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new file mode 100644
index 000000000..4087cf5ca
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+++ b/Assets/_Project/Prefabs/Storage.prefab
@@ -0,0 +1,146 @@
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diff --git a/Assets/_Project/Prefabs/Storage.prefab.meta b/Assets/_Project/Prefabs/Storage.prefab.meta
new file mode 100644
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diff --git a/Assets/_Project/Scripts/Authoring/HomeBase.meta b/Assets/_Project/Scripts/Authoring/HomeBase.meta
new file mode 100644
index 000000000..928345503
--- /dev/null
+++ b/Assets/_Project/Scripts/Authoring/HomeBase.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/_Project/Scripts/Authoring/HomeBase/BaseAnchorAuthoring.cs b/Assets/_Project/Scripts/Authoring/HomeBase/BaseAnchorAuthoring.cs
new file mode 100644
index 000000000..4bba03ac3
--- /dev/null
+++ b/Assets/_Project/Scripts/Authoring/HomeBase/BaseAnchorAuthoring.cs
@@ -0,0 +1,61 @@
+using ProjectM.Simulation;
+using Unity.Entities;
+using Unity.Mathematics;
+using UnityEngine;
+
+namespace ProjectM.Authoring
+{
+ ///
+ /// Authoring for the baked singleton — the shared home base's fixed anchor
+ /// and planar build-grid coordinate space. Place once in the gameplay subscene; the GameObject's
+ /// position is the plot center (and the player spawn-ring center). The baker derives GridOrigin (the
+ /// min-XZ corner of cell (0,0)) so the plot is centered on the anchor. The entity carries no transform
+ /// (TransformUsageFlags.None) — the position is baked as flat data. Present identically on client and
+ /// server (baked, not replicated). Draws the plot footprint as an editor gizmo when selected.
+ ///
+ public class BaseAnchorAuthoring : MonoBehaviour
+ {
+ [Min(0.01f)]
+ [Tooltip("World-unit size of one square build-grid cell.")]
+ public float CellSize = 1f;
+
+ [Min(1)]
+ [Tooltip("Build-grid extent in cells along X and Z (square plot).")]
+ public int PlotSize = 32;
+
+ private class BaseAnchorBaker : Baker
+ {
+ public override void Bake(BaseAnchorAuthoring authoring)
+ {
+ // Data singleton: no transform on the entity, but we read the GameObject position as data.
+ var entity = GetEntity(authoring, TransformUsageFlags.None);
+
+ float3 anchorPos = authoring.transform.position;
+ var dims = new int2(authoring.PlotSize, authoring.PlotSize);
+ float cell = authoring.CellSize;
+ var gridOrigin = new float3(
+ anchorPos.x - dims.x * cell * 0.5f,
+ anchorPos.y,
+ anchorPos.z - dims.y * cell * 0.5f);
+
+ AddComponent(entity, new BaseAnchor
+ {
+ AnchorPos = anchorPos,
+ GridOrigin = gridOrigin,
+ CellSize = cell,
+ GridDims = dims,
+ });
+ }
+ }
+
+#if UNITY_EDITOR
+ // Editor-only footprint gizmo: draws the claimed plot bounds on the base plane when selected.
+ private void OnDrawGizmosSelected()
+ {
+ float extent = CellSize * PlotSize;
+ Gizmos.color = new Color(0.2f, 0.8f, 1f, 0.9f);
+ Gizmos.DrawWireCube(transform.position, new Vector3(extent, 0.05f, extent));
+ }
+#endif
+ }
+}
diff --git a/Assets/_Project/Scripts/Authoring/HomeBase/BaseAnchorAuthoring.cs.meta b/Assets/_Project/Scripts/Authoring/HomeBase/BaseAnchorAuthoring.cs.meta
new file mode 100644
index 000000000..13dd029f3
--- /dev/null
+++ b/Assets/_Project/Scripts/Authoring/HomeBase/BaseAnchorAuthoring.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 4b53184727e358b4eb27f68ae25504d8
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Authoring/HomeBase/SharedStorageContainerAuthoring.cs b/Assets/_Project/Scripts/Authoring/HomeBase/SharedStorageContainerAuthoring.cs
new file mode 100644
index 000000000..ab7c927df
--- /dev/null
+++ b/Assets/_Project/Scripts/Authoring/HomeBase/SharedStorageContainerAuthoring.cs
@@ -0,0 +1,32 @@
+using ProjectM.Simulation;
+using Unity.Entities;
+using UnityEngine;
+
+namespace ProjectM.Authoring
+{
+ ///
+ /// Authoring for the shared storage-container ghost prefab: an ownerless INTERPOLATED ghost whose
+ /// replicated buffer is the shared inventory any player deposits into /
+ /// withdraws from (server-authoritative, applied by StorageOpReceiveSystem). Add a
+ /// GhostAuthoringComponent (Interpolated) to the prefab so clients see its contents replicate.
+ /// GetEntity(TransformUsageFlags.Dynamic) gives it a runtime world transform, set at spawn to
+ /// the base cell center.
+ ///
+ public class SharedStorageContainerAuthoring : MonoBehaviour
+ {
+ [Min(0f)]
+ [Tooltip("Interaction radius (world units) for the deposit/withdraw test; reserved for proximity gating.")]
+ public float InteractRadius = 2f;
+
+ private class SharedStorageContainerBaker : Baker
+ {
+ public override void Bake(SharedStorageContainerAuthoring authoring)
+ {
+ var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
+ AddComponent(entity);
+ AddComponent(entity, new HitRadius { Value = authoring.InteractRadius });
+ AddBuffer(entity);
+ }
+ }
+ }
+}
diff --git a/Assets/_Project/Scripts/Authoring/HomeBase/SharedStorageContainerAuthoring.cs.meta b/Assets/_Project/Scripts/Authoring/HomeBase/SharedStorageContainerAuthoring.cs.meta
new file mode 100644
index 000000000..f4df69d92
--- /dev/null
+++ b/Assets/_Project/Scripts/Authoring/HomeBase/SharedStorageContainerAuthoring.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 8cc6285a9b8958a47a61a07550b7f792
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Authoring/HomeBase/StorageSpawnerAuthoring.cs b/Assets/_Project/Scripts/Authoring/HomeBase/StorageSpawnerAuthoring.cs
new file mode 100644
index 000000000..d1b06b32e
--- /dev/null
+++ b/Assets/_Project/Scripts/Authoring/HomeBase/StorageSpawnerAuthoring.cs
@@ -0,0 +1,38 @@
+using ProjectM.Simulation;
+using Unity.Entities;
+using Unity.Mathematics;
+using UnityEngine;
+
+namespace ProjectM.Authoring
+{
+ ///
+ /// Authoring for the baked singleton (mirrors UpgradePickupSpawnerAuthoring).
+ /// Place once in the gameplay subscene; the server-only SharedStorageSpawnSystem reads it, instantiates
+ /// the storage-container ghost at the base-grid cell center (BaseGridMath.CellToWorld), then destroys
+ /// the singleton so it fires exactly once. The entity carries no transform; only the prefab needs one.
+ ///
+ public class StorageSpawnerAuthoring : MonoBehaviour
+ {
+ [Tooltip("Storage-container ghost prefab to instantiate. Must carry SharedStorageContainerAuthoring + a GhostAuthoringComponent.")]
+ public GameObject ContainerPrefab;
+
+ [Tooltip("Build-grid cell at which to place the container (cell center, on the base plane).")]
+ public Vector2Int Cell = new Vector2Int(16, 22);
+
+ private class StorageSpawnerBaker : Baker
+ {
+ public override void Bake(StorageSpawnerAuthoring authoring)
+ {
+ var entity = GetEntity(authoring, TransformUsageFlags.None);
+
+ AddComponent(entity, new StorageSpawner
+ {
+ Prefab = authoring.ContainerPrefab != null
+ ? GetEntity(authoring.ContainerPrefab, TransformUsageFlags.Dynamic)
+ : Entity.Null,
+ Cell = new int2(authoring.Cell.x, authoring.Cell.y),
+ });
+ }
+ }
+ }
+}
diff --git a/Assets/_Project/Scripts/Authoring/HomeBase/StorageSpawnerAuthoring.cs.meta b/Assets/_Project/Scripts/Authoring/HomeBase/StorageSpawnerAuthoring.cs.meta
new file mode 100644
index 000000000..a66f9937e
--- /dev/null
+++ b/Assets/_Project/Scripts/Authoring/HomeBase/StorageSpawnerAuthoring.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 968b8c85b6f69ae438e56cb1f19a2450
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Client/HomeBase.meta b/Assets/_Project/Scripts/Client/HomeBase.meta
new file mode 100644
index 000000000..f20271d91
--- /dev/null
+++ b/Assets/_Project/Scripts/Client/HomeBase.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 1befa5e760ee51b4b8ad625ae55c5024
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/_Project/Scripts/Client/HomeBase/StorageOpSendSystem.cs b/Assets/_Project/Scripts/Client/HomeBase/StorageOpSendSystem.cs
new file mode 100644
index 000000000..43cfa3f4d
--- /dev/null
+++ b/Assets/_Project/Scripts/Client/HomeBase/StorageOpSendSystem.cs
@@ -0,0 +1,76 @@
+using ProjectM.Simulation;
+using Unity.Entities;
+using Unity.NetCode;
+
+namespace ProjectM.Client
+{
+ ///
+ /// Client-only sender for shared-storage deposit/withdraw RPCs. A
+ /// one-off action (not per-tick predicted input), so it is an RPC: on an interact key edge (E =
+ /// deposit, Q = withdraw a default test item) it creates the request entity targeted at the server
+ /// connection, and the server applies it authoritatively in StorageOpReceiveSystem. Managed
+ /// SystemBase because it reads the managed Input System. Input System types are fully qualified and
+ /// using UnityEngine.InputSystem; is intentionally omitted (that namespace defines a
+ /// PlayerInput type that collides with ). An editor-only
+ /// static hook (Deposit/Withdraw) drives the same path from execute_code for headless validation
+ /// without a focused Game view.
+ ///
+ [WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
+ public partial class StorageOpSendSystem : SystemBase
+ {
+ // Default test item used by the keyboard interact and the parameterless debug hooks.
+ const ushort DefaultItemId = 1;
+ const int DefaultCount = 1;
+
+#if UNITY_EDITOR
+ struct PendingStorageOp { public byte Op; public ushort ItemId; public int Count; }
+
+ static readonly System.Collections.Generic.Queue s_Pending =
+ new System.Collections.Generic.Queue();
+
+ /// EDITOR / execute_code hook: queue a deposit of of .
+ public static void Deposit(ushort itemId = DefaultItemId, int count = DefaultCount) =>
+ s_Pending.Enqueue(new PendingStorageOp { Op = StorageOp.Deposit, ItemId = itemId, Count = count });
+
+ /// EDITOR / execute_code hook: queue a withdraw of of .
+ public static void Withdraw(ushort itemId = DefaultItemId, int count = DefaultCount) =>
+ s_Pending.Enqueue(new PendingStorageOp { Op = StorageOp.Withdraw, ItemId = itemId, Count = count });
+#endif
+
+ protected override void OnCreate()
+ {
+ RequireForUpdate();
+ }
+
+ protected override void OnUpdate()
+ {
+ // Need the server connection to target the RPC; bail (keeping any queued ops) until connected.
+ if (!SystemAPI.TryGetSingletonEntity(out var connection))
+ return;
+
+ var keyboard = UnityEngine.InputSystem.Keyboard.current;
+ if (keyboard != null)
+ {
+ if (keyboard.eKey.wasPressedThisFrame)
+ Send(connection, StorageOp.Deposit, DefaultItemId, DefaultCount);
+ if (keyboard.qKey.wasPressedThisFrame)
+ Send(connection, StorageOp.Withdraw, DefaultItemId, DefaultCount);
+ }
+
+#if UNITY_EDITOR
+ while (s_Pending.Count > 0)
+ {
+ var op = s_Pending.Dequeue();
+ Send(connection, op.Op, op.ItemId, op.Count);
+ }
+#endif
+ }
+
+ void Send(Entity connection, byte op, ushort itemId, int count)
+ {
+ var request = EntityManager.CreateEntity();
+ EntityManager.AddComponentData(request, new StorageOpRequest { Op = op, ItemId = itemId, Count = count });
+ EntityManager.AddComponentData(request, new SendRpcCommandRequest { TargetConnection = connection });
+ }
+ }
+}
diff --git a/Assets/_Project/Scripts/Client/HomeBase/StorageOpSendSystem.cs.meta b/Assets/_Project/Scripts/Client/HomeBase/StorageOpSendSystem.cs.meta
new file mode 100644
index 000000000..5c3c38a44
--- /dev/null
+++ b/Assets/_Project/Scripts/Client/HomeBase/StorageOpSendSystem.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: d59f540925fe24a439bad6f7a77907fe
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Server/Connection/GoInGameServerSystem.cs b/Assets/_Project/Scripts/Server/Connection/GoInGameServerSystem.cs
index 19a49d64d..58e8a67a8 100644
--- a/Assets/_Project/Scripts/Server/Connection/GoInGameServerSystem.cs
+++ b/Assets/_Project/Scripts/Server/Connection/GoInGameServerSystem.cs
@@ -34,6 +34,12 @@ namespace ProjectM.Server
public void OnUpdate(ref SystemState state)
{
var spawner = SystemAPI.GetSingleton();
+
+ // M5 home base: re-root the spawn ring on the baked BaseAnchor when present; fall back
+ // to the spawner's SpawnPoint if the base subscene hasn't streamed in yet.
+ var center = spawner.SpawnPoint;
+ if (SystemAPI.TryGetSingleton(out var baseAnchor))
+ center = BaseGridMath.PlotCenter(baseAnchor);
var ecb = new EntityCommandBuffer(Allocator.Temp);
foreach (var (receive, requestEntity) in
@@ -45,7 +51,7 @@ namespace ProjectM.Server
var networkId = SystemAPI.GetComponent(connection);
var player = ecb.Instantiate(spawner.PlayerPrefab);
- ecb.SetComponent(player, LocalTransform.FromPosition(spawner.SpawnPoint + PlayerSpawnMath.SpawnOffset(networkId.Value, spawner.SpawnRingRadius, spawner.RingSlots)));
+ ecb.SetComponent(player, LocalTransform.FromPosition(center + PlayerSpawnMath.SpawnOffset(networkId.Value, spawner.SpawnRingRadius, spawner.RingSlots)));
ecb.SetComponent(player, new GhostOwner { NetworkId = networkId.Value });
// Auto-despawn the player when its owning connection is removed.
diff --git a/Assets/_Project/Scripts/Server/HomeBase.meta b/Assets/_Project/Scripts/Server/HomeBase.meta
new file mode 100644
index 000000000..311ab0e37
--- /dev/null
+++ b/Assets/_Project/Scripts/Server/HomeBase.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 9b28010c047f72f4b8d242ee1f4351cd
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/_Project/Scripts/Server/HomeBase/SharedStorageSpawnSystem.cs b/Assets/_Project/Scripts/Server/HomeBase/SharedStorageSpawnSystem.cs
new file mode 100644
index 000000000..b82dd380f
--- /dev/null
+++ b/Assets/_Project/Scripts/Server/HomeBase/SharedStorageSpawnSystem.cs
@@ -0,0 +1,51 @@
+using ProjectM.Simulation;
+using Unity.Burst;
+using Unity.Collections;
+using Unity.Entities;
+using Unity.Transforms;
+
+namespace ProjectM.Server
+{
+ ///
+ /// Server-only, one-shot spawner for the shared home-base storage container (mirrors
+ /// UpgradePickupSpawnSystem). On its first update it reads the baked
+ /// singleton and the , instantiates the container ghost at the cell center
+ /// (), then destroys the spawner singleton so the system idles
+ /// (spawned exactly once). Runs in the default SimulationSystemGroup (NOT the prediction loop); the
+ /// container replicates to clients as an ownerless interpolated ghost. The container is intentionally
+ /// NOT linked to any connection's LinkedEntityGroup, so it persists across player disconnects.
+ ///
+ [BurstCompile]
+ [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
+ public partial struct SharedStorageSpawnSystem : ISystem
+ {
+ [BurstCompile]
+ public void OnCreate(ref SystemState state)
+ {
+ state.RequireForUpdate();
+ state.RequireForUpdate();
+ }
+
+ [BurstCompile]
+ public void OnUpdate(ref SystemState state)
+ {
+ var spawnerEntity = SystemAPI.GetSingletonEntity();
+ var spawner = SystemAPI.GetComponent(spawnerEntity);
+ var anchor = SystemAPI.GetSingleton();
+
+ var ecb = new EntityCommandBuffer(Allocator.Temp);
+
+ if (spawner.Prefab != Entity.Null)
+ {
+ var container = ecb.Instantiate(spawner.Prefab);
+ var position = BaseGridMath.CellToWorld(anchor, spawner.Cell);
+ ecb.SetComponent(container, LocalTransform.FromPosition(position));
+ }
+
+ // One-shot: remove the spawner so RequireForUpdate fails and the system idles.
+ ecb.DestroyEntity(spawnerEntity);
+
+ ecb.Playback(state.EntityManager);
+ }
+ }
+}
diff --git a/Assets/_Project/Scripts/Server/HomeBase/SharedStorageSpawnSystem.cs.meta b/Assets/_Project/Scripts/Server/HomeBase/SharedStorageSpawnSystem.cs.meta
new file mode 100644
index 000000000..ae14de78a
--- /dev/null
+++ b/Assets/_Project/Scripts/Server/HomeBase/SharedStorageSpawnSystem.cs.meta
@@ -0,0 +1,2 @@
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+guid: c60c2c14e48ea0c45858cf0054c1663f
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Server/HomeBase/StorageOpReceiveSystem.cs b/Assets/_Project/Scripts/Server/HomeBase/StorageOpReceiveSystem.cs
new file mode 100644
index 000000000..fda07a345
--- /dev/null
+++ b/Assets/_Project/Scripts/Server/HomeBase/StorageOpReceiveSystem.cs
@@ -0,0 +1,54 @@
+using ProjectM.Simulation;
+using Unity.Burst;
+using Unity.Collections;
+using Unity.Entities;
+using Unity.NetCode;
+
+namespace ProjectM.Server
+{
+ ///
+ /// Server-authoritative handler for RPCs (deposit/withdraw on the
+ /// shared storage container). Resolves the single as a singleton,
+ /// applies the op to its replicated buffer via ,
+ /// and destroys the request entity. Runs in the default SimulationSystemGroup (NOT the prediction
+ /// loop), so a server event is applied exactly once (no rollback double-apply). Op is read as a byte
+ /// (see ); the buffer mutation auto-replicates to all clients via GhostField.
+ ///
+ [BurstCompile]
+ [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
+ public partial struct StorageOpReceiveSystem : ISystem
+ {
+ [BurstCompile]
+ public void OnCreate(ref SystemState state)
+ {
+ state.RequireForUpdate();
+
+ var builder = new EntityQueryBuilder(Allocator.Temp)
+ .WithAll();
+ state.RequireForUpdate(state.GetEntityQuery(builder));
+ }
+
+ [BurstCompile]
+ public void OnUpdate(ref SystemState state)
+ {
+ var containerEntity = SystemAPI.GetSingletonEntity();
+ var contents = SystemAPI.GetBuffer(containerEntity);
+
+ var ecb = new EntityCommandBuffer(Allocator.Temp);
+
+ foreach (var (request, requestEntity) in
+ SystemAPI.Query>().WithAll().WithEntityAccess())
+ {
+ var op = request.ValueRO;
+ if (op.Op == StorageOp.Withdraw)
+ StorageMath.Withdraw(contents, op.ItemId, op.Count);
+ else
+ StorageMath.Deposit(contents, op.ItemId, op.Count);
+
+ ecb.DestroyEntity(requestEntity);
+ }
+
+ ecb.Playback(state.EntityManager);
+ }
+ }
+}
diff --git a/Assets/_Project/Scripts/Server/HomeBase/StorageOpReceiveSystem.cs.meta b/Assets/_Project/Scripts/Server/HomeBase/StorageOpReceiveSystem.cs.meta
new file mode 100644
index 000000000..8aa886c16
--- /dev/null
+++ b/Assets/_Project/Scripts/Server/HomeBase/StorageOpReceiveSystem.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 6739144c8fa1bd040ad766919f9535f3
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Simulation/HomeBase.meta b/Assets/_Project/Scripts/Simulation/HomeBase.meta
new file mode 100644
index 000000000..3b4d6cd94
--- /dev/null
+++ b/Assets/_Project/Scripts/Simulation/HomeBase.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: d26b9ac48ea390e4fa1310800701eb52
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/_Project/Scripts/Simulation/HomeBase/BaseAnchor.cs b/Assets/_Project/Scripts/Simulation/HomeBase/BaseAnchor.cs
new file mode 100644
index 000000000..065eaa4b6
--- /dev/null
+++ b/Assets/_Project/Scripts/Simulation/HomeBase/BaseAnchor.cs
@@ -0,0 +1,27 @@
+using Unity.Entities;
+using Unity.Mathematics;
+
+namespace ProjectM.Simulation
+{
+ ///
+ /// Singleton baked into the gameplay subscene describing the shared home base: a fixed anchor
+ /// position and the planar build-grid coordinate space (origin + cell size + extent) that M6 build
+ /// placement snaps structures into and M7 production chains tick inside. Flat and blittable (no
+ /// entity refs) so it stays deterministic across both worlds and serialization-friendly for later
+ /// persistence. Present identically on client and server (baked, not replicated).
+ ///
+ public struct BaseAnchor : IComponentData
+ {
+ /// World-space center of the plot; also the player spawn-ring center. Equals BaseGridMath.PlotCenter(this).
+ public float3 AnchorPos;
+
+ /// World-space min-XZ CORNER of cell (0,0). Y is the base plane. Baked = AnchorPos - (GridDims*CellSize)/2 on XZ.
+ public float3 GridOrigin;
+
+ /// Size of one square grid cell in world units.
+ public float CellSize;
+
+ /// Grid extent in cells along X and Z; valid cell indices are [0, GridDims).
+ public int2 GridDims;
+ }
+}
diff --git a/Assets/_Project/Scripts/Simulation/HomeBase/BaseAnchor.cs.meta b/Assets/_Project/Scripts/Simulation/HomeBase/BaseAnchor.cs.meta
new file mode 100644
index 000000000..7d8e194af
--- /dev/null
+++ b/Assets/_Project/Scripts/Simulation/HomeBase/BaseAnchor.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 9434d000149a08e438c5a7b876f7e10c
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Simulation/HomeBase/BaseGridMath.cs b/Assets/_Project/Scripts/Simulation/HomeBase/BaseGridMath.cs
new file mode 100644
index 000000000..72933a605
--- /dev/null
+++ b/Assets/_Project/Scripts/Simulation/HomeBase/BaseGridMath.cs
@@ -0,0 +1,54 @@
+using Unity.Mathematics;
+
+namespace ProjectM.Simulation
+{
+ ///
+ /// Deterministic, side-effect-free math for the home-base build grid. Pure (no RNG, no wall-clock)
+ /// so server and predicting client agree on cell occupancy. Convention:
+ /// is the min-XZ CORNER of cell (0,0); returns cell CENTERS; cell bounds are
+ /// half-open so a point on a cell's lower edge belongs to that cell and the far plot edge is out of plot.
+ /// World->cell uses math.floor (not truncation) so negative coordinates snap correctly. Unit-tested in
+ /// EditMode (no netcode world required); M6's server placement handler calls these directly.
+ ///
+ public static class BaseGridMath
+ {
+ /// Planar (XZ) world position -> integer grid cell. Uses floor, so values below GridOrigin go negative (out of plot).
+ public static int2 WorldToCell(in BaseAnchor a, float3 worldPos)
+ {
+ float2 local = (worldPos.xz - a.GridOrigin.xz) / a.CellSize;
+ return (int2)math.floor(local);
+ }
+
+ /// Grid cell -> world position of the cell CENTER, on the base plane (Y = GridOrigin.y).
+ public static float3 CellToWorld(in BaseAnchor a, int2 cell)
+ {
+ float2 centerXZ = a.GridOrigin.xz + ((float2)cell + 0.5f) * a.CellSize;
+ return new float3(centerXZ.x, a.GridOrigin.y, centerXZ.y);
+ }
+
+ /// True when the cell is inside the plot. Half-open: [0, GridDims), so the far edge is out.
+ public static bool IsCellInPlot(in BaseAnchor a, int2 cell)
+ {
+ return math.all(cell >= 0) && math.all(cell < a.GridDims);
+ }
+
+ /// True when the world point falls inside the plot (its cell is in-plot).
+ public static bool IsPointInPlot(in BaseAnchor a, float3 worldPos)
+ {
+ return IsCellInPlot(a, WorldToCell(a, worldPos));
+ }
+
+ /// Clamp a cell into the valid [0, GridDims-1] range.
+ public static int2 ClampCell(in BaseAnchor a, int2 cell)
+ {
+ return math.clamp(cell, new int2(0, 0), a.GridDims - 1);
+ }
+
+ /// World-space center of the whole plot (== AnchorPos when baked correctly).
+ public static float3 PlotCenter(in BaseAnchor a)
+ {
+ float2 centerXZ = a.GridOrigin.xz + (float2)a.GridDims * a.CellSize * 0.5f;
+ return new float3(centerXZ.x, a.GridOrigin.y, centerXZ.y);
+ }
+ }
+}
diff --git a/Assets/_Project/Scripts/Simulation/HomeBase/BaseGridMath.cs.meta b/Assets/_Project/Scripts/Simulation/HomeBase/BaseGridMath.cs.meta
new file mode 100644
index 000000000..8823c2596
--- /dev/null
+++ b/Assets/_Project/Scripts/Simulation/HomeBase/BaseGridMath.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 30b3681e3ce98b241a7ceb7af7e62962
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Simulation/HomeBase/SharedStorageContainer.cs b/Assets/_Project/Scripts/Simulation/HomeBase/SharedStorageContainer.cs
new file mode 100644
index 000000000..87c4a05b5
--- /dev/null
+++ b/Assets/_Project/Scripts/Simulation/HomeBase/SharedStorageContainer.cs
@@ -0,0 +1,12 @@
+using Unity.Entities;
+
+namespace ProjectM.Simulation
+{
+ ///
+ /// Tag marking the shared home-base storage container. All state lives in the entity's
+ /// buffer. In M5 there is exactly one (server-spawned at a fixed base
+ /// cell), so server systems resolve it as a singleton. Server-authoritative and world-resident, so
+ /// its contents survive a player disconnect (no disk persistence yet).
+ ///
+ public struct SharedStorageContainer : IComponentData { }
+}
diff --git a/Assets/_Project/Scripts/Simulation/HomeBase/SharedStorageContainer.cs.meta b/Assets/_Project/Scripts/Simulation/HomeBase/SharedStorageContainer.cs.meta
new file mode 100644
index 000000000..ade5acea7
--- /dev/null
+++ b/Assets/_Project/Scripts/Simulation/HomeBase/SharedStorageContainer.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 8de8d91f5d8f0a64c87b0847ae85c564
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Simulation/HomeBase/StorageEntry.cs b/Assets/_Project/Scripts/Simulation/HomeBase/StorageEntry.cs
new file mode 100644
index 000000000..92bcf5a9f
--- /dev/null
+++ b/Assets/_Project/Scripts/Simulation/HomeBase/StorageEntry.cs
@@ -0,0 +1,23 @@
+using Unity.Entities;
+using Unity.NetCode;
+
+namespace ProjectM.Simulation
+{
+ ///
+ /// One (item, count) row in a shared storage container's contents. The container's DynamicBuffer of
+ /// these is the server-authoritative shared inventory; it is a GhostField buffer so the server's
+ /// mutations replicate to every client. The container is an ownerless INTERPOLATED ghost, so no
+ /// OwnerSendType / GhostOwner applies (those are for owner-predicted ghosts like the player).
+ /// ItemId is an opaque id; a richer item model (and the M7 machine input/output generalisation)
+ /// layers on top without changing replication.
+ ///
+ [InternalBufferCapacity(16)]
+ public struct StorageEntry : IBufferElementData
+ {
+ /// Opaque item identifier (0 = empty/unused).
+ [GhostField] public ushort ItemId;
+
+ /// Quantity of this item in the container.
+ [GhostField] public int Count;
+ }
+}
diff --git a/Assets/_Project/Scripts/Simulation/HomeBase/StorageEntry.cs.meta b/Assets/_Project/Scripts/Simulation/HomeBase/StorageEntry.cs.meta
new file mode 100644
index 000000000..8dcb13854
--- /dev/null
+++ b/Assets/_Project/Scripts/Simulation/HomeBase/StorageEntry.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: f017cb14ca58bc54191ad3f356541ca6
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Simulation/HomeBase/StorageMath.cs b/Assets/_Project/Scripts/Simulation/HomeBase/StorageMath.cs
new file mode 100644
index 000000000..b56bdb2e1
--- /dev/null
+++ b/Assets/_Project/Scripts/Simulation/HomeBase/StorageMath.cs
@@ -0,0 +1,62 @@
+using Unity.Entities;
+
+namespace ProjectM.Simulation
+{
+ ///
+ /// Pure, deterministic merge logic for a shared storage container's buffer.
+ /// No RNG / wall-clock, so server and (future) prediction agree. Deposit merges into an existing row
+ /// for the same item or appends a new row; Withdraw decrements and drops a row that hits zero, clamping
+ /// to available. DynamicBuffer is a handle, so mutations apply to the underlying entity buffer.
+ /// Unit-tested in EditMode via a plain Entities world.
+ ///
+ public static class StorageMath
+ {
+ /// Add of , merging into an existing row if present. No-op for count <= 0 or itemId 0.
+ public static void Deposit(DynamicBuffer buffer, ushort itemId, int count)
+ {
+ if (count <= 0 || itemId == 0)
+ return;
+
+ for (int i = 0; i < buffer.Length; i++)
+ {
+ if (buffer[i].ItemId == itemId)
+ {
+ var entry = buffer[i];
+ entry.Count += count;
+ buffer[i] = entry;
+ return;
+ }
+ }
+
+ buffer.Add(new StorageEntry { ItemId = itemId, Count = count });
+ }
+
+ ///
+ /// Remove up to of , clamped to what is available.
+ /// Drops the row when it reaches zero. Returns the amount actually withdrawn (0 if none). No-op for
+ /// count <= 0 or itemId 0.
+ ///
+ public static int Withdraw(DynamicBuffer buffer, ushort itemId, int count)
+ {
+ if (count <= 0 || itemId == 0)
+ return 0;
+
+ for (int i = 0; i < buffer.Length; i++)
+ {
+ if (buffer[i].ItemId == itemId)
+ {
+ var entry = buffer[i];
+ int taken = entry.Count < count ? entry.Count : count;
+ entry.Count -= taken;
+ if (entry.Count <= 0)
+ buffer.RemoveAt(i);
+ else
+ buffer[i] = entry;
+ return taken;
+ }
+ }
+
+ return 0;
+ }
+ }
+}
diff --git a/Assets/_Project/Scripts/Simulation/HomeBase/StorageMath.cs.meta b/Assets/_Project/Scripts/Simulation/HomeBase/StorageMath.cs.meta
new file mode 100644
index 000000000..30e8cf819
--- /dev/null
+++ b/Assets/_Project/Scripts/Simulation/HomeBase/StorageMath.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: c20f98fb70e66c94193c16e4bfd7f1b4
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Simulation/HomeBase/StorageOpRequest.cs b/Assets/_Project/Scripts/Simulation/HomeBase/StorageOpRequest.cs
new file mode 100644
index 000000000..5513a0c16
--- /dev/null
+++ b/Assets/_Project/Scripts/Simulation/HomeBase/StorageOpRequest.cs
@@ -0,0 +1,33 @@
+using Unity.NetCode;
+
+namespace ProjectM.Simulation
+{
+ ///
+ /// Client -> server request to deposit into or withdraw from the shared storage container. A one-off
+ /// action, so it is an RPC (not a per-tick predicted input). Op is stored as a byte (see
+ /// ) rather than an enum to keep the generated serializer trivial and avoid the
+ /// cross-assembly enum-codegen hazard. No target entity is carried: M5 has a single shared container,
+ /// which the server resolves as a singleton (entity refs are not stable across worlds).
+ ///
+ public struct StorageOpRequest : IRpcCommand
+ {
+ /// Operation code (see ): 0 = deposit, 1 = withdraw.
+ public byte Op;
+
+ /// Item to deposit/withdraw.
+ public ushort ItemId;
+
+ /// Quantity to deposit/withdraw (server clamps withdraw to available).
+ public int Count;
+ }
+
+ /// Operation codes for (byte to keep RPC serialization trivial).
+ public static class StorageOp
+ {
+ /// Add items to the shared container.
+ public const byte Deposit = 0;
+
+ /// Remove items from the shared container.
+ public const byte Withdraw = 1;
+ }
+}
diff --git a/Assets/_Project/Scripts/Simulation/HomeBase/StorageOpRequest.cs.meta b/Assets/_Project/Scripts/Simulation/HomeBase/StorageOpRequest.cs.meta
new file mode 100644
index 000000000..0f7faf105
--- /dev/null
+++ b/Assets/_Project/Scripts/Simulation/HomeBase/StorageOpRequest.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: dc9ec88867d746e45b9204331b5bab51
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Simulation/HomeBase/StorageSpawner.cs b/Assets/_Project/Scripts/Simulation/HomeBase/StorageSpawner.cs
new file mode 100644
index 000000000..479ea81d1
--- /dev/null
+++ b/Assets/_Project/Scripts/Simulation/HomeBase/StorageSpawner.cs
@@ -0,0 +1,20 @@
+using Unity.Entities;
+using Unity.Mathematics;
+
+namespace ProjectM.Simulation
+{
+ ///
+ /// Singleton baked into the gameplay subscene, holding the baked storage-container ghost prefab and
+ /// the base-grid cell to spawn it at. A one-shot server system instantiates the prefab at
+ /// BaseGridMath.CellToWorld(anchor, Cell) and then destroys this singleton. Mirrors the
+ /// UpgradePickupSpawner / PlayerSpawner pattern.
+ ///
+ public struct StorageSpawner : IComponentData
+ {
+ /// Baked storage-container ghost prefab to instantiate.
+ public Entity Prefab;
+
+ /// Base-grid cell at which to place the container (cell center, on the base plane).
+ public int2 Cell;
+ }
+}
diff --git a/Assets/_Project/Scripts/Simulation/HomeBase/StorageSpawner.cs.meta b/Assets/_Project/Scripts/Simulation/HomeBase/StorageSpawner.cs.meta
new file mode 100644
index 000000000..9773825a9
--- /dev/null
+++ b/Assets/_Project/Scripts/Simulation/HomeBase/StorageSpawner.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 6a2e4fad83fa03b4890d736b388a9917
\ No newline at end of file
diff --git a/Assets/_Project/Subscenes/Gameplay.unity b/Assets/_Project/Subscenes/Gameplay.unity
index db461709b..61cc44a69 100644
--- a/Assets/_Project/Subscenes/Gameplay.unity
+++ b/Assets/_Project/Subscenes/Gameplay.unity
@@ -281,6 +281,52 @@ Transform:
m_Children: []
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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+ m_Name:
+ m_EditorClassIdentifier: ProjectM.Authoring::ProjectM.Authoring.BaseAnchorAuthoring
+ CellSize: 1
+ PlotSize: 32
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+ m_Father: {fileID: 0}
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@@ -585,6 +631,52 @@ Transform:
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+ ContainerPrefab: {fileID: 3885353946372160549, guid: 6636e906a2ac46345889f5517658be67, type: 3}
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@@ -758,3 +850,5 @@ SceneRoots:
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diff --git a/Assets/_Project/Tests/EditMode/BaseGridMathTests.cs b/Assets/_Project/Tests/EditMode/BaseGridMathTests.cs
new file mode 100644
index 000000000..9ef826ffd
--- /dev/null
+++ b/Assets/_Project/Tests/EditMode/BaseGridMathTests.cs
@@ -0,0 +1,113 @@
+using NUnit.Framework;
+using ProjectM.Simulation;
+using Unity.Mathematics;
+
+namespace ProjectM.Tests
+{
+ ///
+ /// Pure-function tests for (no ECS world), mirroring PlayerSpawnRingTests.
+ /// Pins the locked M5 home-base grid coordinate space: planar 32x32, CellSize 1.0, corner-origin,
+ /// center-returning, half-open cell bounds, floor-based world->cell. M6 placement builds on this.
+ ///
+ public class BaseGridMathTests
+ {
+ const float Eps = 1e-4f;
+
+ // Locked config: center at (0,1,0); 32x32 cells of 1.0u => origin corner at (-16,1,-16).
+ static BaseAnchor MakeAnchor()
+ {
+ var dims = new int2(32, 32);
+ float cell = 1f;
+ var anchorPos = new float3(0f, 1f, 0f);
+ var gridOrigin = new float3(
+ anchorPos.x - dims.x * cell * 0.5f,
+ anchorPos.y,
+ anchorPos.z - dims.y * cell * 0.5f);
+ return new BaseAnchor { AnchorPos = anchorPos, GridOrigin = gridOrigin, CellSize = cell, GridDims = dims };
+ }
+
+ [Test]
+ public void CellToWorld_Returns_Cell_Centers()
+ {
+ var a = MakeAnchor();
+ AssertXz(BaseGridMath.CellToWorld(a, new int2(0, 0)), -15.5f, -15.5f);
+ AssertXz(BaseGridMath.CellToWorld(a, new int2(31, 31)), 15.5f, 15.5f);
+ AssertXz(BaseGridMath.CellToWorld(a, new int2(16, 16)), 0.5f, 0.5f);
+ // Centers stay on the base plane.
+ Assert.AreEqual(1f, BaseGridMath.CellToWorld(a, new int2(5, 9)).y, Eps);
+ }
+
+ [Test]
+ public void RoundTrip_CellToWorld_Then_WorldToCell()
+ {
+ var a = MakeAnchor();
+ AssertCell(BaseGridMath.WorldToCell(a, BaseGridMath.CellToWorld(a, new int2(0, 0))), 0, 0);
+ AssertCell(BaseGridMath.WorldToCell(a, BaseGridMath.CellToWorld(a, new int2(31, 31))), 31, 31);
+ AssertCell(BaseGridMath.WorldToCell(a, BaseGridMath.CellToWorld(a, new int2(16, 16))), 16, 16);
+ }
+
+ [Test]
+ public void WorldToCell_Uses_Floor_Not_Truncation()
+ {
+ var a = MakeAnchor();
+ // local x = worldX + 16, then floor. z = 0 -> cell.y = 16.
+ Assert.AreEqual(0, BaseGridMath.WorldToCell(a, new float3(-15.6f, 1f, 0f)).x);
+ Assert.AreEqual(-1, BaseGridMath.WorldToCell(a, new float3(-16.4f, 1f, 0f)).x);
+ // A point exactly on a cell's lower edge belongs to the higher cell (half-open).
+ Assert.AreEqual(1, BaseGridMath.WorldToCell(a, new float3(-15.0f, 1f, 0f)).x);
+ Assert.AreEqual(16, BaseGridMath.WorldToCell(a, new float3(-15.6f, 1f, 0f)).y);
+ }
+
+ [Test]
+ public void IsCellInPlot_Is_HalfOpen()
+ {
+ var a = MakeAnchor();
+ Assert.IsTrue(BaseGridMath.IsCellInPlot(a, new int2(0, 0)));
+ Assert.IsTrue(BaseGridMath.IsCellInPlot(a, new int2(31, 31)));
+ Assert.IsFalse(BaseGridMath.IsCellInPlot(a, new int2(-1, 0)));
+ Assert.IsFalse(BaseGridMath.IsCellInPlot(a, new int2(0, 32)));
+ Assert.IsFalse(BaseGridMath.IsCellInPlot(a, new int2(32, 32)));
+ }
+
+ [Test]
+ public void IsPointInPlot_Bounds()
+ {
+ var a = MakeAnchor();
+ Assert.IsTrue(BaseGridMath.IsPointInPlot(a, a.AnchorPos)); // center
+ Assert.IsTrue(BaseGridMath.IsPointInPlot(a, new float3(-16f, 1f, 0f))); // lower corner edge -> cell 0
+ Assert.IsTrue(BaseGridMath.IsPointInPlot(a, new float3(15.9f, 1f, 15.9f))); // cell (31,31)
+ Assert.IsFalse(BaseGridMath.IsPointInPlot(a, new float3(-16.1f, 1f, 0f))); // cell (-1,*) out
+ Assert.IsFalse(BaseGridMath.IsPointInPlot(a, new float3(16f, 1f, 0f))); // far edge -> cell 32 out
+ }
+
+ [Test]
+ public void ClampCell_Bounds_To_Plot()
+ {
+ var a = MakeAnchor();
+ AssertCell(BaseGridMath.ClampCell(a, new int2(-5, 99)), 0, 31);
+ AssertCell(BaseGridMath.ClampCell(a, new int2(10, 10)), 10, 10);
+ }
+
+ [Test]
+ public void PlotCenter_Equals_AnchorPos()
+ {
+ var a = MakeAnchor();
+ var c = BaseGridMath.PlotCenter(a);
+ Assert.AreEqual(a.AnchorPos.x, c.x, Eps);
+ Assert.AreEqual(a.AnchorPos.y, c.y, Eps);
+ Assert.AreEqual(a.AnchorPos.z, c.z, Eps);
+ }
+
+ static void AssertXz(float3 p, float x, float z)
+ {
+ Assert.AreEqual(x, p.x, Eps);
+ Assert.AreEqual(z, p.z, Eps);
+ }
+
+ static void AssertCell(int2 c, int x, int y)
+ {
+ Assert.AreEqual(x, c.x);
+ Assert.AreEqual(y, c.y);
+ }
+ }
+}
diff --git a/Assets/_Project/Tests/EditMode/BaseGridMathTests.cs.meta b/Assets/_Project/Tests/EditMode/BaseGridMathTests.cs.meta
new file mode 100644
index 000000000..2b97f18bf
--- /dev/null
+++ b/Assets/_Project/Tests/EditMode/BaseGridMathTests.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 001a3491cf2ef57468f3e4c61e98d30c
\ No newline at end of file
diff --git a/Assets/_Project/Tests/EditMode/StorageMathTests.cs b/Assets/_Project/Tests/EditMode/StorageMathTests.cs
new file mode 100644
index 000000000..96bd4b331
--- /dev/null
+++ b/Assets/_Project/Tests/EditMode/StorageMathTests.cs
@@ -0,0 +1,141 @@
+using NUnit.Framework;
+using ProjectM.Simulation;
+using Unity.Entities;
+
+namespace ProjectM.Tests
+{
+ ///
+ /// Plain-Entities tests for deposit/withdraw merge logic, using a temp World
+ /// and a real DynamicBuffer<StorageEntry> (no netcode world). Pins shared-storage semantics:
+ /// deposits merge by item id, withdraws clamp to available and drop empty rows.
+ ///
+ public class StorageMathTests
+ {
+ static (World world, Entity e) MakeWorld()
+ {
+ var world = new World("StorageMathTestWorld");
+ var e = world.EntityManager.CreateEntity(typeof(StorageEntry));
+ return (world, e);
+ }
+
+ [Test]
+ public void Deposit_New_Item_Appends_Row()
+ {
+ var (world, e) = MakeWorld();
+ try
+ {
+ var buf = world.EntityManager.GetBuffer(e);
+ StorageMath.Deposit(buf, 1, 5);
+ Assert.AreEqual(1, buf.Length);
+ Assert.AreEqual((ushort)1, buf[0].ItemId);
+ Assert.AreEqual(5, buf[0].Count);
+ }
+ finally { world.Dispose(); }
+ }
+
+ [Test]
+ public void Deposit_Same_Item_Merges()
+ {
+ var (world, e) = MakeWorld();
+ try
+ {
+ var buf = world.EntityManager.GetBuffer(e);
+ StorageMath.Deposit(buf, 1, 5);
+ StorageMath.Deposit(buf, 1, 3);
+ Assert.AreEqual(1, buf.Length);
+ Assert.AreEqual(8, buf[0].Count);
+ }
+ finally { world.Dispose(); }
+ }
+
+ [Test]
+ public void Deposit_Different_Items_Separate_Rows()
+ {
+ var (world, e) = MakeWorld();
+ try
+ {
+ var buf = world.EntityManager.GetBuffer(e);
+ StorageMath.Deposit(buf, 1, 5);
+ StorageMath.Deposit(buf, 2, 7);
+ Assert.AreEqual(2, buf.Length);
+ }
+ finally { world.Dispose(); }
+ }
+
+ [Test]
+ public void Withdraw_Partial_Decrements()
+ {
+ var (world, e) = MakeWorld();
+ try
+ {
+ var buf = world.EntityManager.GetBuffer(e);
+ StorageMath.Deposit(buf, 1, 5);
+ int taken = StorageMath.Withdraw(buf, 1, 2);
+ Assert.AreEqual(2, taken);
+ Assert.AreEqual(1, buf.Length);
+ Assert.AreEqual(3, buf[0].Count);
+ }
+ finally { world.Dispose(); }
+ }
+
+ [Test]
+ public void Withdraw_To_Zero_Drops_Row()
+ {
+ var (world, e) = MakeWorld();
+ try
+ {
+ var buf = world.EntityManager.GetBuffer(e);
+ StorageMath.Deposit(buf, 1, 5);
+ int taken = StorageMath.Withdraw(buf, 1, 5);
+ Assert.AreEqual(5, taken);
+ Assert.AreEqual(0, buf.Length);
+ }
+ finally { world.Dispose(); }
+ }
+
+ [Test]
+ public void Withdraw_More_Than_Available_Clamps()
+ {
+ var (world, e) = MakeWorld();
+ try
+ {
+ var buf = world.EntityManager.GetBuffer(e);
+ StorageMath.Deposit(buf, 1, 3);
+ int taken = StorageMath.Withdraw(buf, 1, 10);
+ Assert.AreEqual(3, taken);
+ Assert.AreEqual(0, buf.Length);
+ }
+ finally { world.Dispose(); }
+ }
+
+ [Test]
+ public void Withdraw_Missing_Item_Is_NoOp()
+ {
+ var (world, e) = MakeWorld();
+ try
+ {
+ var buf = world.EntityManager.GetBuffer(e);
+ StorageMath.Deposit(buf, 1, 3);
+ int taken = StorageMath.Withdraw(buf, 99, 1);
+ Assert.AreEqual(0, taken);
+ Assert.AreEqual(1, buf.Length);
+ }
+ finally { world.Dispose(); }
+ }
+
+ [Test]
+ public void Deposit_Ignores_NonPositive_And_ZeroItem()
+ {
+ var (world, e) = MakeWorld();
+ try
+ {
+ var buf = world.EntityManager.GetBuffer(e);
+ StorageMath.Deposit(buf, 1, 0);
+ StorageMath.Deposit(buf, 1, -5);
+ StorageMath.Deposit(buf, 0, 5);
+ Assert.AreEqual(0, buf.Length);
+ }
+ finally { world.Dispose(); }
+ }
+ }
+}
diff --git a/Assets/_Project/Tests/EditMode/StorageMathTests.cs.meta b/Assets/_Project/Tests/EditMode/StorageMathTests.cs.meta
new file mode 100644
index 000000000..1c9cae794
--- /dev/null
+++ b/Assets/_Project/Tests/EditMode/StorageMathTests.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: c3f5de6f166b6da45bd20e2884e2f4c0
\ No newline at end of file
diff --git a/Assets/_Recovery.meta b/Assets/_Recovery.meta
new file mode 100644
index 000000000..08245a6d4
--- /dev/null
+++ b/Assets/_Recovery.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/_Recovery/0.unity b/Assets/_Recovery/0.unity
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diff --git a/Assets/_Recovery/0.unity.meta b/Assets/_Recovery/0.unity.meta
new file mode 100644
index 000000000..dcfff1aee
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+++ b/Assets/_Recovery/0.unity.meta
@@ -0,0 +1,7 @@
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diff --git a/CLAUDE.md b/CLAUDE.md
index 0683c8171..548c2764f 100644
--- a/CLAUDE.md
+++ b/CLAUDE.md
@@ -16,7 +16,7 @@ Multiplayer game on **Unity DOTS (Entities) + Netcode for Entities** — server-
| `com.unity.burst` | 1.8.29 | (transitive) |
| `com.unity.mathematics` | 1.3.3 | (transitive) |
-> ⚠️ The values above are the **Unity 6.4.7** set being reverted to — **verify against `packages-lock.json` after the editor downgrade re-resolves**, and reconcile `manifest.json` if the brief 6.6 upgrade left explicit version pins.
+> ✅ Reconciled 2026-06-02: `manifest.json` pins aligned to the resolved **Unity 6.4.7** lock (entities/entities.graphics 6.4.0, URP 17.4.0, test-framework 1.6.0, ugui 2.0.0, multiplayer.center 1.0.1) — a no-op re-resolve (lock unchanged, console clean). The values above now match `packages-lock.json`. See [[DR-008_M5_HomeBase_BaseLayer_Storage]].
> **Version history & status (2026-05-30):** built on **6.4.7** (`6000.4.7f1`; Netcode 1.13.2 / Physics 1.4.6 / Entities 6.4.0). Briefly upgraded to **6.6.0a6**, where Netcode→6.6.0, Physics→6.5.0, Entities→6.5.0 all **renumbered** into the editor line — BUT the alpha's **Netcode/Transport runtime is broken** (all in-editor connections fail with "invalid wrapped network interface"; **confirmed engine bug** via a zero-gameplay repro — see `Docs/Vault` DR-002 and `Docs/UnityBugReport-Netcode-Transport-6.6.0a6.md`). **→ Reverting to Unity 6.4.7 for stable netcode runtime.** If returning to 6.6 later, expect the renumber and re-test the runtime. The M1 player slice should port to 6.4 / Netcode 1.13.2 with no or minimal changes — recompile and `read_console` after the downgrade.
@@ -71,6 +71,17 @@ Root namespace: **`ProjectM`**. Code lives under `Assets/_Project/Scripts/` in f
- **Do NOT copy the CC sample's global `LocalTransform → DontSerializeVariant`.** It is project-wide and would break the non-character ghosts here (projectiles/dummies/pickups) that rely on stock `LocalTransform` replication. Our CC character replicates position via the normal owner-predicted `LocalTransform` path; only the `CharacterInterpolation` variant is registered.
- **Top-down CC config (planar, no gravity):** `AuthoringKinematicCharacterProperties` with `SnapToGround=false`, `InterpolateRotation=false` (rotation owned by `PlayerAimSystem`), `SimulateDynamicBody=false` (players don't physically push each other); gravity is handled in the processor by feeding `float3.zero` to `Update_GroundPushing` and never adding a gravity term. Result: stays on the spawn plane (y≈1) with no planar-pin system.
+### Build gotchas (learned — M5 home base + shared storage, 2026-06-02)
+
+- **Ownerless interpolated ghost ≠ owner-predicted for buffer replication.** A server-spawned **ownerless** ghost (e.g. the shared storage chest) replicates a `[GhostField]` `IBufferElementData` to all clients with **no `OwnerSendType` and no `GhostOwner`** — server mutations just propagate. `[GhostComponent(OwnerSendType = SendToOwnerType.All)]` (per `StatModifier`) is **only** for the predicting *owner* to recompute its own state; adding it (or a `GhostOwner`) to an ownerless ghost is wrong.
+- **One-off shared-state actions belong on an `IRpcCommand`, not a predicted `InputEvent`.** RPCs are reliable, so deposit/withdraw landed even while the server tick-batched (the M2 one-shot `Fire` InputEvent drops under batching). RPC payloads are **plain blittable fields — no `[GhostField]`**; store an op as a **byte**, not an enum (cross-assembly enum-Burst hazard, same one that de-Bursted `ProjectileClassificationSystem`). For a **single** shared target, resolve it as a **server singleton** — never put an `Entity` (not stable cross-world) in the command; only reach for a ghost-id+spawn-tick (`SpawnedGhostEntityMap`) when there are many targets (and that lookup may force the handler off Burst).
+- **Apply server-only RPC effects in the server `SimulationSystemGroup`, NOT the predicted loop** — the predicted loop re-runs on rollback and would double-apply. (Mutating a `DynamicBuffer` is not a structural change, so it's safe to do while iterating a *different* entity query, e.g. the RPC requests.)
+- **Build-grid math must be deterministic + integer-stable.** Corner-origin + center-returning + **half-open** cell bounds + `math.floor` (not truncation — negatives). Lock `CellSize`/`PlotSize` as a coordinate space once: M6 placement builds on it; changing them later invalidates placed structures. (`BaseGridMath`, unit-tested in EditMode like `PlayerSpawnMath`.)
+- **Runtime-spawn shared ghosts; don't bake them into the subscene.** A one-shot server spawner (mirrors `UpgradePickup`/`TrainingDummy`) keeps the subscene ghost-free and dodges the prespawn section-ack/CRC handshake. Do **not** add such a ghost to a connection's `LinkedEntityGroup` if it must survive that player's disconnect (the shared base is world-owned).
+- **Build a correctly-configured ghost prefab by duplicating an existing one** (`UpgradePickup.prefab` → `Storage.prefab`, then swap the authoring MonoBehaviour via `manage_prefabs modify_contents`) rather than hand-adding `GhostAuthoringComponent` — its ownerless/interpolated settings (`HasOwner=0`, `DefaultGhostMode=Interpolated`) + `LinkedEntityGroupAuthoring` come along for free.
+- **`execute_code` runs as a method body** — **no `using` directives** (they parse as statements → "Identifier expected"); fully-qualify every type (`Unity.Entities.World`, `ProjectM.Simulation.BaseAnchor`, …). Also: world flags overlap a shared `Game` bit, so identify worlds by `world.Name == "ServerWorld"/"ClientWorld"` rather than `(Flags & GameServer)`.
+- **An unfocused editor throttles Edit mode to near-idle** → MCP pings time out and the bridge looks hung (it still *queues* commands — `telemetry_ping` succeeds). `Application.runInBackground` only helps in **Play** mode. If it wedges, focus or restart the editor; don't pile `refresh_unity` calls onto a blocked main thread. Prefer `refresh_unity scope=scripts` for code-only changes (`scope=all force` is heavy and contributed to a mid-session hang).
+
## Bootstrap & worlds
- `ProjectM.Simulation.GameBootstrap : ClientServerBootstrap` → overrides `Initialize`, sets `AutoConnectPort = 7979` (in-editor auto-connect over IPC; set in M1 — was 0), calls `CreateDefaultClientServerWorlds()`. Entering Play Mode creates separate `ServerWorld` (`WorldFlags.GameServer`) and `ClientWorld` (`WorldFlags.GameClient`) — verified.
diff --git a/Docs/Vault/02_Game_Design/Systems_Index.md b/Docs/Vault/02_Game_Design/Systems_Index.md
index d421f77aa..64e141bf2 100644
--- a/Docs/Vault/02_Game_Design/Systems_Index.md
+++ b/Docs/Vault/02_Game_Design/Systems_Index.md
@@ -30,6 +30,12 @@ One design doc per gameplay system, linked here. Each should state: purpose, com
- **Systems:** `StatRecomputeSystem` (predicted, `[UpdateBefore]` Aim/Move; folds blob base + modifier buffer → `Effective*` **every tick** — rollback-correct); `AbilityFireSystem` rerouted (effective stats + prefab-by-id + snapshot-at-fire); `PlayerMoveSystem` → effective move; `UpgradePickupSpawnSystem` / `UpgradePickupSystem` (server; overlap-grant via `AppendToBuffer`); `DebugModifierInjectionSystem` (editor-only, server world); `HealthApplyDamageSystem` clamps to effective MaxHealth. Authoring: `AbilityDefinition`/`CharacterStatsDefinition` SOs + `AbilityDatabaseAuthoring` blob baker.
- **Netcode shape:** definitions = baked config (not replicated, identical both worlds); modifiers = **replicated ghost buffer** on the player → both worlds recompute identical effective stats (prediction-correct, validated under tick-batching); pickup = **interpolated** server-authoritative ghost. Status: **built + runtime-validated** (EditMode 38/38). Decisions: [[DR-004_M3_DataDriven_Abilities_Modifiers]].
+### M5 — Home base: base-layer + shared storage · [[2026-06-02_M5_HomeBase_BaseLayer]]
+
+- **Components** (`ProjectM.Simulation/HomeBase`): `BaseAnchor` (baked singleton — `AnchorPos`, `GridOrigin`, `CellSize`, `int2 GridDims`; flat/blittable, no entity refs); `BaseGridMath` (pure static — WorldToCell/CellToWorld/IsCellInPlot/IsPointInPlot/ClampCell/PlotCenter; corner-origin, center-returning, half-open, floor); `StorageEntry` (`[GhostField]` buffer — `ushort ItemId`, `int Count`); `SharedStorageContainer` (tag); `StorageSpawner` (baked singleton — prefab + `int2 Cell`); `StorageOpRequest` (`IRpcCommand` — byte Op/ItemId/Count) + `StorageOp` consts; `StorageMath` (deposit-merge / withdraw-clamp-drop, unit-tested).
+- **Systems:** `SharedStorageSpawnSystem` (server one-shot — instantiate the container ghost at `CellToWorld(cell)`, destroy spawner); `StorageOpReceiveSystem` (server `SimulationSystemGroup`, NOT predicted — apply the RPC to the singleton container's buffer via `StorageMath`); `StorageOpSendSystem` (client managed `SystemBase` — E/Q keyboard + editor-only `Deposit`/`Withdraw` statics → `StorageOpRequest` RPC). `GoInGameServerSystem` re-rooted onto `BaseGridMath.PlotCenter(BaseAnchor)` (with a `TryGetSingleton` fallback).
+- **Netcode shape:** base config = **baked, ghost-free, identical both worlds** (not replicated). Storage container = **ownerless interpolated** server-spawned ghost; its `StorageEntry` buffer is a `[GhostField]` (no `OwnerSendType`/`GhostOwner`) so server mutations replicate to all clients. Deposit/withdraw = **server-authoritative `IRpcCommand`** resolved against the single container singleton, applied outside the predicted loop (no rollback double-apply). Status: **built + runtime-validated** (server == client buffer; EditMode 62/62). Decisions: [[DR-008_M5_HomeBase_BaseLayer_Storage]]. M6 (grid placement) + M7 (production) build on `BaseGridMath` + the runtime-ghost-into-cell spawn path.
+
## Conventions
DOTS/ECS conventions live in repo `CLAUDE.md` and the `dots-dev` skill's `dots-conventions.md`. Don't duplicate volatile API details here — link to context7-derived notes instead.
\ No newline at end of file
diff --git a/Docs/Vault/06_Roadmap/Backlog.md b/Docs/Vault/06_Roadmap/Backlog.md
index 8ee3c26c9..b727be6ea 100644
--- a/Docs/Vault/06_Roadmap/Backlog.md
+++ b/Docs/Vault/06_Roadmap/Backlog.md
@@ -16,7 +16,7 @@ Unordered pool of candidate work. Promote to a [[Milestones|milestone]] when com
- [ ] Replace template `SampleScene` with a dedicated bootstrap scene + gameplay subscene.
- [ ] Optional template cleanup: remove `com.unity.visualscripting`, `Assets/TutorialInfo/`, `Assets/Readme.asset` (delete each asset **with** its `.meta`).
- [x] Decide **relay provider** before M4 — resolved: **Direct IP/LAN now, Unity Relay later** ([[DR-005_M4_Connection_Model_Direct_IP]], [[2026-06-01_M4_LAN_CoOp_And_Classification_Fix]]).
-- [ ] Decide home-base **grid 2D vs 3D** before M6 (build/placement).
+- [x] Decide home-base **grid 2D vs 3D** before M6 — resolved 2026-06-02: **planar single-level `int2` grid**, CellSize 1.0, 32×32 plot (full 3D/stacked deferred). Locked in `BaseGridMath` — [[DR-008_M5_HomeBase_BaseLayer_Storage]].
- [ ] Decide **production replication** (predicted vs server-only) before M7 (automation).
- [ ] **M2 follow-up — restart the editor to clear the corrupted Burst cache**, then confirm the console is clean on a warm play (no "not a known Burst entry point"). See [[2026-05-31_M2_Combat]] / [[DR-003_M2_Combat_Netcode_Architecture]].
- [ ] **M2 follow-up — live interactive fire test** (focused Play Mode: press Space / LMB / RT → predicted projectile + dummy HP drop). The server combat loop + replication are validated; the input→`AbilityFireSystem`→predicted-spawn→classification path is only validated structurally.
@@ -29,7 +29,11 @@ Unordered pool of candidate work. Promote to a [[Milestones|milestone]] when com
- [ ] **M3 follow-up — standalone-server debug modifier path** via `IRpcCommand` (current `DebugModifierInjectionSystem` is in-editor single-process only).
- [ ] **M3 follow-up — rate-limited turning** (`PlayerAimSystem` still snaps rotation; `EffectiveCharacterStats.TurnRate` is wired but unused).
- [ ] **M3 polish — pickup visuals** (primitive sphere/default material currently); pickup auto-grant feel (continuous overlap).
-- [ ] **M5 — base subscene streaming** (the other half of M5): persistent home-base subscene that streams in/out around players. Physics-in-prediction slice is done ([[DR-006_M5_Physics_In_Prediction]]).
+- [ ] **M5 follow-up — base/expedition subscene split + streaming (Option C)**: the persistent-space split the locked world design ultimately needs (`SceneSystem.LoadSceneAsync`/`UnloadScene`, per-world load on the listen-server, enter-expedition/return-to-base transition). Deferred to its own world-architecture milestone — M6/M7 only need the anchor + grid, now done ([[DR-008_M5_HomeBase_BaseLayer_Storage]]). The physics-in-prediction + base-layer slices of M5 are done ([[DR-006_M5_Physics_In_Prediction]], [[DR-008_M5_HomeBase_BaseLayer_Storage]]).
+- [ ] **M5 follow-up — shared-storage disk persistence** (host-only): runtime structures don't exist until M6, so nothing to save yet; add a thin per-record serialization slice (replayed through M6's placement path) after M6. `BaseAnchor`/`StorageEntry` are already flat/serialization-friendly.
+- [ ] **M5 follow-up — storage interaction polish**: proximity gate the deposit/withdraw (the container carries `HitRadius`); real item/UI model beyond the fixed test item; multi-writer ordering beyond first-come server apply.
+- [ ] **M5 follow-up — multi-client shared storage**: validate two clients see identical shared-storage buffer state (pairs with the deferred M5b multi-client interpolation + M4 two-build tests).
+- [ ] **M5 follow-up — home-base visuals**: only an editor plot-bounds gizmo + a placeholder primitive container today; real ground/walls/structures arrive with M6.
- [ ] ~~**M5 follow-up — same-tick movement**~~ — moot after M5b (the CC character runs in the predicted fixed-step group; M5's `PlayerMoveSystem` is deleted). See [[DR-007_M5b_Character_Controller_Package]].
- [ ] **M5b follow-up — multi-client CC interpolation validation**: live two-build / thin-client run to confirm remote-peer interpolation smoothness (predicted-only `CharacterInterpolation` variant is in; only single-client validated). Pairs with the deferred M4 real-LAN two-build test.
- [ ] **M5b follow-up — player-vs-player collision**: currently non-physical (`SimulateDynamicBody=false`); enable + handle masses if mutual push is wanted.
diff --git a/Docs/Vault/06_Roadmap/Milestones.md b/Docs/Vault/06_Roadmap/Milestones.md
index 199ae21b9..c77cba7a3 100644
--- a/Docs/Vault/06_Roadmap/Milestones.md
+++ b/Docs/Vault/06_Roadmap/Milestones.md
@@ -14,8 +14,8 @@ permalink: gamevault/06-roadmap/milestones
| **M1 — Player slice** | Server-spawned owner-predicted player; twin-stick WASD + directional aim | ✅ Done 2026-05-31 — runtime-validated on Unity 6.4.7 (connect→spawn→owner-predicted ghost→replication; EditMode 3/3). The 6.6 failure was environment-specific, see [[DR-002_Unity66_Alpha_Netcode_Transport]] — [[2026-05-30_M1_Player_Slice]] |
| **M2 — Combat** | Directional ability fire + deterministic soft auto-target; server-authoritative damage/health | ✅ Done 2026-05-31 — runtime-validated on 6.4.7: input→fire→**predicted projectile**→**swept hit**→server damage→`Health` `[GhostField]` replicated server→client; movement + fire confirmed live; EditMode 22/22. Predicted-projectile + server auto-target + non-Burst classifier — [[DR-003_M2_Combat_Netcode_Architecture]], [[2026-05-31_M2_Combat]]. (Projectile ghost-map errors were later root-caused to a `[ReadOnly]`-write in `ProjectileClassificationSystem` — fixed 2026-06-01, see [[2026-06-01_M4_LAN_CoOp_And_Classification_Fix]] — NOT two-editor tick-batching as first thought.) |
| **M3 — Data-driven abilities & modifiers** | Ability **and** character stats authored in ScriptableObjects, baked to DOTS **blob assets**; runtime **flat + % modifier** stacks (upgrades/buffs) → effective stats, server-authoritative + prediction-correct. Pattern slice: refactor the current projectile ability + 1–2 sample abilities onto the data model. | ✅ Done 2026-05-31 — runtime-validated on 6.4.7: blob DB baked into both worlds; data-driven base + replicated `StatModifier` ghost buffer → **identical effective stats on server & owner-predicted client** (held under tick-batching); data-only ability swap; real pickup grant; EditMode 38/38. Blob DB + replicated modifier buffer + every-tick effective recompute — [[DR-004_M3_DataDriven_Abilities_Modifiers]], [[2026-05-31_M3_Data_Driven_Abilities]]. |
-| **M4 — Co-op** | 2–4 players; client-hosted listen-server (Direct IP/LAN now, Unity Relay later) | 🚧 In progress 2026-06-01 — **LAN slice done + runtime-validated**: no-auto-connect `ConnectionConfig` + request-component host/join, editor auto-host + thin clients, deterministic ring spawn; 3 clients (1 real + 2 thin) connect→spawn (distinct slots)→replicate→clean disconnect; `ConnectionUI` for builds; EditMode 45/45. **Unity Relay + real two-build LAN join deferred** — [[DR-005_M4_Connection_Model_Direct_IP]], [[2026-06-01_M4_LAN_CoOp_And_Classification_Fix]]. |
-| **M5 — Home base + physics** | Persistent base subscene streaming + Unity Physics in the predicted loop | 🚧 In progress 2026-06-01 — **physics-in-prediction slice done + runtime-validated** on 6.4.7: player is a velocity-driven dynamic Unity Physics body in the predicted loop (built-in `CapsuleCollider`+`Rigidbody` bake; `PhysicsVelocity` auto-replicated), collides with baked static walls (stops at the surface, no tunnel/climb-over), planar-pinned, **server == client** with no desync; EditMode 51/51. **Base subscene streaming deferred** to a later pass — [[DR-006_M5_Physics_In_Prediction]], [[2026-06-01_M5_Physics_In_Prediction]]. **M5b (same day): player movement re-founded on the Unity Character Controller package** (`com.unity.charactercontroller` 1.4.2) — kinematic collide-and-slide, owner-predicted, data-driven speed; replaces the dynamic-Rigidbody mover (keeps the DR-006 predicted-physics infra). Runtime-validated (collide-and-slide, planar, server==client, CharacterInterpolation predicted-only); EditMode 47/47 — [[DR-007_M5b_Character_Controller_Package]], [[2026-06-01_M5b_Character_Controller]]. |
+| **M4 — Co-op** | 2–4 players; client-hosted listen-server (Direct IP/LAN now, Unity Relay later) | ✅ Done 2026-06-02 — **LAN slice + multi-client validated**: no-auto-connect `ConnectionConfig` + request-component host/join, editor auto-host + thin clients, deterministic ring spawn; 3 clients (1 real + 2 thin) connect→spawn (distinct slots)→replicate→clean disconnect; `ConnectionUI` for builds; EditMode 45/45. **Two controllable characters in-game confirmed 2026-06-02 via Unity Multiplayer Play Mode** (extra virtual player; full connection handshake not exercised end-to-end, but in-scene co-op looks good). **Unity Relay + real two-build LAN join deferred** — [[DR-005_M4_Connection_Model_Direct_IP]], [[2026-06-01_M4_LAN_CoOp_And_Classification_Fix]]. |
+| **M5 — Home base + physics** | Persistent base subscene streaming + Unity Physics in the predicted loop | 🚧 In progress 2026-06-01 — **physics-in-prediction slice done + runtime-validated** on 6.4.7: player is a velocity-driven dynamic Unity Physics body in the predicted loop (built-in `CapsuleCollider`+`Rigidbody` bake; `PhysicsVelocity` auto-replicated), collides with baked static walls (stops at the surface, no tunnel/climb-over), planar-pinned, **server == client** with no desync; EditMode 51/51. **Base subscene streaming deferred** to a later pass — [[DR-006_M5_Physics_In_Prediction]], [[2026-06-01_M5_Physics_In_Prediction]]. **M5b (same day): player movement re-founded on the Unity Character Controller package** (`com.unity.charactercontroller` 1.4.2) — kinematic collide-and-slide, owner-predicted, data-driven speed; replaces the dynamic-Rigidbody mover (keeps the DR-006 predicted-physics infra). Runtime-validated (collide-and-slide, planar, server==client, CharacterInterpolation predicted-only); EditMode 47/47 — [[DR-007_M5b_Character_Controller_Package]], [[2026-06-01_M5b_Character_Controller]]. **Base-layer done 2026-06-02 + runtime-validated:** home base = baked ghost-free `BaseAnchor` + locked deterministic planar build-grid (`BaseGridMath`, 1.0u × 32²; M6 builds on it) + player spawn re-rooted onto the anchor + one **shared-storage ghost** (ownerless interpolated; deposit/withdraw via server-authoritative `IRpcCommand`; **server == client** buffer). EditMode 62/62. **Subscene split (base/expedition) + disk persistence still deferred** — [[DR-008_M5_HomeBase_BaseLayer_Storage]], [[2026-06-02_M5_HomeBase_BaseLayer]]. |
| **M6 — Build/placement** | Server-authoritative grid build placement via RPC | ⬜ |
| **M7 — Automation** | Self-running tick-based production chains (deterministic offline catch-up) | ⬜ |
diff --git a/Docs/Vault/07_Sessions/2026/2026-06-02_M5_HomeBase_BaseLayer.md b/Docs/Vault/07_Sessions/2026/2026-06-02_M5_HomeBase_BaseLayer.md
new file mode 100644
index 000000000..7d658cf67
--- /dev/null
+++ b/Docs/Vault/07_Sessions/2026/2026-06-02_M5_HomeBase_BaseLayer.md
@@ -0,0 +1,52 @@
+---
+date: 2026-06-02
+type: session
+tags: [session, dots, netcode, home-base, rpc, ghost, m5, m4]
+permalink: gamevault/07-sessions/2026/2026-06-02-m5-homebase-baselayer
+---
+
+# Session 2026-06-02 — M5: home-base base-layer + shared storage
+
+## Goal
+
+Close out M4 and take the next milestone via `/dots-dev`. Operator closed **M4** (multi-client co-op validated via Unity **Multiplayer Play Mode** — two controllable characters in-scene; full handshake not exercised end-to-end, Relay still deferred). For **M5**, clarified what "home base" means for this game and built the operator-chosen **Option B**: a fixed Base Anchor + planar build-grid coordinate space + spawn re-root, **plus** one shared storage container ghost (deposit/withdraw via RPC). Locked in [[DR-008_M5_HomeBase_BaseLayer_Storage]].
+
+## Process
+
+- **Scoping research workflow** (4 parallel readers → synthesis): design/genre meaning, DOTS/Netcode subscene+streaming feasibility, codebase scene state, persistence/world-arch → a grounded "home base" definition + 3 scoped options (A/B/C). Operator picked **B**; grid **1.0u × 32²** planar; storage = **(itemId, count)**; persistence = in-session only (no disk); one shared base; manifest reconcile folded in.
+- **Design/verify workflow** (3 parallel → I synthesized the plan): extracted exact in-repo templates (RPC `GoInGameRequest`, `StatModifier` ghost buffer, `UpgradePickup` server-spawned interpolated ghost, ring spawn, baked-singleton bakers); **context7 was unreachable** so Netcode 1.13.2 shapes were verified by reflection on the installed assemblies + the project's own proven usages; locked the deterministic grid math.
+- **Implementation** (sequential via MCP `create_script`/`apply_text_edits` — single editor, domain-reload-ordered; NOT a parallel swarm): components+math → tests → server systems+spawn re-root → client send → authoring → prefab/subscene wiring → runtime validation.
+
+## Done
+
+- **New (`ProjectM.Simulation/HomeBase`):** `BaseAnchor`; `BaseGridMath` (WorldToCell/CellToWorld/IsCellInPlot/IsPointInPlot/ClampCell/PlotCenter — corner-origin, center-returning, half-open, floor); `StorageEntry` (`[GhostField]` buffer, ownerless); `SharedStorageContainer` tag; `StorageSpawner`; `StorageOpRequest` + `StorageOp` byte consts; `StorageMath` (deposit-merge / withdraw-clamp-drop).
+- **New (`ProjectM.Server/HomeBase`):** `SharedStorageSpawnSystem` (one-shot, spawns the container ghost at `CellToWorld(cell)`); `StorageOpReceiveSystem` (server RPC apply via `StorageMath`, singleton container, outside the predicted loop).
+- **New (`ProjectM.Client/HomeBase`):** `StorageOpSendSystem` (managed `SystemBase`; E/Q keyboard edge + editor-only `Deposit`/`Withdraw` statics → `StorageOpRequest` RPC to the server connection).
+- **New (`ProjectM.Authoring/HomeBase`):** `BaseAnchorAuthoring` (bakes `BaseAnchor` from the GameObject position + plot gizmo); `SharedStorageContainerAuthoring`; `StorageSpawnerAuthoring`.
+- **Modified:** `GoInGameServerSystem` — spawn ring re-rooted on `BaseGridMath.PlotCenter(BaseAnchor)` with a `TryGetSingleton` fallback. `Packages/manifest.json` — stale 6.6-era pins reconciled to the resolved 6.4.7 lock.
+- **Assets:** `Storage.prefab` (duplicated from `UpgradePickup.prefab` → swapped to `SharedStorageContainerAuthoring`, kept the ownerless-interpolated `GhostAuthoringComponent`). `Gameplay.unity` subscene — added `BaseAnchor` (at (0,1,0)) + `StorageSpawner` (→ Storage.prefab, cell (19,19)) authoring GameObjects.
+- **Tests:** `BaseGridMathTests` (7) + `StorageMathTests` (8). **EditMode 62/62.**
+
+## Validation
+
+- **EditMode 62/62 green** (+15 vs M5b's 47).
+- **Runtime (single in-editor client, 6.4.7):** `BaseAnchor` baked **identically into both worlds**; player **spawn re-rooted** onto the anchor (spawned at (2.5,1,0)); storage ghost **server-spawned + replicated** to the client at (3.5,1,3.5) = `CellToWorld(19,19)`; **deposit (1×5, 2×3)** then **withdraw (decrement + clamp + drop-empty)** → **server == client buffer** every time, driven through the real RPC→server→replication path; RPCs survived the tick-batching artifact. Console clean of code/Burst/ghost/RPC errors — only the known unfocused-editor tick-batching warning.
+
+## Decisions
+- [[DR-008_M5_HomeBase_BaseLayer_Storage]] — home base = baked ghost-free `BaseAnchor` + locked deterministic `BaseGridMath` grid (M6 builds on it) + spawn re-root + one ownerless-interpolated shared-storage ghost mutated by a server-authoritative RPC (singleton-resolved, byte op, outside the predicted loop). Streaming + disk persistence deferred.
+
+## Diagnosis notes (for future me)
+- **`execute_code` runs as a method body** — no `using` directives allowed (they parse as statements → "Identifier expected"); **fully-qualify** all types (`Unity.Entities.World`, `ProjectM.Simulation.BaseAnchor`, …).
+- **Ownerless interpolated ghost ≠ owner-predicted ghost for buffer replication:** a server-spawned ownerless chest needs **no `OwnerSendType`/`GhostOwner`** — `[GhostField]` alone replicates server mutations to all. `OwnerSendType.All` (per `StatModifier`) is only for the predicting *owner* to recompute.
+- **RPC > predicted InputEvent for one-off shared-state actions:** reliable delivery meant deposit/withdraw landed even while the editor tick-batched (the M2 one-shot `Fire` InputEvent drops under batching).
+- **The editor hung mid-session** (unresponsive bridge: queued commands accepted, pings unanswered) while unfocused — Edit-mode throttles to near-idle when the window lacks OS focus (`Application.runInBackground` only helps in Play mode). Operator **restarted the editor**; it recovered clean. Avoid piling `refresh_unity` calls onto a blocked main thread; wait or ask to focus/restart.
+- **`scope=all force` refresh is heavy** — fine on a fresh editor, but it (plus an unfocused throttle) likely contributed to the hang. Prefer `scope=scripts` for code-only changes.
+
+## Open / deferred
+- **Option C** (base/expedition subscene split + async `SceneSystem` streaming) — own world-architecture milestone; M6/M7 don't need it.
+- **Disk persistence** — nothing to save until M6 produces structures; thin host-only slice afterward.
+- **Storage polish** — proximity gate (container has `HitRadius`), real item/UI model, multi-writer ordering beyond first-come.
+- **Multi-client storage** — validate two clients see identical shared state (pairs with the deferred M5b multi-client interpolation + M4 two-build tests).
+
+## Next
+Begin **M6 — server-authoritative grid build placement via RPC**, reusing `BaseGridMath` (legality + snap) and the runtime-ghost-into-base-cell spawn path from this slice.
diff --git a/Docs/Vault/07_Sessions/_Decisions/DR-008_M5_HomeBase_BaseLayer_Storage.md b/Docs/Vault/07_Sessions/_Decisions/DR-008_M5_HomeBase_BaseLayer_Storage.md
new file mode 100644
index 000000000..0a57ea2f6
--- /dev/null
+++ b/Docs/Vault/07_Sessions/_Decisions/DR-008_M5_HomeBase_BaseLayer_Storage.md
@@ -0,0 +1,45 @@
+---
+id: DR-008
+title: M5 — Home-base base-layer (BaseAnchor + build grid) + shared storage container
+status: accepted
+date: 2026-06-02
+tags:
+- decision
+- netcode
+- home-base
+- rpc
+- ghost
+- m5
+permalink: gamevault/07-sessions/decisions/dr-008-m5-homebase-baselayer-storage
+---
+
+# DR-008 — M5 Home-base base-layer + shared storage (Option B)
+
+## Context
+
+M5's physics half (predicted physics [[DR-006_M5_Physics_In_Prediction]] + Character Controller [[DR-007_M5b_Character_Controller_Package]]) was done; the remaining half — sketched loosely as "persistent home-base subscene that streams in/out" — needed its meaning pinned down. A read-only research workflow grounded "home base" in the [[Pillars]] (co-op ARPG + V Rising-style shared persistent buildable base + Factorio automation; base vs instanced expeditions) and produced three scoped options: **A** anchor + claimed plot + build-grid config + spawn re-root; **B** = A + one shared-storage ghost; **C** = A + base/expedition subscene split + async streaming. The operator chose **Option B** with: planar `int2` build grid, **CellSize 1.0**, **32×32** plot; storage items as **(itemId, count)** pairs; in-session ("survives logout") persistence only — **no disk save/load**; one **shared** world-owned base. Subscene split + streaming (**C**) explicitly deferred — M6/M7 need only the anchor + grid, not streaming.
+
+## Decision
+
+1. **Home base = a baked, ghost-free config singleton + one runtime shared-storage ghost — NOT a building/save/streaming system.** `BaseAnchor` (`IComponentData`, flat/blittable, no entity refs) carries `AnchorPos`, `GridOrigin` (min-XZ corner of cell (0,0)), `CellSize`, `GridDims`. Baked into the gameplay subscene via `BaseAnchorAuthoring` (`TransformUsageFlags.None`; reads the GameObject position as `AnchorPos`, derives `GridOrigin` centered on it). Present identically in both worlds (baked, not replicated) — the same pattern as `PlayerSpawner`/`AbilityDatabase`/`NetCodePhysicsConfig`.
+2. **`BaseGridMath` is the locked, deterministic, unit-tested coordinate space M6 builds on.** Corner-origin, center-returning, **half-open** cell bounds, `math.floor` world→cell (negative-correct). `WorldToCell`/`CellToWorld`/`IsCellInPlot`/`IsPointInPlot`/`ClampCell`/`PlotCenter`. M6's server placement handler will call `IsPointInPlot` (legality) + `CellToWorld` (snap) directly. **CellSize/PlotSize are treated as a locked coordinate space** — changing them after M6 builds invalidates placement.
+3. **Spawn is re-rooted onto the anchor.** `GoInGameServerSystem` now uses `BaseGridMath.PlotCenter(BaseAnchor)` as the ring center when the anchor singleton is present, falling back to `PlayerSpawner.SpawnPoint` if the base subscene hasn't streamed in yet (`SystemAPI.TryGetSingleton`). Ring radius/slots stay on `PlayerSpawner`. (Anchor placed at the existing spawn plane (0,1,0) so the re-root is behaviour-preserving.)
+4. **Shared storage = an ownerless INTERPOLATED ghost with a replicated `[GhostField]` buffer.** `StorageEntry` (`IBufferElementData`, `[GhostField] ushort ItemId` + `int Count`, `[InternalBufferCapacity(16)]`) on a `SharedStorageContainer`-tagged ghost. The container is **ownerless** → **no `OwnerSendType`, no `GhostOwner`** (those are only for owner-predicted ghosts like the player's `StatModifier` buffer); server mutations auto-replicate to all clients. The container is **server-spawned at runtime** (one-shot `SharedStorageSpawnSystem` reads a baked `StorageSpawner` + `BaseAnchor`, instantiates the ghost prefab at `CellToWorld(cell)`, destroys the spawner) — NOT baked into the subscene (keeps the subscene ghost-free, dodges the prespawn section-ack handshake). It is **not** added to any connection's `LinkedEntityGroup`, so it survives player disconnects.
+5. **Deposit/withdraw = an `IRpcCommand`, applied server-authoritatively outside the predicted loop.** `StorageOpRequest { byte Op; ushort ItemId; int Count }` — a one-off action, so an RPC, not a per-tick predicted input. **Op is a byte** (not an enum) to keep the generated serializer trivial / dodge the cross-assembly enum-Burst hazard; **plain blittable fields, no `[GhostField]`** (RPC payloads auto-serialize). **No target entity is carried** — M5 has a single shared container the server resolves as a **singleton** (entity refs aren't stable cross-world; this avoids the ghost-id+spawn-tick `SpawnedGhostEntityMap` lookup, which also keeps the handler Burst-clean). `StorageOpReceiveSystem` runs in the server `SimulationSystemGroup` (NOT the prediction loop → no rollback double-apply), applies via the pure `StorageMath.Deposit/Withdraw`, and destroys the request. `StorageOpSendSystem` (client, managed `SystemBase`) sends on a keyboard edge (E/Q, fully-qualified Input System to dodge the `PlayerInput` name collision) or an editor-only static (`Deposit`/`Withdraw`) for headless validation.
+
+## Consequences
+
+- **Validated at runtime on 6.4.7 (single in-editor client).** `BaseAnchor` baked identically into **both** worlds (AnchorPos (0,1,0), GridOrigin (-16,1,-16), 1.0u × 32²). Player **spawn re-rooted** onto the anchor → spawned at (2.5,1,0) (PlotCenter + ring slot 0). Storage ghost **server-spawned and replicated to the client** at (3.5,1,3.5) = `CellToWorld(cell 19,19)`. **Deposit** (1×5, 2×3) and **Withdraw** (decrement + clamp-to-available + drop-empty-row) applied server-side and replicated — **server == client buffer** in every case. The RPCs propagated correctly **despite the in-editor tick-batching artifact** (RPCs are reliable, unlike the one-shot `Fire` InputEvent that can drop under batching). EditMode **62/62** (+15: 7 `BaseGridMath`, 8 `StorageMath`). Console clean of code/Burst/ghost/RPC errors — only the known unfocused-editor tick-batching warning.
+- **Foundation for M6/M7.** M6 grid placement reuses `BaseGridMath` (legality + snap) and the runtime-ghost-into-base-cell spawn path verbatim; M7 production machines generalise `StorageEntry` into input/output buffers + a server tick. The flat, entity-ref-free `BaseAnchor`/`StorageEntry` shapes are serialization-ready for the deferred disk-persistence slice.
+- **No new asmdefs.** Everything fits the existing Simulation/Server/Client/Authoring split; all needed references (`Unity.NetCode`, `Unity.Physics`, `Unity.Transforms`) were already declared. New code lives under `…/HomeBase/` in each assembly.
+- **Housekeeping:** stale `manifest.json` pins from the brief 6.6 upgrade (entities/entities.graphics 6.5.0, URP 17.6.0, test-framework 1.8.0, ugui 2.6.0, multiplayer.center 2.0.0) **reconciled to the resolved 6.4.7 lock** (a no-op re-resolve; lock unchanged, console clean) — closes the [[CLAUDE]] pending-reconcile TODO.
+
+## Open / deferred
+
+- **Base/expedition subscene split + async streaming (Option C)** — the persistent-space split the locked world design ultimately needs (`SceneSystem.LoadSceneAsync`/`UnloadScene`, per-world load on the listen-server). Deferred to its own world-architecture milestone; M6/M7 don't depend on it.
+- **Disk persistence** — runtime structures don't exist until M6, so there's nothing to save yet. A thin host-only per-structure serialization slice (replayed through M6's placement path) comes after M6.
+- **Storage interaction polish** — deposit/withdraw is non-proximity-gated and uses a fixed test item; add an interact-range check (the container carries `HitRadius`) and a real item/UI model later. Multi-writer ordering is currently first-come server apply (fine for the prototype).
+- **Plot footprint / base visuals** — only an editor gizmo (plot bounds) + a placeholder primitive container; real ground/walls/structures arrive with M6.
+- **Multi-client storage** — validated single-client; a live two-build / Multiplayer-Play-Mode check that two clients see identical shared-storage state pairs with the deferred M5b multi-client interpolation test.
+
+Mirrors the server-authoritative + deterministic + co-op pillars from [[Pillars]]. Builds on [[DR-006_M5_Physics_In_Prediction]] / [[DR-007_M5b_Character_Controller_Package]] (kept infra), [[DR-005_M4_Connection_Model_Direct_IP]] (spawn/co-op), [[DR-004_M3_DataDriven_Abilities_Modifiers]] (the replicated-buffer + byte-enum patterns reused here).
diff --git a/Packages/manifest.json b/Packages/manifest.json
index 43aa55e69..912e95faf 100644
--- a/Packages/manifest.json
+++ b/Packages/manifest.json
@@ -5,22 +5,22 @@
"com.unity.charactercontroller": "1.4.2",
"com.unity.cinemachine": "3.1.6",
"com.unity.collab-proxy": "2.12.4",
- "com.unity.entities": "6.5.0",
- "com.unity.entities.graphics": "6.5.0",
+ "com.unity.entities": "6.4.0",
+ "com.unity.entities.graphics": "6.4.0",
"com.unity.ide.rider": "3.0.40",
"com.unity.ide.visualstudio": "2.0.27",
"com.unity.inputsystem": "1.19.0",
- "com.unity.multiplayer.center": "2.0.0",
+ "com.unity.multiplayer.center": "1.0.1",
"com.unity.multiplayer.playmode": "2.0.2",
"com.unity.multiplayer.tools": "2.2.8",
"com.unity.netcode": "1.13.2",
"com.unity.physics": "1.4.6",
"com.unity.probuilder": "6.0.9",
- "com.unity.render-pipelines.universal": "17.6.0",
+ "com.unity.render-pipelines.universal": "17.4.0",
"com.unity.services.multiplayer": "2.1.3",
- "com.unity.test-framework": "1.8.0",
+ "com.unity.test-framework": "1.6.0",
"com.unity.timeline": "1.8.12",
- "com.unity.ugui": "2.6.0",
+ "com.unity.ugui": "2.0.0",
"com.unity.visualeffectgraph": "17.4.0",
"com.unity.visualscripting": "1.9.11",
"com.unity.modules.accessibility": "1.0.0",