using ProjectM.Simulation; using Unity.Burst; using Unity.Collections; using Unity.Entities; using Unity.Mathematics; using Unity.NetCode; using Unity.Transforms; namespace ProjectM.Server { /// /// Server-authoritative structure placement (handles RPCs). Derives /// occupancy by scanning live ghosts into a Temp NativeHashSet (structures /// are the source of truth — no cached buffer on the immutable BaseAnchor). For each request it validates /// catalog/legality/occupancy/cost, and on success commits IN-PLACE (StorageMath.Withdraw on the global /// ledger + reserve the cell in the set) so two same-tick requests for one cell can't both pass — the /// StorageOpReceiveSystem in-place idiom — then instantiates the catalog prefab at the cell center /// (RegionTag{Base}, world-owned, NextTick=0, LastProcessedTick stamped). Plain server SimulationSystemGroup /// (not predicted → applied once). Rejects invalid requests silently. /// [BurstCompile] [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)] public partial struct BuildPlaceSystem : ISystem { ComponentLookup m_TransformLookup; ComponentLookup m_ConveyorLookup; [BurstCompile] public void OnCreate(ref SystemState state) { m_TransformLookup = state.GetComponentLookup(isReadOnly: true); m_ConveyorLookup = state.GetComponentLookup(isReadOnly: true); state.RequireForUpdate(); state.RequireForUpdate(); state.RequireForUpdate(); state.RequireForUpdate(); var builder = new EntityQueryBuilder(Allocator.Temp) .WithAll(); state.RequireForUpdate(state.GetEntityQuery(builder)); } [BurstCompile] public void OnUpdate(ref SystemState state) { m_TransformLookup.Update(ref state); m_ConveyorLookup.Update(ref state); uint now = SystemAPI.GetSingleton().ServerTick.TickIndexForValidTick; var anchor = SystemAPI.GetSingleton(); var catalog = SystemAPI.GetBuffer(SystemAPI.GetSingletonEntity()); var ledger = SystemAPI.GetBuffer(SystemAPI.GetSingletonEntity()); // Derive occupancy from the live structure set (authoritative source of truth). var occupied = new NativeHashSet(64, Allocator.Temp); foreach (var ps in SystemAPI.Query>()) occupied.Add(ps.ValueRO.Cell); var ecb = new EntityCommandBuffer(Allocator.Temp); foreach (var (request, receive, requestEntity) in SystemAPI.Query, RefRO>().WithEntityAccess()) { var req = request.ValueRO; int2 cell = new int2(req.CellX, req.CellZ); int entryIdx = -1; for (int i = 0; i < catalog.Length; i++) if (catalog[i].Type == req.StructureType) { entryIdx = i; break; } if (entryIdx >= 0 && catalog[entryIdx].Prefab != Entity.Null && BuildPlacementMath.CanPlace(anchor, occupied, cell)) { var entry = catalog[entryIdx]; int have = 0; for (int i = 0; i < ledger.Length; i++) if (ledger[i].ItemId == entry.CostResourceId) { have = ledger[i].Count; break; } if (have >= entry.CostAmount) { // Commit IN-PLACE so a second same-tick request sees the spend + reservation. StorageMath.Withdraw(ledger, entry.CostResourceId, entry.CostAmount); occupied.Add(cell); var structure = ecb.Instantiate(entry.Prefab); var xform = m_TransformLookup[entry.Prefab]; xform.Position = BaseGridMath.CellToWorld(anchor, cell); // preserve baked Scale ecb.SetComponent(structure, xform); ecb.SetComponent(structure, new PlacedStructure { Type = req.StructureType, Cell = cell, NextTick = 0u, 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(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); } } } ecb.DestroyEntity(requestEntity); } ecb.Playback(state.EntityManager); occupied.Dispose(); } } }