Co-Op Layer
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using Unity.Collections;
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using Unity.Entities;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Connection intent for the M4 LAN host/join flow. Lives in Simulation so both the server and
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/// client worlds can read it. A UI (<c>ConnectionUI</c>) — or, in the editor, the auto-host system —
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/// writes the desired <see cref="Mode"/> + endpoint and sets <see cref="Requested"/> true; the
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/// per-world ConnectionControlSystem turns it into a netcode <c>NetworkStreamRequestListen</c> /
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/// <c>NetworkStreamRequestConnect</c> and clears <see cref="Requested"/>. Direct IP/LAN only for now —
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/// Unity Relay is deferred to a later pass. Created per-world as a singleton.
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/// </summary>
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public enum ConnectionMode : byte
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{
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None,
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Host,
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Join,
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}
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public struct ConnectionConfig : IComponentData
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{
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/// <summary>What to do with this world's network stream.</summary>
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public ConnectionMode Mode;
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/// <summary>Dotted IPv4 to connect to (Join). Ignored for Host (binds AnyIpv4).</summary>
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public FixedString64Bytes Address;
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/// <summary>Listen/connect port.</summary>
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public ushort Port;
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/// <summary>Set true to request the control system act on Mode this frame; it clears the flag.</summary>
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public bool Requested;
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}
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}
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fileFormatVersion: 2
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guid: 85356726c8f524aebb6cc93336fa09dd
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@@ -0,0 +1,35 @@
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#if UNITY_EDITOR
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using Unity.Entities;
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using Unity.NetCode;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// EDITOR-ONLY dev convenience for the M4 LAN flow. With auto-connect disabled in <c>GameBootstrap</c>,
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/// this seeds a <see cref="ConnectionConfig"/> in each world on its first update so entering Play "just
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/// works" multi-client: the server world hosts on loopback and every client / thin-client world joins
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/// it — reproducing the old single-key playflow but for N players. Runs once per world then disables
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/// itself, and skips seeding if a <see cref="ConnectionConfig"/> already exists (e.g. set by
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/// ConnectionUI). Does not exist in player builds.
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/// </summary>
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation | WorldSystemFilterFlags.ClientSimulation | WorldSystemFilterFlags.ThinClientSimulation)]
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public partial struct EditorAutoHostSystem : ISystem
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{
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public void OnUpdate(ref SystemState state)
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{
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state.Enabled = false; // run exactly once per world
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if (SystemAPI.HasSingleton<ConnectionConfig>())
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return;
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const ushort port = 7979;
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var cfg = state.WorldUnmanaged.IsServer()
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? new ConnectionConfig { Mode = ConnectionMode.Host, Address = "127.0.0.1", Port = port, Requested = true }
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: new ConnectionConfig { Mode = ConnectionMode.Join, Address = "127.0.0.1", Port = port, Requested = true };
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var e = state.EntityManager.CreateEntity();
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state.EntityManager.AddComponentData(e, cfg);
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}
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}
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}
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#endif
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 642fc5c4d71654becba10814a2d08e92
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@@ -5,21 +5,24 @@ using UnityEngine.Scripting;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Custom Netcode for Entities bootstrap. Subclassing <see cref="ClientServerBootstrap"/>
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/// gives an explicit hook to customize world creation, tick rate, and auto-connect.
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/// For now it reproduces the default behavior: create separate client and server worlds
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/// based on the Multiplayer PlayMode Tools settings, without auto-connecting.
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/// Custom Netcode for Entities bootstrap. Subclassing <see cref="ClientServerBootstrap"/> gives an
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/// explicit hook to customize world creation, tick rate, and connection.
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/// <para>
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/// M4 (LAN co-op): auto-connect is DISABLED (<see cref="ClientServerBootstrap.AutoConnectPort"/> = 0).
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/// Listening/connecting is driven explicitly via the <see cref="ConnectionConfig"/> singleton and the
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/// per-world ConnectionControlSystems — from <c>ConnectionUI</c> (Host / Join + IP) in player builds,
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/// or from the editor-only <c>EditorAutoHostSystem</c>, which auto-hosts on loopback and connects the
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/// in-proc client plus any Multiplayer-PlayMode-Tools thin clients. Direct IP/LAN only for now; Unity
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/// Relay is deferred to a later pass.
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/// </para>
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/// </summary>
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[Preserve]
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public class GameBootstrap : ClientServerBootstrap
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{
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public override bool Initialize(string defaultWorldName)
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{
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// Auto-connect in-editor: the server listens and the in-process client connects (over
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// IPC) on the default BinaryWorlds host mode — one process hosts both worlds (M1 listen
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// server). M3 replaces this with an explicit Unity Relay host/join flow. Set to 0 to
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// disable auto-connect.
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AutoConnectPort = 7979;
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// No auto-connect: ConnectionConfig + the ConnectionControlSystems own listen/connect (M4).
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AutoConnectPort = 0;
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CreateDefaultClientServerWorlds();
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return true;
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}
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using Unity.Mathematics;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Deterministic spawn-position math for co-op. Pure and side-effect-free — no RNG, no wall-clock —
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/// so the same NetworkId always yields the same planar offset. The server places each connecting
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/// player at a stable ring slot keyed by its NetworkId, so players never stack. Unit-tested in
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/// EditMode (no netcode world required).
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/// </summary>
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public static class PlayerSpawnMath
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{
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/// <summary>
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/// Planar (XZ) offset from the base spawn point for a connection's NetworkId. NetworkIds start at
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/// 1, so id 1 maps to slot 0. Slots are evenly spaced around a ring of <paramref name="radius"/>;
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/// once a ring's slots are full, further players spill onto an outer ring (radius * (ring + 1)),
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/// keeping every position distinct. Returns zero when <paramref name="radius"/> <= 0 (degenerate
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/// or unbaked spawner) so behaviour falls back to the single shared spawn point.
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/// </summary>
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public static float3 SpawnOffset(int networkId, float radius, int slots)
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{
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if (radius <= 0f)
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return float3.zero;
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if (slots < 1)
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slots = 1;
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int idx = networkId - 1;
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if (idx < 0)
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idx = 0;
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int ring = idx / slots;
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int slotInRing = idx % slots;
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float angle = (2f * math.PI * slotInRing) / slots;
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float r = radius * (ring + 1);
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math.sincos(angle, out float s, out float c);
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return new float3(c * r, 0f, s * r);
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: cabd6efb0aaf14e3a95c47c95bc4160c
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@@ -11,5 +11,10 @@ namespace ProjectM.Simulation
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{
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public Entity PlayerPrefab;
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public float3 SpawnPoint;
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// M4 co-op: deterministic per-NetworkId ring spread so players don't stack on connect.
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// Radius of the spawn ring (metres); RingSlots = evenly-spaced positions before rings expand.
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public float SpawnRingRadius;
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public int RingSlots;
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}
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}
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