Core Game Loop Additions
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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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using Unity.Transforms;
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namespace ProjectM.Server
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{
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/// <summary>
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/// Server-authoritative handler for <see cref="RegionTransitRequest"/> RPCs. Resolves the sender's player
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/// (via the source connection's <see cref="NetworkId"/> -> <see cref="GhostOwner"/>), flips its
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/// <see cref="RegionTag"/> to the requested region, and teleports it to that region's origin
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/// (<see cref="RegionMath.RegionOrigin"/>, centered on the base via <see cref="BaseGridMath.PlotCenter"/>).
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/// Runs in the default server SimulationSystemGroup (NOT the prediction loop) so the transit applies once;
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/// the next snapshot reconciles the owner-predicted client and <see cref="RegionRelevancySystem"/> re-scopes
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/// which region's ghosts the connection receives. Mirrors the <see cref="StorageOpReceiveSystem"/> RPC shape.
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/// </summary>
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[BurstCompile]
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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public partial struct RegionTransitSystem : 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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state.RequireForUpdate<BaseAnchor>();
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var builder = new EntityQueryBuilder(Allocator.Temp)
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.WithAll<RegionTransitRequest, ReceiveRpcCommandRequest>();
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state.RequireForUpdate(state.GetEntityQuery(builder));
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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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var baseCenter = BaseGridMath.PlotCenter(SystemAPI.GetSingleton<BaseAnchor>());
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// Map connection NetworkId -> player entity.
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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, RegionTag>().WithEntityAccess())
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{
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playerByConn[owner.ValueRO.NetworkId] = entity;
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}
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var ecb = new EntityCommandBuffer(Allocator.Temp);
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foreach (var (request, receive, requestEntity) in
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SystemAPI.Query<RefRO<RegionTransitRequest>, RefRO<ReceiveRpcCommandRequest>>().WithEntityAccess())
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{
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var connEntity = receive.ValueRO.SourceConnection;
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if (SystemAPI.HasComponent<NetworkId>(connEntity))
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{
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int connId = SystemAPI.GetComponent<NetworkId>(connEntity).Value;
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if (playerByConn.TryGetValue(connId, out var player))
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{
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byte target = request.ValueRO.TargetRegion;
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SystemAPI.GetComponentRW<RegionTag>(player).ValueRW.Region = target;
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SystemAPI.GetComponentRW<LocalTransform>(player).ValueRW.Position =
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RegionMath.RegionOrigin(target, baseCenter);
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}
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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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