#if UNITY_EDITOR using Unity.Entities; using Unity.NetCode; namespace ProjectM.Simulation { /// /// EDITOR-ONLY dev convenience for the M4 LAN flow. With auto-connect disabled in GameBootstrap, /// this seeds a in each world on its first update so entering Play "just /// works" multi-client: the server world hosts on loopback and every client / thin-client world joins /// it — reproducing the old single-key playflow but for N players. Runs once per world then disables /// itself, and skips seeding if a already exists (e.g. set by /// the frontend menu's WorldLauncher). Does not exist in player builds. /// [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation | WorldSystemFilterFlags.ClientSimulation | WorldSystemFilterFlags.ThinClientSimulation)] public partial struct EditorAutoHostSystem : ISystem { public void OnUpdate(ref SystemState state) { state.Enabled = false; // run exactly once per world if (SystemAPI.HasSingleton()) return; const ushort port = 7979; var cfg = state.WorldUnmanaged.IsServer() ? new ConnectionConfig { Mode = ConnectionMode.Host, Address = "127.0.0.1", Port = port, Requested = true } : new ConnectionConfig { Mode = ConnectionMode.Join, Address = "127.0.0.1", Port = port, Requested = true }; var e = state.EntityManager.CreateEntity(); state.EntityManager.AddComponentData(e, cfg); } } } #endif