Run Re-Do
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using ProjectM.Simulation;
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using Unity.Entities;
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using Unity.NetCode;
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using UnityEngine;
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namespace ProjectM.Client
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{
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/// <summary>
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/// Client-side ready-toggle sender: a static enqueue (HUD button at Step 14 / the T dev key / execute_code)
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/// drained into <see cref="ReadyToggleRequest"/> RPC entities — the BuildSendSystem queue+drain idiom. The local
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/// bool tracks only the toggle DIRECTION; the server-replicated <see cref="PlayerReady"/> is the truth the HUD
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/// renders. Statics reset on play-enter (statics survive fast-enter-playmode reloads — the stale-bridge hazard).
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/// </summary>
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[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
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public partial class ReadySendSystem : SystemBase
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{
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static int s_Pending; // queued explicit sets
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static byte s_PendingValue;
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static bool s_LocalReady; // last requested state (toggle direction only, not authority)
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
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static void ResetStatics()
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{
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s_Pending = 0;
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s_PendingValue = 0;
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s_LocalReady = false;
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}
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/// <summary>Queue an explicit ready set (HUD button / execute_code).</summary>
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public static void SetReady(bool ready)
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{
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s_PendingValue = (byte)(ready ? 1 : 0);
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s_Pending++;
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s_LocalReady = ready;
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}
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/// <summary>Queue a toggle of the last requested state (the T dev key; HUD replaces this at Step 14).</summary>
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public static void ToggleReady() => SetReady(!s_LocalReady);
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protected override void OnCreate()
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{
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RequireForUpdate<NetworkId>();
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}
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protected override void OnUpdate()
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{
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var keyboard = UnityEngine.InputSystem.Keyboard.current;
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if (keyboard != null && keyboard.tKey.wasPressedThisFrame && !PauseMenuController.Open)
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ToggleReady();
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while (s_Pending > 0)
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{
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s_Pending--;
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var req = EntityManager.CreateEntity(typeof(ReadyToggleRequest), typeof(SendRpcCommandRequest));
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EntityManager.SetComponentData(req, new ReadyToggleRequest { Ready = s_PendingValue });
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}
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}
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}
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}
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