M7 Automation: deterministic Harvester to Conveyor to Fabricator chains
Server-only production chains (never predicted): components + server systems + pure byte-only math (ProductionMath/ConveyorMath/MachineSlotMath), authoring + 3 machine prefabs wired into the Gameplay subscene, StructureCatalog rows, BuildPlace Direction/RuntimePlacedTag, Tuning, and 35 EditMode tests (catch-up gating, conveyor shuffle-invariance, SaveData v2 round-trip). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
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guid: d8478382df1bb34498b308c63531da1d
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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using ProjectM.Simulation;
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Entities;
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using Unity.Mathematics;
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using Unity.NetCode;
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using Unity.Transforms;
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namespace ProjectM.Server
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{
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/// <summary>
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/// One-shot server restore of player-built structures for a "Continue" session. The menu (WorldLauncher) stages a
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/// <see cref="PendingStructure"/>/<see cref="PendingStructureIo"/> carrier in the fresh ServerWorld BEFORE the
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/// gameplay subscene streams; this system waits (RequireForUpdate) for the streamed <see cref="StructureCatalog"/>
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/// + <see cref="BaseAnchor"/> + a valid NetworkTime, then replays each saved structure CHARGE-FREE: Instantiate the
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/// catalog prefab at the saved cell (preserving the baked Scale), re-stamp the rebased tick fields
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/// (<see cref="ProductionMath.RestoreNextTick"/>; LastProcessed = now so within-session catch-up resumes from now,
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/// never a wall-clock mint), re-tag RegionTag{Base} + RuntimePlacedTag, refill the in-flight conveyor item + the
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/// machine I/O buffers, then DESTROY the carrier so it never runs again. The ledger/goal restore separately +
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/// absolutely via CycleDirectorSpawnSystem's born-correct load (no double-spend, no Withdraw here).
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/// </summary>
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[BurstCompile]
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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public partial struct BaseRestoreSystem : ISystem
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{
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ComponentLookup<LocalTransform> m_TransformLookup;
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ComponentLookup<Conveyor> m_ConveyorLookup;
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[BurstCompile]
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public void OnCreate(ref SystemState state)
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{
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m_TransformLookup = state.GetComponentLookup<LocalTransform>(isReadOnly: true);
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m_ConveyorLookup = state.GetComponentLookup<Conveyor>(isReadOnly: true);
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state.RequireForUpdate<StructureCatalog>();
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state.RequireForUpdate<BaseAnchor>();
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state.RequireForUpdate<NetworkTime>();
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state.RequireForUpdate(state.GetEntityQuery(ComponentType.ReadOnly<PendingStructure>()));
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}
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[BurstCompile]
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public void OnUpdate(ref SystemState state)
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{
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var serverTick = SystemAPI.GetSingleton<NetworkTime>().ServerTick;
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if (!serverTick.IsValid)
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return;
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uint now = serverTick.TickIndexForValidTick;
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m_TransformLookup.Update(ref state);
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m_ConveyorLookup.Update(ref state);
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var anchor = SystemAPI.GetSingleton<BaseAnchor>();
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var catalog = SystemAPI.GetBuffer<StructureCatalogEntry>(SystemAPI.GetSingletonEntity<StructureCatalog>());
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var ecb = new EntityCommandBuffer(Allocator.Temp);
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foreach (var (pending, ioBuf, carrier) in
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SystemAPI.Query<DynamicBuffer<PendingStructure>, DynamicBuffer<PendingStructureIo>>().WithEntityAccess())
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{
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for (int s = 0; s < pending.Length; s++)
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{
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var p = pending[s];
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int entryIdx = -1;
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for (int i = 0; i < catalog.Length; i++)
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if (catalog[i].Type == p.Type) { entryIdx = i; break; }
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if (entryIdx < 0 || catalog[entryIdx].Prefab == Entity.Null)
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continue; // type not in the catalog (e.g. a save from a newer build) -> skip, don't crash
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var prefab = catalog[entryIdx].Prefab;
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var structure = ecb.Instantiate(prefab);
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int2 cell = new int2(p.CellX, p.CellZ);
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var xform = m_TransformLookup[prefab];
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xform.Position = BaseGridMath.CellToWorld(anchor, cell); // preserve baked Scale (FromPosition would reset it)
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ecb.SetComponent(structure, xform);
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ecb.SetComponent(structure, new PlacedStructure
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{
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Type = p.Type,
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Cell = cell,
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NextTick = ProductionMath.RestoreNextTick(now, p.RemainingTicks),
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LastProcessedTick = TickUtil.NonZero(now),
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});
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ecb.AddComponent(structure, new RegionTag { Region = RegionId.Base });
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ecb.AddComponent<RuntimePlacedTag>(structure);
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if (p.Type == StructureType.Conveyor && m_ConveyorLookup.HasComponent(prefab))
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{
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var conv = m_ConveyorLookup[prefab];
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conv.Direction = p.Direction;
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ecb.SetComponent(structure, conv);
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ecb.SetComponent(structure, new ConveyorItem { ResourceId = p.ConveyorResId, Count = p.ConveyorCount });
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ecb.SetComponentEnabled<ConveyorItem>(structure, p.ConveyorCount > 0);
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}
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// Refill machine I/O buffers from the flat io table (only slots with saved rows -> the prefab has them).
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bool inInit = false, outInit = false;
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DynamicBuffer<MachineInput> inBuf = default;
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DynamicBuffer<MachineOutput> outBuf = default;
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for (int r = 0; r < ioBuf.Length; r++)
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{
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if (ioBuf[r].StructureIndex != s)
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continue;
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if (ioBuf[r].Slot == 0)
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{
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if (!inInit) { inBuf = ecb.SetBuffer<MachineInput>(structure); inInit = true; }
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inBuf.Add(new MachineInput { ResourceId = ioBuf[r].ResourceId, Count = ioBuf[r].Count });
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}
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else
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{
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if (!outInit) { outBuf = ecb.SetBuffer<MachineOutput>(structure); outInit = true; }
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outBuf.Add(new MachineOutput { ResourceId = ioBuf[r].ResourceId, Count = ioBuf[r].Count });
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}
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}
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}
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ecb.DestroyEntity(carrier);
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}
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ecb.Playback(state.EntityManager);
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}
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}
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}
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fileFormatVersion: 2
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guid: 4003027ade5ccd5418e300d87e5c5e14
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@@ -0,0 +1,276 @@
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using ProjectM.Simulation;
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Entities;
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using Unity.Mathematics;
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using Unity.NetCode;
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namespace ProjectM.Server
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{
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/// <summary>
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/// Server-only, deterministic conveyor transport — the MIDDLE of the M7 auto-gather chain
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/// (Harvester → Conveyor → Fabricator). Unlike the per-machine catch-up production systems, a conveyor is a
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/// single TRANSPORT STEP: each period-due, empty <see cref="Conveyor"/> first PULLS one item off an adjacent
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/// upstream <see cref="MachineOutput"/> (the cell at <c>myCell − DirOffset(dir)</c> — i.e. the machine feeding
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/// INTO this belt) onto its own <see cref="ConveyorItem"/>; then every loaded conveyor advances its item
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/// EXACTLY one cell toward <c>myCell + DirOffset(dir)</c>. The move resolution is delegated to the pure,
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/// unit-tested <see cref="ConveyorMath.ResolveMoves"/> so determinism is provable WITHOUT a world: sources are
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/// processed sorted by <see cref="ConveyorMath.CellKey"/> (NOT hashmap order), occupancy is read from a
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/// pre-move double-buffer snapshot, a destination conveyor cell accepts at most one item (only if it was empty
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/// in the snapshot; ties → lowest CellKey wins, losers stall with no silent loss), and machine-input sink
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/// cells always accept (deposit). Sinks are a separate set so an item leaving the belt into a fabricator's
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/// <see cref="MachineInput"/> never collides with belt occupancy.
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/// <para>
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/// Mirrors <c>TurretFireSystem</c>'s now-extraction (<c>NetworkTime.ServerTick.TickIndexForValidTick</c>) +
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/// <see cref="PlacedStructure.NextTick"/> cooldown idiom (each conveyor is period-gated the same way), and
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/// <c>ResourceHarvestSystem</c>'s Temp-collection foreach idiom. Runs in the plain server
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/// <c>SimulationSystemGroup</c> <c>[UpdateAfter(HarvesterProductionSystem)]</c> (after harvesters deposit, so
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/// fresh output is pull-eligible this tick; before the fabricator consumes). All buffer/enableable mutation is
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/// in place (toggling an enableable bit is NOT a structural change) → no ECB.
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/// </para>
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/// </summary>
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[BurstCompile]
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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[UpdateInGroup(typeof(SimulationSystemGroup))]
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[UpdateAfter(typeof(HarvesterProductionSystem))]
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public partial struct ConveyorTransportSystem : ISystem
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{
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[BurstCompile]
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public void OnCreate(ref SystemState state)
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{
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state.RequireForUpdate<NetworkTime>();
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state.RequireForUpdate(state.GetEntityQuery(ComponentType.ReadOnly<Conveyor>()));
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}
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[BurstCompile]
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public void OnUpdate(ref SystemState state)
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{
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var serverTick = SystemAPI.GetSingleton<NetworkTime>().ServerTick;
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if (!serverTick.IsValid)
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return;
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uint now = serverTick.TickIndexForValidTick;
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// ---- Snapshot every conveyor once (entity, cell, direction, item, period-due) ----
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var convEntity = new NativeList<Entity>(Allocator.Temp);
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var convCell = new NativeList<int2>(Allocator.Temp);
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var convDir = new NativeList<byte>(Allocator.Temp);
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var convItemRes = new NativeList<int>(Allocator.Temp); // 0 = empty
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var convItemCnt = new NativeList<int>(Allocator.Temp); // 0 = empty
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var convDue = new NativeList<bool>(Allocator.Temp); // period-gate satisfied this tick
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foreach (var (ps, conveyor, e) in
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SystemAPI.Query<RefRW<PlacedStructure>, RefRO<Conveyor>>().WithEntityAccess())
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{
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int period = math.max(1, conveyor.ValueRO.PeriodTicks);
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// Period-gate each conveyor through NextTick exactly like the production systems. A never-processed
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// belt initialises its baseline this tick and is NOT due (mirrors NeedsInit on the machines).
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bool due;
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if (ProductionMath.NeedsInit(ps.ValueRO.LastProcessedTick))
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{
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ps.ValueRW.LastProcessedTick = TickUtil.NonZero(now);
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ps.ValueRW.NextTick = TickUtil.NonZero(now + (uint)period);
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due = false;
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}
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else
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{
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int cycles = ProductionMath.CyclesDue(
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serverTick, ps.ValueRO.NextTick, ps.ValueRO.LastProcessedTick, period, Tuning.MaxProductionCatchup);
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due = cycles > 0;
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if (due)
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{
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// A belt moves at most one cell per period; collapse any catch-up to a single step but keep
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// the baseline advancing so it re-evaluates next period.
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ps.ValueRW.LastProcessedTick = TickUtil.NonZero(now);
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ps.ValueRW.NextTick = TickUtil.NonZero(now + (uint)period);
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}
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}
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int res = 0, cnt = 0;
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if (SystemAPI.IsComponentEnabled<ConveyorItem>(e))
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{
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var item = SystemAPI.GetComponent<ConveyorItem>(e);
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if (item.Count > 0)
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{
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res = item.ResourceId;
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cnt = item.Count;
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}
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}
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convEntity.Add(e);
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convCell.Add(ps.ValueRO.Cell);
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convDir.Add(conveyor.ValueRO.Direction);
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convItemRes.Add(res);
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convItemCnt.Add(cnt);
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convDue.Add(due);
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}
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int n = convEntity.Length;
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// Cell → conveyor snapshot index (belt occupancy map for ResolveMoves + the pull lookup).
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var cellToIndex = new NativeHashMap<int2, int>(n, Allocator.Temp);
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for (int i = 0; i < n; i++)
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cellToIndex.TryAdd(convCell[i], i); // duplicate cells can't occur (one structure per cell)
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// Sink cells = cells hosting a machine-input buffer (fabricators); these always accept a deposit. Map
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// each sink cell to its owning entity so an arriving item can be deposited into its MachineInput.
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var sinkCells = new NativeHashSet<int2>(8, Allocator.Temp);
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var sinkCellToEntity = new NativeHashMap<int2, Entity>(8, Allocator.Temp);
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foreach (var (ps, _, e) in
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SystemAPI.Query<RefRO<PlacedStructure>, DynamicBuffer<MachineInput>>().WithEntityAccess())
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{
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sinkCells.Add(ps.ValueRO.Cell);
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sinkCellToEntity.TryAdd(ps.ValueRO.Cell, e);
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}
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// Source cells = cells hosting a machine-OUTPUT buffer (harvesters/fabricators) a belt can pull from.
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// Built once so the pull phase is a single hash lookup per belt (no nested per-belt query).
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var outputCellToEntity = new NativeHashMap<int2, Entity>(8, Allocator.Temp);
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foreach (var (ps, _, e) in
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SystemAPI.Query<RefRO<PlacedStructure>, DynamicBuffer<MachineOutput>>().WithEntityAccess())
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{
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outputCellToEntity.TryAdd(ps.ValueRO.Cell, e);
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}
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// ---- PULL: each empty, due belt draws one item off an adjacent UPSTREAM MachineOutput ----
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// Upstream cell = myCell − DirOffset(dir): the machine feeding INTO this belt sits there. We pull a
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// single unit so a harvester's buffered output flows onto the belt one item per period.
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for (int i = 0; i < n; i++)
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{
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if (!convDue[i] || convItemCnt[i] > 0)
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continue;
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int2 srcCell = convCell[i] - ConveyorMath.DirOffset(convDir[i]);
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// The feeder must be a machine with a MachineOutput buffer (harvester or fabricator), NOT another
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// conveyor (belts hand off in the move phase, not via pull). Single hash lookup on the prebuilt map.
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if (!outputCellToEntity.TryGetValue(srcCell, out var feeder))
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continue;
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var output = SystemAPI.GetBuffer<MachineOutput>(feeder);
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// Pull the first available resource row off the feeder (deterministic: first non-empty row order).
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byte pulledId = 0;
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for (int r = 0; r < output.Length; r++)
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{
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if (output[r].ResourceId != 0 && output[r].Count > 0)
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{
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pulledId = output[r].ResourceId;
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break;
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}
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}
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if (pulledId == 0)
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continue;
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int taken = MachineSlotMath.Withdraw(output, pulledId, 1);
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if (taken <= 0)
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continue;
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// Load the belt in the snapshot so it participates in THIS tick's move resolution.
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convItemRes[i] = pulledId;
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convItemCnt[i] = taken;
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}
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// ---- MOVE: resolve all belt advances from the pre-move (post-pull) snapshot, then apply ----
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var srcCells = new NativeArray<int2>(n, Allocator.Temp);
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var dirs = new NativeArray<byte>(n, Allocator.Temp);
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var itemRes = new NativeArray<int>(n, Allocator.Temp);
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var itemCnt = new NativeArray<int>(n, Allocator.Temp);
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for (int i = 0; i < n; i++)
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{
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srcCells[i] = convCell[i];
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dirs[i] = convDir[i];
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// Pass the FULL post-pull occupancy (due AND non-due) so the resolver blocks a due belt from moving
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// INTO an occupied non-due cell. Non-due belts must still not ADVANCE themselves — that is enforced
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// after resolution by skipping any returned move whose source belt is not due this tick.
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itemRes[i] = convItemRes[i];
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itemCnt[i] = convItemCnt[i];
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}
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var outMoveDst = new NativeArray<int2>(n, Allocator.Temp);
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var outMoveSrcIdx = new NativeArray<int>(n, Allocator.Temp);
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ConveyorMath.ResolveMoves(
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srcCells, dirs, itemRes, itemCnt,
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cellToIndex, sinkCells,
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outMoveDst, outMoveSrcIdx, out int moveCount);
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// Track which belts END this tick holding an item so we can settle enableable bits exactly once.
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var endRes = new NativeArray<int>(n, Allocator.Temp);
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var endCnt = new NativeArray<int>(n, Allocator.Temp);
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for (int i = 0; i < n; i++)
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{
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// Default: every snapshot item stays put (stalls / non-due / no valid move). Moves below override.
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endRes[i] = convItemRes[i];
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endCnt[i] = convItemCnt[i];
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}
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for (int m = 0; m < moveCount; m++)
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{
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int srcIdx = outMoveSrcIdx[m];
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// A non-due belt contributes its occupancy to the snapshot (so due belts can't overrun it) but must
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// NOT advance its own item — skip its move and leave its item parked (the endRes/endCnt defaults).
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if (!convDue[srcIdx])
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continue;
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int2 dst = outMoveDst[m];
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int movRes = convItemRes[srcIdx];
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int movCnt = convItemCnt[srcIdx];
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// The source belt empties (its item left this cell).
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endRes[srcIdx] = 0;
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endCnt[srcIdx] = 0;
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if (sinkCells.Contains(dst))
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{
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// Item leaves the belt network into a machine input slot.
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if (sinkCellToEntity.TryGetValue(dst, out var sinkEntity))
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{
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var input = SystemAPI.GetBuffer<MachineInput>(sinkEntity);
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MachineSlotMath.Deposit(input, (byte)movRes, movCnt);
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}
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}
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else if (cellToIndex.TryGetValue(dst, out int dstIdx))
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{
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// Item advances onto the next belt cell (resolver guaranteed it was empty in the snapshot).
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endRes[dstIdx] = movRes;
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endCnt[dstIdx] = movCnt;
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}
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}
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// ---- Settle each conveyor's ConveyorItem to its end-of-tick state (single write per belt) ----
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for (int i = 0; i < n; i++)
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{
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var e = convEntity[i];
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if (endCnt[i] > 0)
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{
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SystemAPI.SetComponent(e, new ConveyorItem { ResourceId = (byte)endRes[i], Count = endCnt[i] });
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SystemAPI.SetComponentEnabled<ConveyorItem>(e, true);
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}
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else
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{
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SystemAPI.SetComponent(e, new ConveyorItem { ResourceId = 0, Count = 0 });
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SystemAPI.SetComponentEnabled<ConveyorItem>(e, false);
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}
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}
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convEntity.Dispose();
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convCell.Dispose();
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convDir.Dispose();
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convItemRes.Dispose();
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convItemCnt.Dispose();
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convDue.Dispose();
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cellToIndex.Dispose();
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sinkCells.Dispose();
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sinkCellToEntity.Dispose();
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outputCellToEntity.Dispose();
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srcCells.Dispose();
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dirs.Dispose();
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itemRes.Dispose();
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itemCnt.Dispose();
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outMoveDst.Dispose();
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outMoveSrcIdx.Dispose();
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endRes.Dispose();
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endCnt.Dispose();
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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: 002c28988137cb945b9ffaccbb6d645f
|
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@@ -0,0 +1,99 @@
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using ProjectM.Simulation;
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using Unity.Burst;
|
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using Unity.Entities;
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using Unity.Mathematics;
|
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using Unity.NetCode;
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namespace ProjectM.Server
|
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{
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/// <summary>
|
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/// Server-only, deterministic fabricator production — the BACK of the M7 auto-gather chain
|
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/// (Harvester → Conveyor → Fabricator). Each <see cref="Fabricator"/> consumes
|
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/// <see cref="Fabricator.InAmount"/> of its (byte) input resource from its OWN server-only
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/// <see cref="MachineInput"/> buffer (filled by an upstream conveyor) and, on a
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/// <see cref="Fabricator.PeriodTicks"/> cadence, deposits <see cref="Fabricator.OutAmount"/> of its output
|
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/// resource into the GLOBAL ledger — so a self-running base compounds its stockpile. Resolves the ledger via
|
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/// <c>GetSingletonEntity<ResourceLedger>()</c> → <c>GetBuffer<StorageEntry>()</c> (NEVER
|
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/// <c>GetSingleton<StorageEntry></c> — a second StorageEntry buffer exists on the base container).
|
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/// Mirrors <c>TurretFireSystem</c>'s now-extraction + cooldown idiom and <c>ResourceHarvestSystem</c>'s ledger
|
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/// resolve; runs in the plain server <c>SimulationSystemGroup</c>
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/// <c>[UpdateAfter(ConveyorTransportSystem)]</c> (which itself is after the harvester + the predicted group),
|
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/// so a single tick can harvest → transport → fabricate in chain order. In-place buffer/ledger mutation
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/// (not structural) → no ECB.
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/// <para>
|
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/// SINGLE GATED CATCH-UP PATH, INPUT-LIMITED (no mint-from-nothing): when due, the awarded
|
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/// <see cref="ProductionMath.CyclesDue"/> cycles are further clamped to what the buffered input can afford
|
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/// (<c>floor(TotalOf(input,InResourceId)/InAmount)</c>). The tick fields are re-stamped EVERY due period
|
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/// regardless of <c>runs</c> (even a starved fabricator advances its baseline so it re-evaluates next period,
|
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/// not on the next tick — preventing a busy retry storm). Offline catch-up is within-session tick math; never
|
||||
/// wall-clock.
|
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/// </para>
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/// </summary>
|
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[BurstCompile]
|
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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[UpdateInGroup(typeof(SimulationSystemGroup))]
|
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[UpdateAfter(typeof(ConveyorTransportSystem))]
|
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public partial struct FabricatorProductionSystem : ISystem
|
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{
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[BurstCompile]
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||||
public void OnCreate(ref SystemState state)
|
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{
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state.RequireForUpdate<NetworkTime>();
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state.RequireForUpdate<ResourceLedger>();
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state.RequireForUpdate(state.GetEntityQuery(ComponentType.ReadOnly<Fabricator>()));
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}
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|
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[BurstCompile]
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||||
public void OnUpdate(ref SystemState state)
|
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{
|
||||
var serverTick = SystemAPI.GetSingleton<NetworkTime>().ServerTick;
|
||||
if (!serverTick.IsValid)
|
||||
return;
|
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uint now = serverTick.TickIndexForValidTick;
|
||||
|
||||
var ledgerEntity = SystemAPI.GetSingletonEntity<ResourceLedger>();
|
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var ledger = SystemAPI.GetBuffer<StorageEntry>(ledgerEntity);
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foreach (var (ps, fab, input) in
|
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SystemAPI.Query<RefRW<PlacedStructure>, RefRO<Fabricator>, DynamicBuffer<MachineInput>>())
|
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{
|
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int period = fab.ValueRO.PeriodTicks; // CyclesDue clamps to max(1, period)
|
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|
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// Never-processed (baked/just-placed) machine: initialise the catch-up baseline, produce nothing.
|
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if (ProductionMath.NeedsInit(ps.ValueRO.LastProcessedTick))
|
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{
|
||||
ps.ValueRW.LastProcessedTick = TickUtil.NonZero(now);
|
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ps.ValueRW.NextTick = TickUtil.NonZero(now + (uint)System.Math.Max(1, period));
|
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continue;
|
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}
|
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|
||||
int cycles = ProductionMath.CyclesDue(
|
||||
serverTick, ps.ValueRO.NextTick, ps.ValueRO.LastProcessedTick, period, Tuning.MaxProductionCatchup);
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if (cycles <= 0)
|
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continue; // still cooling down / nothing due
|
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|
||||
byte inId = fab.ValueRO.InResourceId;
|
||||
int inAmount = fab.ValueRO.InAmount;
|
||||
|
||||
// Input-limited: never produce more than the buffered input affords (no mint-from-nothing). A
|
||||
// zero/negative recipe input amount is treated as unsatisfiable rather than dividing by zero.
|
||||
int affordable = inAmount > 0
|
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? MachineSlotMath.TotalOf(input, inId) / inAmount
|
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: 0;
|
||||
int runs = math.min(cycles, affordable);
|
||||
|
||||
if (runs > 0)
|
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{
|
||||
MachineSlotMath.Withdraw(input, inId, inAmount * runs);
|
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StorageMath.Deposit(ledger, (ushort)fab.ValueRO.OutResourceId, fab.ValueRO.OutAmount * runs);
|
||||
}
|
||||
|
||||
// Re-stamp every due period regardless of runs (starved fabricators re-evaluate next period, not
|
||||
// every tick) so the catch-up baseline never silently rewinds.
|
||||
uint p = (uint)System.Math.Max(1, period);
|
||||
ps.ValueRW.LastProcessedTick = TickUtil.NonZero(now);
|
||||
ps.ValueRW.NextTick = TickUtil.NonZero(now + p);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1d8dbf02b41c9a94ea57fd7ca00f266d
|
||||
@@ -0,0 +1,76 @@
|
||||
using ProjectM.Simulation;
|
||||
using Unity.Burst;
|
||||
using Unity.Entities;
|
||||
using Unity.NetCode;
|
||||
|
||||
namespace ProjectM.Server
|
||||
{
|
||||
/// <summary>
|
||||
/// Server-only, deterministic harvester production — the FRONT of the M7 auto-gather chain
|
||||
/// (Harvester → Conveyor → Fabricator). Each <see cref="Harvester"/> machine is a fixed-yield generator:
|
||||
/// every <see cref="Harvester.PeriodTicks"/> server ticks it deposits <see cref="Harvester.Yield"/> of its
|
||||
/// configured (byte) resource into its OWN server-only <see cref="MachineOutput"/> buffer (NOT the global
|
||||
/// ledger — a conveyor pulls it onward, or it sits buffered). Mirrors <c>TurretFireSystem</c>'s exact
|
||||
/// now-extraction (<c>NetworkTime.ServerTick.TickIndexForValidTick</c>) + <see cref="PlacedStructure.NextTick"/>
|
||||
/// cooldown idiom, and runs in the plain server <c>SimulationSystemGroup</c>
|
||||
/// <c>[UpdateAfter(PredictedSimulationSystemGroup)]</c> (the predicted group is OrderFirst → UpdateBefore is
|
||||
/// ignored). Production mutates a DynamicBuffer in place (not a structural change) → no ECB needed.
|
||||
/// <para>
|
||||
/// SINGLE GATED CATCH-UP PATH (offline-quit safe, NO wall-clock minting): a never-processed machine
|
||||
/// (LastProcessedTick==0) is initialised this tick and produces nothing; otherwise
|
||||
/// <see cref="ProductionMath.CyclesDue"/> awards <c>floor((now-LastProcessedTick)/period)</c> cycles, clamped
|
||||
/// to <see cref="Tuning.MaxProductionCatchup"/>, and the tick fields are re-stamped. All catch-up is
|
||||
/// WITHIN-SESSION tick math; the stockpile is preserved across quit by the persistence layer, never re-minted
|
||||
/// from a saved wall-clock.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
[BurstCompile]
|
||||
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
|
||||
[UpdateInGroup(typeof(SimulationSystemGroup))]
|
||||
[UpdateAfter(typeof(PredictedSimulationSystemGroup))]
|
||||
public partial struct HarvesterProductionSystem : ISystem
|
||||
{
|
||||
[BurstCompile]
|
||||
public void OnCreate(ref SystemState state)
|
||||
{
|
||||
state.RequireForUpdate<NetworkTime>();
|
||||
state.RequireForUpdate(state.GetEntityQuery(ComponentType.ReadOnly<Harvester>()));
|
||||
}
|
||||
|
||||
[BurstCompile]
|
||||
public void OnUpdate(ref SystemState state)
|
||||
{
|
||||
var serverTick = SystemAPI.GetSingleton<NetworkTime>().ServerTick;
|
||||
if (!serverTick.IsValid)
|
||||
return;
|
||||
uint now = serverTick.TickIndexForValidTick;
|
||||
|
||||
foreach (var (ps, harvester, output) in
|
||||
SystemAPI.Query<RefRW<PlacedStructure>, RefRO<Harvester>, DynamicBuffer<MachineOutput>>())
|
||||
{
|
||||
int period = harvester.ValueRO.PeriodTicks; // CyclesDue clamps to max(1, period)
|
||||
|
||||
// Never-processed (baked/just-placed) machine: initialise the catch-up baseline, produce nothing.
|
||||
if (ProductionMath.NeedsInit(ps.ValueRO.LastProcessedTick))
|
||||
{
|
||||
ps.ValueRW.LastProcessedTick = TickUtil.NonZero(now);
|
||||
ps.ValueRW.NextTick = TickUtil.NonZero(now + (uint)System.Math.Max(1, period));
|
||||
continue;
|
||||
}
|
||||
|
||||
int cycles = ProductionMath.CyclesDue(
|
||||
serverTick, ps.ValueRO.NextTick, ps.ValueRO.LastProcessedTick, period, Tuning.MaxProductionCatchup);
|
||||
if (cycles <= 0)
|
||||
continue; // still cooling down / nothing due
|
||||
|
||||
// Fixed-yield generation into the machine's own output slot (byte id; ledger conversion happens
|
||||
// only at the global-ledger boundary, which this machine never crosses directly).
|
||||
MachineSlotMath.Deposit(output, harvester.ValueRO.ResourceId, harvester.ValueRO.Yield * cycles);
|
||||
|
||||
uint p = (uint)System.Math.Max(1, period);
|
||||
ps.ValueRW.LastProcessedTick = TickUtil.NonZero(now);
|
||||
ps.ValueRW.NextTick = TickUtil.NonZero(now + p);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c484cb2331137134888f10eed7689140
|
||||
@@ -23,11 +23,13 @@ namespace ProjectM.Server
|
||||
public partial struct BuildPlaceSystem : ISystem
|
||||
{
|
||||
ComponentLookup<LocalTransform> m_TransformLookup;
|
||||
ComponentLookup<Conveyor> m_ConveyorLookup;
|
||||
|
||||
[BurstCompile]
|
||||
public void OnCreate(ref SystemState state)
|
||||
{
|
||||
m_TransformLookup = state.GetComponentLookup<LocalTransform>(isReadOnly: true);
|
||||
m_ConveyorLookup = state.GetComponentLookup<Conveyor>(isReadOnly: true);
|
||||
state.RequireForUpdate<StructureCatalog>();
|
||||
state.RequireForUpdate<BaseAnchor>();
|
||||
state.RequireForUpdate<ResourceLedger>();
|
||||
@@ -41,6 +43,7 @@ namespace ProjectM.Server
|
||||
public void OnUpdate(ref SystemState state)
|
||||
{
|
||||
m_TransformLookup.Update(ref state);
|
||||
m_ConveyorLookup.Update(ref state);
|
||||
uint now = SystemAPI.GetSingleton<NetworkTime>().ServerTick.TickIndexForValidTick;
|
||||
var anchor = SystemAPI.GetSingleton<BaseAnchor>();
|
||||
|
||||
@@ -88,9 +91,16 @@ namespace ProjectM.Server
|
||||
Type = req.StructureType,
|
||||
Cell = cell,
|
||||
NextTick = 0u,
|
||||
LastProcessedTick = TickUtil.NonZero(now),
|
||||
LastProcessedTick = 0u, // 0 = uninitialized; the production systems set the baseline on first encounter (turret ignores it)
|
||||
});
|
||||
ecb.AddComponent(structure, new RegionTag { Region = RegionId.Base });
|
||||
ecb.AddComponent<RuntimePlacedTag>(structure); // player-built -> persisted by SaveStructureScan
|
||||
if (req.StructureType == StructureType.Conveyor && m_ConveyorLookup.HasComponent(entry.Prefab))
|
||||
{
|
||||
var conv = m_ConveyorLookup[entry.Prefab];
|
||||
conv.Direction = req.Direction;
|
||||
ecb.SetComponent(structure, conv);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user