Cleanup: remove legacy IMGUI ConnectionUI + crash-recovery scenes
Delete the NetConnectionUI GameObject from Game/DevSandbox/SampleScene + ConnectionUI.cs (the UITK frontend menu owns Host/Join+IP now); repoint 4 stale doc-comments (GameBootstrap done in commit C; DebugOverlay/ConnectionConfig/EditorAutoHostSystem here) to MainMenuController/WorldLauncher; remove the Assets/_Recovery crash-recovery scenes. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -5,7 +5,7 @@ namespace ProjectM.Simulation
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{
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/// <summary>
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/// Connection intent for the M4 LAN host/join flow. Lives in Simulation so both the server and
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/// client worlds can read it. A UI (<c>ConnectionUI</c>) — or, in the editor, the auto-host system —
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/// client worlds can read it. A UI (the UITK frontend menu via <c>WorldLauncher</c>) — or, in the editor, the auto-host system —
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/// writes the desired <see cref="Mode"/> + endpoint and sets <see cref="Requested"/> true; the
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/// per-world ConnectionControlSystem turns it into a netcode <c>NetworkStreamRequestListen</c> /
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/// <c>NetworkStreamRequestConnect</c> and clears <see cref="Requested"/>. Direct IP/LAN only for now —
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@@ -10,7 +10,7 @@ namespace ProjectM.Simulation
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/// works" multi-client: the server world hosts on loopback and every client / thin-client world joins
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/// it — reproducing the old single-key playflow but for N players. Runs once per world then disables
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/// itself, and skips seeding if a <see cref="ConnectionConfig"/> already exists (e.g. set by
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/// ConnectionUI). Does not exist in player builds.
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/// the frontend menu's <c>WorldLauncher</c>). Does not exist in player builds.
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/// </summary>
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation | WorldSystemFilterFlags.ClientSimulation | WorldSystemFilterFlags.ThinClientSimulation)]
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public partial struct EditorAutoHostSystem : ISystem
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