Run Re-Do

This commit is contained in:
2026-07-02 20:41:43 -07:00
parent 86575dd5bc
commit 16e396841e
188 changed files with 8291 additions and 2429 deletions
@@ -20,6 +20,8 @@ namespace ProjectM.Server
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
public partial struct GoInGameServerSystem : ISystem
{
bool _warnedMetaBlocked; // one-shot: a mis-authored subscene must not silently block spawns forever
[BurstCompile]
public void OnCreate(ref SystemState state)
{
@@ -33,6 +35,22 @@ namespace ProjectM.Server
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
// Step 12a availability guard (review N2/L1-6): the born-correct meta seeding below needs the baked
// catalog + the live director's tier record. Both are per-tick-uniform, so guard ONCE at the TOP,
// BEFORE the ECB exists — a per-request continue would already have marked the connection in-game.
// Nothing is consumed; RequireForUpdate re-passes and the request retries next tick (a ≤1-tick window
// in practice — the director spawns at subscene-stream, before any GoInGame round-trip).
if (!SystemAPI.TryGetSingleton<MetaUpgradeCatalog>(out var metaCatalog) || !metaCatalog.Value.IsCreated
|| !SystemAPI.TryGetSingletonBuffer<MetaTierState>(out var metaRecord, true))
{
if (!_warnedMetaBlocked)
{
UnityEngine.Debug.LogWarning("GoInGameServerSystem: player spawn waiting on the meta catalog/director (a mis-authored subscene would block spawns forever).");
_warnedMetaBlocked = true;
}
return;
}
var spawner = SystemAPI.GetSingleton<PlayerSpawner>();
// M5 home base: re-root the spawn ring on the baked BaseAnchor when present; fall back
@@ -61,6 +79,34 @@ namespace ProjectM.Server
byte classId = ClassTraits.Normalize(goReq.ValueRO.ClassId);
ecb.SetComponent(player, new AbilityRef { Id = ClassTraits.AbilityFor(classId) });
ClassTraits.AppendSeeds(classId, player, ecb);
// Expedition redesign: the server-only class anchor the meta systems key on (born-correct meta
// seeding at Step 12a + per-class spend at Step 13 resolve the tier record through this).
ecb.AddComponent(player, new PlayerClass { ClassId = classId });
// Step 12a: born-correct PERMANENT meta seeding — replay this class's persisted tiers as
// meta-band StatModifiers on the just-instantiated player (same ECB as Instantiate, the
// ClassTraits idiom). Skip tier 0 / unknown ids (preserve-don't-crash); CLAMP a saved tier above a
// rebalanced MaxTier (D-F5). Class gate via BoonMath.MaskFor (ClassId is the normalized
// CharacterId 2/3 — a raw 1<<ClassId would compute bits 2/3 and silently skip everything).
{
ref var metaPool = ref metaCatalog.Value.Value;
byte classBit = BoonMath.MaskFor(classId);
for (int m = 0; m < metaRecord.Length; m++)
{
if (metaRecord[m].ClassId != classId || metaRecord[m].Tier == 0) continue;
int defIdx = MetaMath.FindDef(ref metaPool, metaRecord[m].UpgradeId);
if (defIdx < 0) continue; // unknown id (catalog drift) — preserved on disk, skipped live
if ((metaPool.Defs[defIdx].ClassMask & classBit) == 0) continue;
byte tier = metaRecord[m].Tier < metaPool.Defs[defIdx].MaxTier
? metaRecord[m].Tier : metaPool.Defs[defIdx].MaxTier;
ecb.AppendToBuffer(player, new StatModifier
{
Target = metaPool.Defs[defIdx].Target,
Op = metaPool.Defs[defIdx].Op,
Value = metaPool.Defs[defIdx].ValuePerTier * tier,
SourceId = Tuning.MetaSourceIdBase + metaRecord[m].UpgradeId,
});
}
}
// Auto-despawn the player when its owning connection is removed.
ecb.AppendToBuffer(connection, new LinkedEntityGroup { Value = player });