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
@@ -5,21 +5,24 @@ using UnityEngine.Scripting;
namespace ProjectM.Simulation
{
/// <summary>
/// Custom Netcode for Entities bootstrap. Subclassing <see cref="ClientServerBootstrap"/>
/// gives an explicit hook to customize world creation, tick rate, and auto-connect.
/// For now it reproduces the default behavior: create separate client and server worlds
/// based on the Multiplayer PlayMode Tools settings, without auto-connecting.
/// Custom Netcode for Entities bootstrap. Subclassing <see cref="ClientServerBootstrap"/> gives an
/// explicit hook to customize world creation, tick rate, and connection.
/// <para>
/// M4 (LAN co-op): auto-connect is DISABLED (<see cref="ClientServerBootstrap.AutoConnectPort"/> = 0).
/// Listening/connecting is driven explicitly via the <see cref="ConnectionConfig"/> singleton and the
/// per-world ConnectionControlSystems — from <c>ConnectionUI</c> (Host / Join + IP) in player builds,
/// or from the editor-only <c>EditorAutoHostSystem</c>, which auto-hosts on loopback and connects the
/// in-proc client plus any Multiplayer-PlayMode-Tools thin clients. Direct IP/LAN only for now; Unity
/// Relay is deferred to a later pass.
/// </para>
/// </summary>
[Preserve]
public class GameBootstrap : ClientServerBootstrap
{
public override bool Initialize(string defaultWorldName)
{
// Auto-connect in-editor: the server listens and the in-process client connects (over
// IPC) on the default BinaryWorlds host mode — one process hosts both worlds (M1 listen
// server). M3 replaces this with an explicit Unity Relay host/join flow. Set to 0 to
// disable auto-connect.
AutoConnectPort = 7979;
// No auto-connect: ConnectionConfig + the ConnectionControlSystems own listen/connect (M4).
AutoConnectPort = 0;
CreateDefaultClientServerWorlds();
return true;
}