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 Unity.Entities;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// A fixed-yield resource generator — the FRONT of the M7 auto-gather chain (Harvester -> Conveyor ->
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/// Fabricator). Each period it deposits <see cref="Yield"/> of <see cref="ResourceId"/> into its OWN
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/// server-only <see cref="MachineOutput"/> buffer (a conveyor pulls it onward). Server-only data (NO
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/// [GhostField]); the client only ever sees <c>PlacedStructure.Type</c>. Reuses
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/// <c>PlacedStructure.NextTick</c>/<c>LastProcessedTick</c> for the deterministic, within-session catch-up
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/// cadence (see <c>HarvesterProductionSystem</c>).
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/// </summary>
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public struct Harvester : IComponentData
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{
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/// <summary>Resource id produced (a byte; see <see cref="ResourceId"/>).</summary>
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public byte ResourceId;
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/// <summary>Units produced per elapsed period.</summary>
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public int Yield;
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/// <summary>Server ticks between productions.</summary>
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public int PeriodTicks;
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}
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/// <summary>
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/// A recipe machine — the BACK of the M7 chain. Consumes <see cref="InAmount"/> of <see cref="InResourceId"/>
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/// per run from its own <see cref="MachineInput"/> buffer (fed by a conveyor) and deposits <see cref="OutAmount"/>
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/// of <see cref="OutResourceId"/> into the GLOBAL ledger. Strictly input-limited (never mints from an empty
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/// slot). Server-only data.
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/// </summary>
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public struct Fabricator : IComponentData
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{
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public byte InResourceId;
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public int InAmount;
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public byte OutResourceId;
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public int OutAmount;
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public int PeriodTicks;
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}
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/// <summary>
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/// A directional transport belt — the MIDDLE of the M7 chain. Each period it pulls one item off an adjacent
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/// upstream <see cref="MachineOutput"/> (when empty) and advances a held <see cref="ConveyorItem"/> exactly one
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/// cell toward <see cref="Direction"/>. <see cref="Direction"/> is a byte (0=+X,1=-X,2=+Z,3=-Z) — never an enum
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/// (the cross-assembly enum-in-Burst hazard). Server-only data.
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/// </summary>
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public struct Conveyor : IComponentData
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{
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/// <summary>Belt facing: 0=+X, 1=-X, 2=+Z, 3=-Z (see <c>ConveyorMath.DirOffset</c>).</summary>
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public byte Direction;
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public int PeriodTicks;
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}
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/// <summary>
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/// A machine's INPUT staging buffer (server-only, NO [GhostField] -> never replicated). A DISTINCT element type
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/// from the global ledger's <see cref="StorageEntry"/> (so <c>GetSingleton<StorageEntry></c> stays
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/// unambiguous) and from <see cref="MachineOutput"/> (so a machine can carry both without a buffer-type clash).
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/// </summary>
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public struct MachineInput : IBufferElementData
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{
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public byte ResourceId;
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public int Count;
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}
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/// <summary>A machine's OUTPUT staging buffer (server-only, NO [GhostField]). See <see cref="MachineInput"/>.</summary>
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public struct MachineOutput : IBufferElementData
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{
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public byte ResourceId;
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public int Count;
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}
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/// <summary>
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/// The single in-flight item a conveyor carries. An ENABLEABLE component (enabled = the belt is occupied) so a
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/// transport step is a bit-flip + field copy, never a structural change. Baked DISABLED (an empty belt).
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/// Server-only.
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/// </summary>
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public struct ConveyorItem : IComponentData, IEnableableComponent
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{
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public byte ResourceId;
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public int Count;
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}
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/// <summary>
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/// Marks a structure PLACED by a player at runtime (BuildPlaceSystem) or restored from a save — i.e. the
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/// persistable set, as opposed to anything baked into the subscene. SaveWriteSystem scans only these and
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/// BaseRestoreSystem re-adds the tag, so save/restore is the single source of truth for player builds.
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/// Server-only (not replicated).
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/// </summary>
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public struct RuntimePlacedTag : IComponentData { }
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}
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fileFormatVersion: 2
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guid: 6eeef378186b39d41a2db7adcc620dd9
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using Unity.Collections;
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using Unity.Mathematics;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Pure, deterministic, ORDER-INDEPENDENT conveyor move resolver (the server <c>ConveyorTransportSystem</c>
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/// applies the result). Determinism: sources are processed sorted by <see cref="CellKey"/> (NEVER hashmap
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/// order); a destination belt cell accepts AT MOST ONE item and only if it was EMPTY in the pre-move snapshot
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/// (double-buffering -> exactly one cell/tick); ties break to the lowest-CellKey source and losers STALL with no
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/// loss; machine-input SINK cells always accept (a merge). World-free so it is exhaustively unit-tested.
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/// </summary>
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public static class ConveyorMath
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{
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/// <summary>Cardinal grid step for a belt direction byte (0=+X,1=-X,2=+Z,3=-Z).</summary>
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public static int2 DirOffset(byte dir)
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{
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switch (dir)
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{
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case 1: return new int2(-1, 0);
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case 2: return new int2(0, 1);
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case 3: return new int2(0, -1);
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default: return new int2(1, 0); // 0 = +X
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}
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}
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/// <summary>A stable, collision-free total order over grid cells (the deterministic tie-break key).</summary>
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public static long CellKey(int2 cell) => ((long)cell.x << 32) | (uint)cell.y;
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/// <summary>
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/// Resolve, for each belt holding an item, whether it advances one cell toward its direction this tick.
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/// Inputs are read-only snapshots; outputs are the accepted moves (<paramref name="outMoveSrcIdx"/> ->
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/// <paramref name="outMoveDst"/>), length <paramref name="moveCount"/>. A move is accepted when the
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/// destination is a SINK cell (always, a merge) or an EMPTY, unclaimed belt cell. Sources are iterated in
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/// CellKey order so the result is identical regardless of input array order. Scratch is Temp + disposed.
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/// </summary>
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public static void ResolveMoves(
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NativeArray<int2> srcCells, NativeArray<byte> dirs,
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NativeArray<int> itemRes, NativeArray<int> itemCnt,
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NativeHashMap<int2, int> cellToIndex, NativeHashSet<int2> sinkCells,
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NativeArray<int2> outMoveDst, NativeArray<int> outMoveSrcIdx, out int moveCount)
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{
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int n = srcCells.Length;
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moveCount = 0;
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// Stable iteration order = sources sorted by CellKey (insertion sort; n is small).
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var order = new NativeArray<int>(n, Allocator.Temp);
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for (int i = 0; i < n; i++) order[i] = i;
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for (int i = 1; i < n; i++)
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{
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int cur = order[i];
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long curKey = CellKey(srcCells[cur]);
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int j = i - 1;
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while (j >= 0 && CellKey(srcCells[order[j]]) > curKey)
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{
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order[j + 1] = order[j];
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j--;
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}
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order[j + 1] = cur;
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}
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var claimed = new NativeHashSet<int2>(n, Allocator.Temp);
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for (int oi = 0; oi < n; oi++)
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{
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int i = order[oi];
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if (itemCnt[i] <= 0) continue; // nothing to move
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int2 dst = srcCells[i] + DirOffset(dirs[i]);
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bool accept = false;
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bool isSink = sinkCells.Contains(dst);
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if (isSink)
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{
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accept = true; // sinks merge -> unlimited acceptors, never claimed
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}
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else if (cellToIndex.TryGetValue(dst, out int dstIdx))
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{
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// dst is a belt cell: accept only if EMPTY in the snapshot AND not already claimed this tick.
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if (itemCnt[dstIdx] == 0 && !claimed.Contains(dst))
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accept = true;
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}
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// else: dst is neither a belt nor a sink -> dead end -> stall.
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if (accept)
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{
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if (!isSink) claimed.Add(dst);
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outMoveDst[moveCount] = dst;
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outMoveSrcIdx[moveCount] = i;
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moveCount++;
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}
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}
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order.Dispose();
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claimed.Dispose();
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}
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}
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}
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fileFormatVersion: 2
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guid: 251361cf456e888459d473b5fedf7c4a
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using Unity.Entities;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Pure, deterministic deposit/withdraw/total helpers for a machine's server-only <see cref="MachineInput"/> /
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/// <see cref="MachineOutput"/> staging buffers — the byte-id, non-replicated twin of <see cref="StorageMath"/>
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/// (which serves the [GhostField] global <see cref="StorageEntry"/> ledger). No RNG/wall-clock. DynamicBuffer is
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/// a handle, so mutations apply to the underlying entity buffer. Overloaded per buffer type because the two
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/// element types are deliberately distinct (a machine can carry both without a singleton-buffer clash). Deposit
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/// is a no-op for count <= 0 or resource id 0; Withdraw clamps to available and drops a row at zero.
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/// </summary>
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public static class MachineSlotMath
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{
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// ---- MachineOutput ----
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public static void Deposit(DynamicBuffer<MachineOutput> buffer, byte resourceId, int count)
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{
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if (count <= 0 || resourceId == 0) return;
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for (int i = 0; i < buffer.Length; i++)
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if (buffer[i].ResourceId == resourceId)
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{
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var e = buffer[i]; e.Count += count; buffer[i] = e; return;
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}
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buffer.Add(new MachineOutput { ResourceId = resourceId, Count = count });
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}
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public static int Withdraw(DynamicBuffer<MachineOutput> buffer, byte resourceId, int count)
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{
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if (count <= 0 || resourceId == 0) return 0;
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for (int i = 0; i < buffer.Length; i++)
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if (buffer[i].ResourceId == resourceId)
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{
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var e = buffer[i];
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int taken = e.Count < count ? e.Count : count;
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e.Count -= taken;
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if (e.Count <= 0) buffer.RemoveAt(i); else buffer[i] = e;
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return taken;
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}
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return 0;
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}
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public static int TotalOf(DynamicBuffer<MachineOutput> buffer, byte resourceId)
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{
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int total = 0;
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for (int i = 0; i < buffer.Length; i++)
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if (buffer[i].ResourceId == resourceId) total += buffer[i].Count;
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return total;
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}
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// ---- MachineInput ----
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public static void Deposit(DynamicBuffer<MachineInput> buffer, byte resourceId, int count)
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{
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if (count <= 0 || resourceId == 0) return;
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for (int i = 0; i < buffer.Length; i++)
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if (buffer[i].ResourceId == resourceId)
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{
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var e = buffer[i]; e.Count += count; buffer[i] = e; return;
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}
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buffer.Add(new MachineInput { ResourceId = resourceId, Count = count });
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}
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public static int Withdraw(DynamicBuffer<MachineInput> buffer, byte resourceId, int count)
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{
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if (count <= 0 || resourceId == 0) return 0;
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for (int i = 0; i < buffer.Length; i++)
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if (buffer[i].ResourceId == resourceId)
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{
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var e = buffer[i];
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int taken = e.Count < count ? e.Count : count;
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e.Count -= taken;
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if (e.Count <= 0) buffer.RemoveAt(i); else buffer[i] = e;
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return taken;
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}
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return 0;
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}
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public static int TotalOf(DynamicBuffer<MachineInput> buffer, byte resourceId)
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{
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int total = 0;
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for (int i = 0; i < buffer.Length; i++)
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if (buffer[i].ResourceId == resourceId) total += buffer[i].Count;
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return total;
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}
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}
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}
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fileFormatVersion: 2
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guid: 16b6aef96031f54469f05044a2c18e66
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using Unity.Mathematics;
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using Unity.NetCode;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Pure, deterministic catch-up + cooldown math shared by the M7 production systems (Harvester/Conveyor/
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/// Fabricator). No RNG/wall-clock -> server-authoritative. The single GATED catch-up path: a never-processed
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/// machine (<see cref="NeedsInit"/>) initializes first; a cooling machine yields 0; a due machine yields
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/// floor(elapsed/period) clamped to [0, maxCatchup]; period is guarded by max(1,...). Cooldown is persisted as
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/// REMAINING ticks (epoch-independent) so a save survives the server-tick origin reset on a fresh session.
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/// </summary>
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public static class ProductionMath
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{
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/// <summary>True for a never-processed machine (baked/just-placed) — initialize the baseline before producing.</summary>
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public static bool NeedsInit(uint lastProcessedTick) => lastProcessedTick == 0u;
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/// <summary>
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/// Cycles to award THIS process. 0 if cooling (<paramref name="nextTick"/> newer than <paramref name="now"/>)
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/// or nothing elapsed; otherwise floor(elapsed/period) clamped to [0, <paramref name="maxCatchup"/>].
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/// <paramref name="nextTick"/>==0 is the inactive sentinel (never read as a future cooling tick). The lower
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/// bound is 0 (not 1): when genuinely due the NextTick gate guarantees elapsed>=period, so a sub-period
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/// edge (e.g. a freshly restored remaining==0 machine) floors to 0 rather than minting prematurely.
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/// <paramref name="period"/> is guarded by max(1,...) so a 0 never divides.
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/// </summary>
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public static int CyclesDue(NetworkTick now, uint nextTick, uint lastProcessedTick, int period, int maxCatchup)
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{
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int p = math.max(1, period);
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if (nextTick != 0u)
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{
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var next = new NetworkTick(nextTick);
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if (next.IsValid && next.IsNewerThan(now))
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return 0; // still cooling down
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}
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int since = now.TicksSince(new NetworkTick(TickUtil.NonZero(lastProcessedTick)));
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if (since <= 0)
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return 0;
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return math.clamp(since / p, 0, maxCatchup);
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}
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/// <summary>Remaining cooldown ticks to PERSIST (epoch-independent): 0 if inactive or already due, else nextTick-now.</summary>
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public static uint RemainingTicks(uint nextTick, uint nowTick) =>
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nextTick == 0u ? 0u : (nextTick > nowTick ? nextTick - nowTick : 0u);
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/// <summary>Re-anchor a persisted remaining cooldown to the current tick origin on restore (NonZero-guarded).</summary>
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public static uint RestoreNextTick(uint nowTick, uint remaining) => TickUtil.NonZero(nowTick + remaining);
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}
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}
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fileFormatVersion: 2
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guid: 6d461ab50604ea642b26586bffeed41e
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@@ -14,5 +14,6 @@ namespace ProjectM.Simulation
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public byte StructureType;
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public int CellX;
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public int CellZ;
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public byte Direction;
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}
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}
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@@ -50,5 +50,11 @@ namespace ProjectM.Simulation
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/// <summary>Wind-up ticks before a Husk strike lands (~0.3s @ 60 ticks/sec). 0/1 = near-instant (legacy behaviour).</summary>
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public const int AttackWindupTicks = 18;
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// ---- Production / automation (M7: Harvester/Conveyor/Fabricator) ----
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/// <summary>Max production cycles a single machine awards in one process (bounds within-session
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/// catch-up after any skipped ticks; restore re-seats the baseline so this never reflects wall-clock).</summary>
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public const int MaxProductionCatchup = 600;
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}
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}
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