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>
This commit is contained in:
2026-06-06 15:06:01 -07:00
parent a4edf7a03b
commit adf78570f8
13 changed files with 3 additions and 1648 deletions
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@@ -1,79 +0,0 @@
using ProjectM.Simulation;
using Unity.Entities;
using Unity.NetCode;
using UnityEngine;
namespace ProjectM.Client
{
/// <summary>
/// Minimal IMGUI Host / Join (+ IP) panel for the M4 LAN flow — the connection entry point for player
/// builds, where there is no editor auto-host. Writes a <see cref="ConnectionConfig"/> request into the
/// relevant netcode world(s): <b>Host</b> makes the server world listen and the local client join over
/// loopback; <b>Join</b> makes the client world connect to the typed IP. Hides itself once the client
/// world has a connection. Direct IP/LAN only — Unity Relay is deferred to a later pass. In the editor
/// the <c>EditorAutoHostSystem</c> usually connects first, so this panel just shows "Connected".
/// </summary>
public class ConnectionUI : MonoBehaviour
{
[SerializeField] ushort _port = 7979;
string _ipField = "127.0.0.1";
void OnGUI()
{
if (IsClientConnected())
{
GUILayout.BeginArea(new Rect(10, 10, 220, 26));
GUILayout.Label("Net: Connected");
GUILayout.EndArea();
return;
}
GUILayout.BeginArea(new Rect(10, 10, 240, 150), GUI.skin.box);
GUILayout.Label("Project M — LAN co-op");
// Host is only possible where a server world exists (editor or a ClientServer/host build).
if (ClientServerBootstrap.ServerWorld is { IsCreated: true })
{
if (GUILayout.Button("Host"))
{
Seed(ClientServerBootstrap.ServerWorld, ConnectionMode.Host, "0.0.0.0", _port);
Seed(ClientServerBootstrap.ClientWorld, ConnectionMode.Join, "127.0.0.1", _port);
}
GUILayout.Space(6);
}
GUILayout.Label("Join host IP:");
_ipField = GUILayout.TextField(_ipField);
if (GUILayout.Button("Join"))
Seed(ClientServerBootstrap.ClientWorld, ConnectionMode.Join, _ipField, _port);
GUILayout.EndArea();
}
static bool IsClientConnected()
{
var world = ClientServerBootstrap.ClientWorld;
if (world is not { IsCreated: true })
return false;
using var q = world.EntityManager.CreateEntityQuery(ComponentType.ReadOnly<NetworkId>());
return !q.IsEmpty;
}
static void Seed(World world, ConnectionMode mode, string address, ushort port)
{
if (world is not { IsCreated: true })
return;
var em = world.EntityManager;
using var q = em.CreateEntityQuery(ComponentType.ReadWrite<ConnectionConfig>());
Entity e = q.IsEmpty ? em.CreateEntity(typeof(ConnectionConfig)) : q.GetSingletonEntity();
em.SetComponentData(e, new ConnectionConfig
{
Mode = mode,
Address = address,
Port = port,
Requested = true,
});
}
}
}
@@ -1,2 +0,0 @@
fileFormatVersion: 2
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@@ -5,7 +5,7 @@ using UnityEngine;
namespace ProjectM.Client
{
/// <summary>
/// EDITOR-ONLY in-game dev-tools overlay (IMGUI, mirrors <c>ConnectionUI</c>). Buttons enqueue
/// EDITOR-ONLY in-game dev-tools overlay (IMGUI dev overlay). Buttons enqueue
/// <see cref="DebugCommandRequest"/> RPCs through <see cref="DebugCommandSendSystem"/>, so they drive the REAL
/// server-authoritative paths (and work over a live connection too, not just in-editor). Drop it on a
/// GameObject in the DevSandbox (or Game) scene. While open it forces the OS cursor visible
@@ -5,7 +5,7 @@ namespace ProjectM.Simulation
{
/// <summary>
/// Connection intent for the M4 LAN host/join flow. Lives in Simulation so both the server and
/// client worlds can read it. A UI (<c>ConnectionUI</c>) — or, in the editor, the auto-host system —
/// client worlds can read it. A UI (the UITK frontend menu via <c>WorldLauncher</c>) — or, in the editor, the auto-host system —
/// writes the desired <see cref="Mode"/> + endpoint and sets <see cref="Requested"/> true; the
/// per-world ConnectionControlSystem turns it into a netcode <c>NetworkStreamRequestListen</c> /
/// <c>NetworkStreamRequestConnect</c> and clears <see cref="Requested"/>. Direct IP/LAN only for now —
@@ -10,7 +10,7 @@ namespace ProjectM.Simulation
/// works" multi-client: the server world hosts on loopback and every client / thin-client world joins
/// it — reproducing the old single-key playflow but for N players. Runs once per world then disables
/// itself, and skips seeding if a <see cref="ConnectionConfig"/> already exists (e.g. set by
/// ConnectionUI). Does not exist in player builds.
/// the frontend menu's <c>WorldLauncher</c>). Does not exist in player builds.
/// </summary>
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation | WorldSystemFilterFlags.ClientSimulation | WorldSystemFilterFlags.ThinClientSimulation)]
public partial struct EditorAutoHostSystem : ISystem
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