Core Game Loop Additions

This commit is contained in:
2026-06-03 22:41:27 -07:00
parent 79ff06a7df
commit 8e9b4412ce
70 changed files with 3084 additions and 2 deletions
@@ -0,0 +1,71 @@
using ProjectM.Simulation;
using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.NetCode;
using Unity.Transforms;
namespace ProjectM.Server
{
/// <summary>
/// Server-authoritative handler for <see cref="RegionTransitRequest"/> RPCs. Resolves the sender's player
/// (via the source connection's <see cref="NetworkId"/> -&gt; <see cref="GhostOwner"/>), flips its
/// <see cref="RegionTag"/> to the requested region, and teleports it to that region's origin
/// (<see cref="RegionMath.RegionOrigin"/>, centered on the base via <see cref="BaseGridMath.PlotCenter"/>).
/// Runs in the default server SimulationSystemGroup (NOT the prediction loop) so the transit applies once;
/// the next snapshot reconciles the owner-predicted client and <see cref="RegionRelevancySystem"/> re-scopes
/// which region's ghosts the connection receives. Mirrors the <see cref="StorageOpReceiveSystem"/> RPC shape.
/// </summary>
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
public partial struct RegionTransitSystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<BaseAnchor>();
var builder = new EntityQueryBuilder(Allocator.Temp)
.WithAll<RegionTransitRequest, ReceiveRpcCommandRequest>();
state.RequireForUpdate(state.GetEntityQuery(builder));
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var baseCenter = BaseGridMath.PlotCenter(SystemAPI.GetSingleton<BaseAnchor>());
// Map connection NetworkId -> player entity.
var playerByConn = new NativeHashMap<int, Entity>(8, Allocator.Temp);
foreach (var (owner, entity) in
SystemAPI.Query<RefRO<GhostOwner>>().WithAll<PlayerTag, RegionTag>().WithEntityAccess())
{
playerByConn[owner.ValueRO.NetworkId] = entity;
}
var ecb = new EntityCommandBuffer(Allocator.Temp);
foreach (var (request, receive, requestEntity) in
SystemAPI.Query<RefRO<RegionTransitRequest>, RefRO<ReceiveRpcCommandRequest>>().WithEntityAccess())
{
var connEntity = receive.ValueRO.SourceConnection;
if (SystemAPI.HasComponent<NetworkId>(connEntity))
{
int connId = SystemAPI.GetComponent<NetworkId>(connEntity).Value;
if (playerByConn.TryGetValue(connId, out var player))
{
byte target = request.ValueRO.TargetRegion;
SystemAPI.GetComponentRW<RegionTag>(player).ValueRW.Region = target;
SystemAPI.GetComponentRW<LocalTransform>(player).ValueRW.Position =
RegionMath.RegionOrigin(target, baseCenter);
}
}
ecb.DestroyEntity(requestEntity);
}
ecb.Playback(state.EntityManager);
playerByConn.Dispose();
}
}
}