Run Re-Do
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using ProjectM.Simulation;
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Entities;
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using Unity.NetCode;
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namespace ProjectM.Server
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{
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/// <summary>
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/// Server receiver for <see cref="ReadyToggleRequest"/>: resolves the sender (SourceConnection → NetworkId →
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/// GhostOwner → player entity, the AbilityUpgradeSystem idiom) and SETS <see cref="PlayerReady.Value"/>.
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/// Honored ONLY while the run FSM is in Staging or Launching — an un-ready during the Launching countdown is the
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/// launch-abort escape hatch (RunDirectorSystem reverts to Staging); toggles arriving mid-run are dropped (the
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/// Returning edge clears every flag anyway). Ordered BEFORE RunDirectorSystem so a toggle lands the same tick the
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/// ready-count is derived. Plain server group (one-off RPC effects never run in the predicted loop); the request
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/// entity is ALWAYS destroyed.
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/// </summary>
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[BurstCompile]
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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[UpdateInGroup(typeof(SimulationSystemGroup))]
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[UpdateBefore(typeof(RunDirectorSystem))]
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public partial struct ReadyToggleSystem : ISystem
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{
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[BurstCompile]
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public void OnCreate(ref SystemState state)
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{
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var builder = new EntityQueryBuilder(Allocator.Temp)
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.WithAll<ReadyToggleRequest, ReceiveRpcCommandRequest>();
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state.RequireForUpdate(state.GetEntityQuery(builder));
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state.RequireForUpdate<RunInfo>();
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}
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[BurstCompile]
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public void OnUpdate(ref SystemState state)
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{
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byte lifecycle = SystemAPI.GetSingleton<RunInfo>().Lifecycle;
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bool accept = lifecycle == RunLifecycle.Staging || lifecycle == RunLifecycle.Launching;
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var playerByConn = new NativeHashMap<int, Entity>(8, Allocator.Temp);
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foreach (var (owner, entity) in
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SystemAPI.Query<RefRO<GhostOwner>>().WithAll<PlayerTag, PlayerReady>().WithEntityAccess())
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playerByConn[owner.ValueRO.NetworkId] = entity;
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var ecb = new EntityCommandBuffer(Allocator.Temp);
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foreach (var (receive, req, requestEntity) in
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SystemAPI.Query<RefRO<ReceiveRpcCommandRequest>, RefRO<ReadyToggleRequest>>().WithEntityAccess())
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{
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var conn = receive.ValueRO.SourceConnection;
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if (accept
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&& SystemAPI.HasComponent<NetworkId>(conn)
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&& playerByConn.TryGetValue(SystemAPI.GetComponent<NetworkId>(conn).Value, out var player))
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{
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SystemAPI.SetComponent(player, new PlayerReady { Value = (byte)(req.ValueRO.Ready != 0 ? 1 : 0) });
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}
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ecb.DestroyEntity(requestEntity);
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}
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ecb.Playback(state.EntityManager);
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playerByConn.Dispose();
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}
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}
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}
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