out float sa, out float ca);
float2 sdir = math.normalize(new float2(dir.x * ca - dir.y * sa, dir.x * sa + dir.y * ca));
// Unique deterministic classification key: owner(16) | fireCount(12) | forkIndex(4).
uint spawnId = (((uint)owner.ValueRO.NetworkId) << 16) | ((absoluteFireCount & 0x0FFFu) << 4) | (uint)(s & 0xF);
var projectile = ecb.Instantiate(prefab);
float3 planarDir = new float3(sdir.x, 0f, sdir.y);
float3 spawnPos = xform.ValueRO.Position + planarDir * 0.6f;
spawnPos.y = xform.ValueRO.Position.y;
quaternion rot = quaternion.LookRotationSafe(planarDir, math.up());
ecb.SetComponent(projectile, LocalTransform.FromPositionRotation(spawnPos, rot));
ecb.SetComponent(projectile, new GhostOwner { NetworkId = owner.ValueRO.NetworkId });
// Snapshot the effective ability stats into the projectile (base + modifiers, computed
// identically on both worlds), so the move/damage systems need no modifier lookup.
ecb.SetComponent(projectile, new Projectile
{
Direction = sdir,
SpawnId = spawnId,
Speed = eff.ValueRO.ProjectileSpeed,
Damage = eff.ValueRO.Damage,
Range = eff.ValueRO.Range,
DistanceTravelled = 0f,
});
// Server-only pierce/chain/pull seed (baked inert on the prefab; harmless on the client copy).
ecb.SetComponent(projectile, new ProjectileEffectState
{
PierceRemaining = pierce,
ChainRemaining = chain,
Flags = projFlags,
});
}
// Earliest raw tick the player may fire again. Clamp cooldown to >= 1 tick.
uint cooldownTicks = (uint)math.max(1, eff.ValueRO.CooldownTicks);
cd.ValueRW.NextFireTick = TickUtil.NonZero(serverTick.TickIndexForValidTick + cooldownTicks);
} }
ecb.Playback(state.EntityManager); ecb.Playback(state.EntityManager);
@@ -0,0 +1,29 @@
namespace ProjectM.Simulation
{
/// <summary>
/// Pure, Burst-safe packing of the predicted-projectile classification key
/// (<see cref="Projectile.SpawnId"/>). Layout: <c>owner(14) | socket(2) | fireCount(12) | fork(4)</c> = 32
/// bits exact. Reserving 2 socket bits is the review's NP-1/RS-1/DB-3 fix: under the LANTERN 4-socket kit,
/// two sockets firing the same-prefab projectile on ONE tick carry independent per-socket fire counts that
/// are near-guaranteed equal early (both 0->1); without a socket discriminator their SpawnIds collide and
/// <c>ProjectileClassificationSystem</c> cross-adopts one predicted entity and orphans the other. Fork keeps
/// all 4 low bits (Phase-4 Fork mutation fans up to 8 shots). Extracted so the collision-free property is
/// unit-tested independently of the netcode prediction context.
/// </summary>
public static class ProjectileSpawnId
{
public const int OwnerBits = 14;
public const int SocketBits = 2;
public const int FireCountBits = 12;
public const int ForkBits = 4;
/// <summary>Pack the classification key. Inputs are masked to their bit widths (wrap, not overflow).</summary>
public static uint Pack(int netId, int socket, uint fireCount, int fork)
{
return ((((uint)netId) & 0x3FFFu) << (SocketBits + FireCountBits + ForkBits)) // owner -> bits 18..31
| (((uint)socket & 0x3u) << (FireCountBits + ForkBits)) // socket -> bits 16..17
| ((fireCount & 0x0FFFu) << ForkBits) // fireCount -> bits 4..15
| ((uint)fork & 0xFu); // fork -> bits 0..3
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: def0bbf555a324e44b7fd16953b3adf5
@@ -29,11 +29,31 @@ namespace ProjectM.Simulation
/// one swing attempt across the frame->tick->rollback boundary; read by the predicted MeleeComboSystem.</summary> /// one swing attempt across the frame->tick->rollback boundary; read by the predicted MeleeComboSystem.</summary>
[GhostField] public InputEvent Attack; [GhostField] public InputEvent Attack;
/// <summary>LANTERN 4-socket kit: one fire event per ability socket (0..3). A press sets that socket's
/// event for the tick; AbilityFireSystem fires the Spark in that socket. InputEvent survives the
/// frame->tick->rollback boundary so one press fires once. Read per-socket via <see cref="GetSocket"/>.</summary>
[GhostField] public InputEvent Socket0;
[GhostField] public InputEvent Socket1;
[GhostField] public InputEvent Socket2;
[GhostField] public InputEvent Socket3;
/// <summary>Active input scheme this tick (<see cref="InputSchemeId"/>: 0 = mouse/keyboard, 1 = gamepad). /// <summary>Active input scheme this tick (<see cref="InputSchemeId"/>: 0 = mouse/keyboard, 1 = gamepad).
/// The server reads it so the auto-target assist applies only to gamepad shots; precise mouse aim is left /// The server reads it so the auto-target assist applies only to gamepad shots; precise mouse aim is left
/// exact. A byte (not an enum): it is compared inside the Burst-compiled <c>AbilityFireSystem</c>.</summary> /// exact. A byte (not an enum): it is compared inside the Burst-compiled <c>AbilityFireSystem</c>.</summary>
[GhostField] public byte Scheme; [GhostField] public byte Scheme;
/// <summary>The fire event for ability socket <paramref name="i"/> (0..3). Burst-safe (switch, not a field index).</summary>
public InputEvent GetSocket(int i)
{
switch (i)
{
case 0: return Socket0;
case 1: return Socket1;
case 2: return Socket2;
default: return Socket3;
}
}
public FixedString512Bytes ToFixedString() public FixedString512Bytes ToFixedString()
{ {
var s = new FixedString512Bytes(); var s = new FixedString512Bytes();
@@ -0,0 +1,68 @@
using NUnit.Framework;
using ProjectM.Simulation;
namespace ProjectM.Tests
{
/// <summary>
/// Pure tests for the predicted-projectile SpawnId pack (<see cref="ProjectileSpawnId.Pack"/>). The
/// load-bearing property (review NP-1/RS-1/DB-3): two ability sockets firing the same-prefab projectile on
/// ONE tick with EQUAL per-socket fire counts must produce DISTINCT SpawnIds, so
/// <c>ProjectileClassificationSystem</c> binds each predicted entity to its own server ghost instead of
/// cross-adopting one and orphaning the other (the visible mis-prediction snap the old 32-bit key caused).
/// </summary>
public class ProjectileSpawnIdTests
{
[Test]
public void DifferentSocket_SameOwnerCountFork_ProducesDistinctIds()
{
// The exact collision scenario: owner 1, every socket's first shot (count 1), fork 0.
uint a = ProjectileSpawnId.Pack(netId: 1, socket: 0, fireCount: 1, fork: 0);
uint b = ProjectileSpawnId.Pack(netId: 1, socket: 1, fireCount: 1, fork: 0);
uint c = ProjectileSpawnId.Pack(netId: 1, socket: 2, fireCount: 1, fork: 0);
uint d = ProjectileSpawnId.Pack(netId: 1, socket: 3, fireCount: 1, fork: 0);
Assert.AreNotEqual(a, b);
Assert.AreNotEqual(a, c);
Assert.AreNotEqual(a, d);
Assert.AreNotEqual(b, c);
Assert.AreNotEqual(b, d);
Assert.AreNotEqual(c, d);
}
[Test]
public void DifferentFork_ProducesDistinctIds()
{
uint s0 = ProjectileSpawnId.Pack(2, 1, 5, 0);
uint s1 = ProjectileSpawnId.Pack(2, 1, 5, 1);
uint s2 = ProjectileSpawnId.Pack(2, 1, 5, 7);
Assert.AreNotEqual(s0, s1);
Assert.AreNotEqual(s0, s2);
Assert.AreNotEqual(s1, s2);
}
[Test]
public void DifferentOwner_ProducesDistinctIds()
{
Assert.AreNotEqual(ProjectileSpawnId.Pack(1, 0, 0, 0), ProjectileSpawnId.Pack(2, 0, 0, 0));
}
[Test]
public void FieldsDecodeToTheirBitRanges()
{
uint id = ProjectileSpawnId.Pack(netId: 3, socket: 2, fireCount: 7, fork: 5);
Assert.AreEqual(5u, id & 0xFu, "fork in bits 0-3");
Assert.AreEqual(7u, (id >> 4) & 0x0FFFu, "fireCount in bits 4-15");
Assert.AreEqual(2u, (id >> 16) & 0x3u, "socket in bits 16-17");
Assert.AreEqual(3u, (id >> 18) & 0x3FFFu, "owner in bits 18-31");
}
[Test]
public void FireCountWrapsAt4096_WithoutBleedingIntoSocket()
{
// count 4096 wraps to 0 within its 12-bit field and must not flip the socket bits.
uint wrapped = ProjectileSpawnId.Pack(1, 1, 4096, 0);
uint zero = ProjectileSpawnId.Pack(1, 1, 0, 0);
Assert.AreEqual(zero, wrapped, "count 4096 wraps to 0 within its 12 bits");
Assert.AreEqual(1u, (wrapped >> 16) & 0x3u, "socket bit intact across the wrap");
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 37c27116c8733d041b10691657a137ce