Hygiene B4d: PlayerResolve dedup + explicit Temp-ECB Dispose tail
- New Server/PlayerResolve.TryResolve single-sources the RPC SourceConnection -> NetworkId -> conn->player map resolve (3 sites: ClassSelectReceive, PrepPurchase, DebugCommandReceive); EntityManager reads keep it source-gen-safe from Bursted receivers. - ecb.Dispose() after Playback in 9 Temp-ECB systems (explicit-lifetime hygiene). - The TuningConfig.GetOrDefault(ref state) variant of this tail was REVERTED: state.GetEntityQuery in OnUpdate trips the Entities "creates a query during OnUpdate" diagnostic per system per world (caught in Play smoke) - the SystemAPI.TryGetSingleton idiom is already source-gen-optimal, confirming the original B4 deferral. Verified: 466/466 EditMode green on the final tree, console clean, Play smoke 0 errors. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -55,6 +55,7 @@ namespace ProjectM.Server
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ecb.DestroyEntity(spawnerEntity);
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ecb.Playback(state.EntityManager);
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ecb.Dispose();
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}
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}
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}
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@@ -49,6 +49,7 @@ namespace ProjectM.Server
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}
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ecb.Playback(state.EntityManager);
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ecb.Dispose();
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}
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}
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}
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