Co-Op Layer

This commit is contained in:
Luis Gonzalez
2026-06-01 10:48:18 -07:00
parent 1f647dd5e1
commit e851d5f8e9
29 changed files with 667 additions and 20 deletions
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using Unity.Collections;
using Unity.Entities;
namespace ProjectM.Simulation
{
/// <summary>
/// Connection intent for the M4 LAN host/join flow. Lives in Simulation so both the server and
/// client worlds can read it. A UI (<c>ConnectionUI</c>) — or, in the editor, the auto-host system —
/// writes the desired <see cref="Mode"/> + endpoint and sets <see cref="Requested"/> true; the
/// per-world ConnectionControlSystem turns it into a netcode <c>NetworkStreamRequestListen</c> /
/// <c>NetworkStreamRequestConnect</c> and clears <see cref="Requested"/>. Direct IP/LAN only for now —
/// Unity Relay is deferred to a later pass. Created per-world as a singleton.
/// </summary>
public enum ConnectionMode : byte
{
None,
Host,
Join,
}
public struct ConnectionConfig : IComponentData
{
/// <summary>What to do with this world's network stream.</summary>
public ConnectionMode Mode;
/// <summary>Dotted IPv4 to connect to (Join). Ignored for Host (binds AnyIpv4).</summary>
public FixedString64Bytes Address;
/// <summary>Listen/connect port.</summary>
public ushort Port;
/// <summary>Set true to request the control system act on Mode this frame; it clears the flag.</summary>
public bool Requested;
}
}
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fileFormatVersion: 2
guid: 85356726c8f524aebb6cc93336fa09dd
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#if UNITY_EDITOR
using Unity.Entities;
using Unity.NetCode;
namespace ProjectM.Simulation
{
/// <summary>
/// EDITOR-ONLY dev convenience for the M4 LAN flow. With auto-connect disabled in <c>GameBootstrap</c>,
/// this seeds a <see cref="ConnectionConfig"/> in each world on its first update so entering Play "just
/// works" multi-client: the server world hosts on loopback and every client / thin-client world joins
/// it — reproducing the old single-key playflow but for N players. Runs once per world then disables
/// itself, and skips seeding if a <see cref="ConnectionConfig"/> already exists (e.g. set by
/// ConnectionUI). Does not exist in player builds.
/// </summary>
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation | WorldSystemFilterFlags.ClientSimulation | WorldSystemFilterFlags.ThinClientSimulation)]
public partial struct EditorAutoHostSystem : ISystem
{
public void OnUpdate(ref SystemState state)
{
state.Enabled = false; // run exactly once per world
if (SystemAPI.HasSingleton<ConnectionConfig>())
return;
const ushort port = 7979;
var cfg = state.WorldUnmanaged.IsServer()
? new ConnectionConfig { Mode = ConnectionMode.Host, Address = "127.0.0.1", Port = port, Requested = true }
: new ConnectionConfig { Mode = ConnectionMode.Join, Address = "127.0.0.1", Port = port, Requested = true };
var e = state.EntityManager.CreateEntity();
state.EntityManager.AddComponentData(e, cfg);
}
}
}
#endif
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fileFormatVersion: 2
guid: 642fc5c4d71654becba10814a2d08e92