From dd0064c37725ca71ddff5d604f6f6bbf2591aa20 Mon Sep 17 00:00:00 2001 From: Luis Gonzalez Date: Tue, 2 Jun 2026 18:28:23 -0700 Subject: [PATCH] Init Homebase --- Assets/_Project/Prefabs/Storage.prefab | 146 ++++ Assets/_Project/Prefabs/Storage.prefab.meta | 7 + .../_Project/Scripts/Authoring/HomeBase.meta | 8 + .../Authoring/HomeBase/BaseAnchorAuthoring.cs | 61 ++ .../HomeBase/BaseAnchorAuthoring.cs.meta | 2 + .../SharedStorageContainerAuthoring.cs | 32 + .../SharedStorageContainerAuthoring.cs.meta | 2 + .../HomeBase/StorageSpawnerAuthoring.cs | 38 + .../HomeBase/StorageSpawnerAuthoring.cs.meta | 2 + Assets/_Project/Scripts/Client/HomeBase.meta | 8 + .../Client/HomeBase/StorageOpSendSystem.cs | 76 ++ .../HomeBase/StorageOpSendSystem.cs.meta | 2 + .../Server/Connection/GoInGameServerSystem.cs | 8 +- Assets/_Project/Scripts/Server/HomeBase.meta | 8 + .../HomeBase/SharedStorageSpawnSystem.cs | 51 ++ .../HomeBase/SharedStorageSpawnSystem.cs.meta | 2 + .../Server/HomeBase/StorageOpReceiveSystem.cs | 54 ++ .../HomeBase/StorageOpReceiveSystem.cs.meta | 2 + .../_Project/Scripts/Simulation/HomeBase.meta | 8 + .../Scripts/Simulation/HomeBase/BaseAnchor.cs | 27 + .../Simulation/HomeBase/BaseAnchor.cs.meta | 2 + .../Simulation/HomeBase/BaseGridMath.cs | 54 ++ .../Simulation/HomeBase/BaseGridMath.cs.meta | 2 + .../HomeBase/SharedStorageContainer.cs | 12 + .../HomeBase/SharedStorageContainer.cs.meta | 2 + .../Simulation/HomeBase/StorageEntry.cs | 23 + .../Simulation/HomeBase/StorageEntry.cs.meta | 2 + .../Simulation/HomeBase/StorageMath.cs | 62 ++ .../Simulation/HomeBase/StorageMath.cs.meta | 2 + .../Simulation/HomeBase/StorageOpRequest.cs | 33 + .../HomeBase/StorageOpRequest.cs.meta | 2 + .../Simulation/HomeBase/StorageSpawner.cs | 20 + .../HomeBase/StorageSpawner.cs.meta | 2 + Assets/_Project/Subscenes/Gameplay.unity | 94 +++ .../Tests/EditMode/BaseGridMathTests.cs | 113 +++ .../Tests/EditMode/BaseGridMathTests.cs.meta | 2 + .../Tests/EditMode/StorageMathTests.cs | 141 ++++ .../Tests/EditMode/StorageMathTests.cs.meta | 2 + Assets/_Recovery.meta | 8 + Assets/_Recovery/0.unity | 677 ++++++++++++++++++ Assets/_Recovery/0.unity.meta | 7 + CLAUDE.md | 13 +- Docs/Vault/02_Game_Design/Systems_Index.md | 6 + Docs/Vault/06_Roadmap/Backlog.md | 8 +- Docs/Vault/06_Roadmap/Milestones.md | 4 +- .../2026/2026-06-02_M5_HomeBase_BaseLayer.md | 52 ++ .../DR-008_M5_HomeBase_BaseLayer_Storage.md | 45 ++ Packages/manifest.json | 12 +- 48 files changed, 1934 insertions(+), 12 deletions(-) create mode 100644 Assets/_Project/Prefabs/Storage.prefab create mode 100644 Assets/_Project/Prefabs/Storage.prefab.meta create mode 100644 Assets/_Project/Scripts/Authoring/HomeBase.meta create mode 100644 Assets/_Project/Scripts/Authoring/HomeBase/BaseAnchorAuthoring.cs create mode 100644 Assets/_Project/Scripts/Authoring/HomeBase/BaseAnchorAuthoring.cs.meta create mode 100644 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Assets/_Project/Scripts/Server/HomeBase/StorageOpReceiveSystem.cs.meta create mode 100644 Assets/_Project/Scripts/Simulation/HomeBase.meta create mode 100644 Assets/_Project/Scripts/Simulation/HomeBase/BaseAnchor.cs create mode 100644 Assets/_Project/Scripts/Simulation/HomeBase/BaseAnchor.cs.meta create mode 100644 Assets/_Project/Scripts/Simulation/HomeBase/BaseGridMath.cs create mode 100644 Assets/_Project/Scripts/Simulation/HomeBase/BaseGridMath.cs.meta create mode 100644 Assets/_Project/Scripts/Simulation/HomeBase/SharedStorageContainer.cs create mode 100644 Assets/_Project/Scripts/Simulation/HomeBase/SharedStorageContainer.cs.meta create mode 100644 Assets/_Project/Scripts/Simulation/HomeBase/StorageEntry.cs create mode 100644 Assets/_Project/Scripts/Simulation/HomeBase/StorageEntry.cs.meta create mode 100644 Assets/_Project/Scripts/Simulation/HomeBase/StorageMath.cs create mode 100644 Assets/_Project/Scripts/Simulation/HomeBase/StorageMath.cs.meta create mode 100644 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userData: + assetBundleName: + assetBundleVariant: 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 @@ +fileFormatVersion: 2 +guid: 6928b42621b979b478f0ae236c575df8 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: 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 @@ +fileFormatVersion: 2 +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: [] m_Father: {fileID: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} +--- !u!1 &874705786 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - component: {fileID: 874705788} + - component: {fileID: 874705787} + m_Layer: 0 + m_Name: BaseAnchor + m_TagString: Untagged + m_Icon: {fileID: 0} + m_NavMeshLayer: 0 + m_StaticEditorFlags: 0 + m_IsActive: 1 +--- !u!114 &874705787 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 874705786} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 4b53184727e358b4eb27f68ae25504d8, type: 3} + m_Name: + m_EditorClassIdentifier: ProjectM.Authoring::ProjectM.Authoring.BaseAnchorAuthoring + CellSize: 1 + PlotSize: 32 +--- !u!4 &874705788 +Transform: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 874705786} + serializedVersion: 2 + m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} + m_LocalPosition: {x: 0, y: 1, z: 0} + m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 + m_Children: [] + m_Father: {fileID: 0} + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!1 &1379903944 GameObject: m_ObjectHideFlags: 0 @@ -585,6 +631,52 @@ Transform: m_Children: [] m_Father: {fileID: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} +--- !u!1 &1930969065 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - component: {fileID: 1930969067} + - component: {fileID: 1930969066} + m_Layer: 0 + m_Name: StorageSpawner + m_TagString: Untagged + m_Icon: {fileID: 0} + m_NavMeshLayer: 0 + m_StaticEditorFlags: 0 + m_IsActive: 1 +--- !u!114 &1930969066 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 1930969065} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 968b8c85b6f69ae438e56cb1f19a2450, type: 3} + m_Name: + m_EditorClassIdentifier: ProjectM.Authoring::ProjectM.Authoring.StorageSpawnerAuthoring + ContainerPrefab: {fileID: 3885353946372160549, guid: 6636e906a2ac46345889f5517658be67, type: 3} + Cell: {x: 19, y: 19} +--- !u!4 &1930969067 +Transform: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 1930969065} + serializedVersion: 2 + m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} + m_LocalPosition: {x: 0, y: 1, z: 0} + m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 + m_Children: [] + m_Father: {fileID: 0} + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!1 &1936735558 GameObject: m_ObjectHideFlags: 0 @@ -758,3 +850,5 @@ SceneRoots: - {fileID: 1694504175} - {fileID: 1936735562} - {fileID: 691660676} + - {fileID: 874705788} + - {fileID: 1930969067} 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 @@ +fileFormatVersion: 2 +guid: 7f08a78b99fcf9948987cc3202bfc0b0 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Recovery/0.unity b/Assets/_Recovery/0.unity new file mode 100644 index 000000000..d57490277 --- /dev/null +++ b/Assets/_Recovery/0.unity @@ -0,0 +1,677 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!29 &1 +OcclusionCullingSettings: + m_ObjectHideFlags: 0 + 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000000000..dcfff1aee --- /dev/null +++ b/Assets/_Recovery/0.unity.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 071c9bf7daa2eb64fb15fde7c69bbe4b +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: 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",