Set up DOTS + Netcode for Entities foundation
One-time stack setup per Docs/dots-setup-task.md (Unity 6.4.7 / 6000.4.7f1).
Packages: entities 6.4.0, entities.graphics 6.4.0, netcode 1.13.2, physics 1.4.6.
- Assets/_Project asmdef split: ProjectM.Simulation/Client/Server/Authoring (root ns ProjectM)
- GameBootstrap : ClientServerBootstrap; verified separate client + server worlds in Play Mode
- Gameplay subscene wired into SampleScene as a baking target
- Heartbeat component + Burst ISystem; EditMode smoke test green (1/1)
- In-repo Obsidian vault (Docs/Vault) incl. DR-001 (plain-Entities test over internal NetCodeTestWorld)
- Portable .mcp.json (basic-memory + serena via ${CLAUDE_PROJECT_DIR}); CLAUDE.md conventions
- .gitignore for DOTS baking cache + machine-local config
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
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{
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"name": "ProjectM.Authoring",
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"rootNamespace": "ProjectM.Authoring",
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"references": [
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"ProjectM.Simulation",
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{
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"name": "ProjectM.Client",
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"rootNamespace": "ProjectM.Client",
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"ProjectM.Simulation",
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"Unity.Entities",
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{
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"name": "ProjectM.Server",
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"rootNamespace": "ProjectM.Server",
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"references": [
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"Unity.Entities",
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using Unity.Entities;
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using Unity.NetCode;
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using UnityEngine.Scripting;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Custom Netcode for Entities bootstrap. Subclassing <see cref="ClientServerBootstrap"/>
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/// gives an explicit hook to customize world creation, tick rate, and auto-connect.
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/// For now it reproduces the default behavior: create separate client and server worlds
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/// based on the Multiplayer PlayMode Tools settings, without auto-connecting.
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/// </summary>
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[Preserve]
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public class GameBootstrap : ClientServerBootstrap
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{
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public override bool Initialize(string defaultWorldName)
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{
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// 0 = do not auto-connect; worlds are still created. Set a port later to auto-connect.
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AutoConnectPort = 0;
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CreateDefaultClientServerWorlds();
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return true;
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}
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}
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}
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guid: 9f727ee3d680248a8b0e2e55d234ab5f
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@@ -0,0 +1,13 @@
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using Unity.Entities;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Trivial unmanaged component used by the setup smoke test to prove the ECS
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/// compile + source-gen + tick path works. Safe to delete once real gameplay exists.
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/// </summary>
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public struct Heartbeat : IComponentData
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{
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public int Tick;
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}
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}
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fileFormatVersion: 2
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guid: a0347bd6d99db438f85ec1985b7f81e1
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using Unity.Burst;
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using Unity.Entities;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Smoke-test system: increments every <see cref="Heartbeat"/> once per tick.
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/// Default (no <c>[WorldSystemFilter]</c>) so it runs in the SimulationSystemGroup of
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/// every world. Burst-compiled and unmanaged (<see cref="ISystem"/>) per DOTS convention.
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/// </summary>
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[BurstCompile]
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public partial struct HeartbeatSystem : ISystem
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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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foreach (var heartbeat in SystemAPI.Query<RefRW<Heartbeat>>())
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{
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heartbeat.ValueRW.Tick++;
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}
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}
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}
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{
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"name": "ProjectM.Simulation",
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"rootNamespace": "ProjectM.Simulation",
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"references": [
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"Unity.Entities",
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"Unity.Collections",
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"Unity.Mathematics",
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"Unity.Burst",
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"Unity.Physics",
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using NUnit.Framework;
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using Unity.Entities;
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using ProjectM.Simulation;
|
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namespace ProjectM.Tests
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{
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/// <summary>
|
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/// Setup smoke test: proves the DOTS toolchain compiles, source-generates, and ticks.
|
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/// Boots a bare ECS world, registers <see cref="HeartbeatSystem"/> in the
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/// SimulationSystemGroup, and asserts the component advances once per group update.
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/// (Netcode client/server world boot is covered separately by the §3 Play Mode check.)
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/// </summary>
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public class HeartbeatSystemTests
|
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{
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[Test]
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public void Heartbeat_Advances_Once_Per_SimulationGroup_Tick()
|
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{
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using var world = new World("HeartbeatTestWorld");
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var simulationGroup = world.GetOrCreateSystemManaged<SimulationSystemGroup>();
|
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var heartbeatSystem = world.GetOrCreateSystem<HeartbeatSystem>();
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simulationGroup.AddSystemToUpdateList(heartbeatSystem);
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simulationGroup.SortSystems();
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var entityManager = world.EntityManager;
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var entity = entityManager.CreateEntity(typeof(Heartbeat));
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Assert.AreEqual(0, entityManager.GetComponentData<Heartbeat>(entity).Tick,
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"Heartbeat should start at 0.");
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const int ticks = 8;
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||||
for (int i = 0; i < ticks; i++)
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{
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simulationGroup.Update();
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}
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Assert.AreEqual(ticks, entityManager.GetComponentData<Heartbeat>(entity).Tick,
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"Heartbeat.Tick should advance exactly once per SimulationSystemGroup update.");
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}
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}
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}
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