Vault Re-Alignment
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using Unity.Entities;
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using Unity.NetCode;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// MC-0 — server-only dev-telemetry accumulator (a singleton). Counters are incremented at the
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/// combat stamp sites (wired in MC-1+) so the fun-gate is MEASURED, not argued. NOT a
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/// <c>[GhostField]</c> (no ghost-hash change); shipped to dev clients via a periodic
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/// <see cref="DebugTelemetryReport"/> RPC. The component type is unconditional (stable across
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/// release/dev peers); only the dev send/sample/receive SYSTEMS are <c>#if UNITY_EDITOR</c>.
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/// </summary>
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public struct DevTelemetry : IComponentData
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{
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/// <summary>Hits a dash i-frame window negated (incremented in HealthApplyDamageSystem, MC-1).</summary>
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public uint DashIFrameNegatedHits;
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/// <summary>Dashes whose i-frame window negated nothing (spam signal, MC-1).</summary>
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public uint DashesWasted;
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/// <summary>Charger lunges that whiffed and opened a punish window (EnemyAISystem, MC-1).</summary>
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public uint ChargerWhiffWindowsOpened;
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/// <summary>Of those, the ones the player actually punished (MC-1).</summary>
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public uint ChargerWhiffPunishesLanded;
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/// <summary>Living Husks, sampled each report — proof-of-life (changes during play, no MC-1 dep).</summary>
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public uint LiveEnemyCount;
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/// <summary>Server tick at the last sample — proof-of-life that the pipe is live.</summary>
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public uint LastSampleTick;
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}
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/// <summary>
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/// MC-0 — server → dev-client telemetry snapshot (sent periodically by the editor-only sampler).
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/// <b>Unconditional wire type</b> (like <see cref="DebugCommandRequest"/>) so the reflection-built
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/// RpcCollection hash matches across release/dev peers; only the send/receive SYSTEMS are
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/// <c>#if UNITY_EDITOR</c>. The dev overlay reads the latest snapshot to show live fun-gate counters.
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/// </summary>
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public struct DebugTelemetryReport : IRpcCommand
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{
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public uint DashIFrameNegatedHits;
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public uint DashesWasted;
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public uint ChargerWhiffWindowsOpened;
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public uint ChargerWhiffPunishesLanded;
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public uint LiveEnemyCount;
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public uint LastSampleTick;
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}
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}
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