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>
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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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