using ProjectM.Simulation; using Unity.Burst; using Unity.Collections; using Unity.Entities; using Unity.NetCode; namespace ProjectM.Client { /// /// Client-side connection handshake: for every connection that has been assigned a /// but is not yet , mark it in-game and /// fire a RPC so the server spawns this client's player ghost. /// Adding NetworkStreamInGame is what gates snapshot/command flow on. Mirrors the netcode /// "networked-cube" go-in-game sample. /// [BurstCompile] [WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation | WorldSystemFilterFlags.ThinClientSimulation)] public partial struct GoInGameClientSystem : ISystem { [BurstCompile] public void OnCreate(ref SystemState state) { var builder = new EntityQueryBuilder(Allocator.Temp) .WithAll() .WithNone(); state.RequireForUpdate(state.GetEntityQuery(builder)); } [BurstCompile] public void OnUpdate(ref SystemState state) { var ecb = new EntityCommandBuffer(Allocator.Temp); foreach (var (_, connection) in SystemAPI.Query>().WithNone().WithEntityAccess()) { ecb.AddComponent(connection); var request = ecb.CreateEntity(); ecb.AddComponent(request); ecb.AddComponent(request, new SendRpcCommandRequest { TargetConnection = connection }); } ecb.Playback(state.EntityManager); } } }