Frontend menu + settings + saves foundation
Netcode frontend pattern: UITK main menu / pause / settings (MenuUi + controllers), on-demand world lifecycle (WorldLauncher/SessionRunner), GameBootstrap menu branch; Graphics/Audio settings (SettingsService/GameVolume); single-slot save foundation (SaveData/SaveService, born-correct load at director spawn, autosave on Siege->Calm + quit); RuntimePanelSettings + theme; BuildTool menu; 10 EditMode tests. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -0,0 +1,62 @@
|
||||
using Unity.Entities;
|
||||
|
||||
namespace ProjectM.Simulation
|
||||
{
|
||||
/// <summary>
|
||||
/// Server-world, UNMANAGED bridge holding a save slice the menu staged for a "Continue" session, applied
|
||||
/// AT SPAWN by the server CycleDirectorSpawnSystem so the director ghost is BORN correct — it never
|
||||
/// serializes a default <see cref="GoalProgress"/> / empty ledger to clients (no replication flicker). The
|
||||
/// menu creates exactly one of these (with the <see cref="PendingSaveLedgerRow"/> buffer) in the freshly
|
||||
/// created ServerWorld BEFORE the gameplay subscene streams in; the spawn system consumes + destroys it.
|
||||
/// Unmanaged so the Bursted spawn system reads it without a managed bridge.
|
||||
/// </summary>
|
||||
public struct PendingSave : IComponentData
|
||||
{
|
||||
public int GoalCharge;
|
||||
public int GoalTarget;
|
||||
|
||||
/// <summary>0 = nothing staged (New Game); non-zero = apply the staged slice at director spawn.</summary>
|
||||
public byte HasData;
|
||||
}
|
||||
|
||||
/// <summary>One staged ledger row for a Continue session; copied into the director's StorageEntry buffer at spawn.</summary>
|
||||
public struct PendingSaveLedgerRow : IBufferElementData
|
||||
{
|
||||
public ushort ItemId;
|
||||
public int Count;
|
||||
}
|
||||
/// <summary>One staged player-built structure row for a Continue session (M7); BaseRestoreSystem replays it
|
||||
/// charge-free into the freshly-streamed base. Mirrors <see cref="StructureSave"/> but as an unmanaged ECS
|
||||
/// buffer element (staged in the ServerWorld before the subscene streams).</summary>
|
||||
public struct PendingStructure : IBufferElementData
|
||||
{
|
||||
public byte Type;
|
||||
public int CellX;
|
||||
public int CellZ;
|
||||
public byte Direction;
|
||||
public uint RemainingTicks;
|
||||
public byte ConveyorResId;
|
||||
public int ConveyorCount;
|
||||
}
|
||||
|
||||
/// <summary>One staged machine I/O row (M7), joined to the <see cref="PendingStructure"/> buffer by index.
|
||||
/// Slot 0 = MachineInput, 1 = MachineOutput.</summary>
|
||||
public struct PendingStructureIo : IBufferElementData
|
||||
{
|
||||
public int StructureIndex;
|
||||
public byte Slot;
|
||||
public byte ResourceId;
|
||||
public int Count;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Host-only autosave request flag on the CycleDirector entity (added at spawn). The Bursted CyclePhaseSystem
|
||||
/// sets <see cref="Pending"/>=1 on the Siege->Calm checkpoint; the managed SaveWriteSystem reads it, writes
|
||||
/// the JSON save, and clears it. A plain byte => Burst-safe (no managed/string/file touch in the sim loop).
|
||||
/// </summary>
|
||||
public struct SaveRequest : IComponentData
|
||||
{
|
||||
public byte Pending;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user