using ProjectM.Simulation;
using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
using Unity.Transforms;
namespace ProjectM.Server
{
///
/// One-shot server restore of player-built structures for a "Continue" session. The menu (WorldLauncher) stages a
/// / carrier in the fresh ServerWorld BEFORE the
/// gameplay subscene streams; this system waits (RequireForUpdate) for the streamed
/// + + a valid NetworkTime, then replays each saved structure CHARGE-FREE: Instantiate the
/// catalog prefab at the saved cell (preserving the baked Scale), re-stamp the rebased tick fields
/// (; LastProcessed = now so within-session catch-up resumes from now,
/// never a wall-clock mint), re-tag RegionTag{Base} + RuntimePlacedTag, refill the in-flight conveyor item + the
/// machine I/O buffers, then DESTROY the carrier so it never runs again. The ledger/goal restore separately +
/// absolutely via CycleDirectorSpawnSystem's born-correct load (no double-spend, no Withdraw here).
///
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
public partial struct BaseRestoreSystem : 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(state.GetEntityQuery(ComponentType.ReadOnly()));
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var serverTick = SystemAPI.GetSingleton().ServerTick;
if (!serverTick.IsValid)
return;
uint now = serverTick.TickIndexForValidTick;
m_TransformLookup.Update(ref state);
m_ConveyorLookup.Update(ref state);
var anchor = SystemAPI.GetSingleton();
var catalog = SystemAPI.GetBuffer(SystemAPI.GetSingletonEntity());
var ecb = new EntityCommandBuffer(Allocator.Temp);
foreach (var (pending, ioBuf, carrier) in
SystemAPI.Query, DynamicBuffer>().WithEntityAccess())
{
for (int s = 0; s < pending.Length; s++)
{
var p = pending[s];
int entryIdx = -1;
for (int i = 0; i < catalog.Length; i++)
if (catalog[i].Type == p.Type) { entryIdx = i; break; }
if (entryIdx < 0 || catalog[entryIdx].Prefab == Entity.Null)
continue; // type not in the catalog (e.g. a save from a newer build) -> skip, don't crash
var prefab = catalog[entryIdx].Prefab;
var structure = ecb.Instantiate(prefab);
int2 cell = new int2(p.CellX, p.CellZ);
var xform = m_TransformLookup[prefab];
xform.Position = BaseGridMath.CellToWorld(anchor, cell); // preserve baked Scale (FromPosition would reset it)
ecb.SetComponent(structure, xform);
ecb.SetComponent(structure, new PlacedStructure
{
Type = p.Type,
Cell = cell,
NextTick = ProductionMath.RestoreNextTick(now, p.RemainingTicks),
LastProcessedTick = TickUtil.NonZero(now),
});
ecb.AddComponent(structure, new RegionTag { Region = RegionId.Base });
ecb.AddComponent(structure);
if (p.Type == StructureType.Conveyor && m_ConveyorLookup.HasComponent(prefab))
{
var conv = m_ConveyorLookup[prefab];
conv.Direction = p.Direction;
ecb.SetComponent(structure, conv);
ecb.SetComponent(structure, new ConveyorItem { ResourceId = p.ConveyorResId, Count = p.ConveyorCount });
ecb.SetComponentEnabled(structure, p.ConveyorCount > 0);
}
// Refill machine I/O buffers from the flat io table (only slots with saved rows -> the prefab has them).
bool inInit = false, outInit = false;
DynamicBuffer inBuf = default;
DynamicBuffer outBuf = default;
for (int r = 0; r < ioBuf.Length; r++)
{
if (ioBuf[r].StructureIndex != s)
continue;
if (ioBuf[r].Slot == 0)
{
if (!inInit) { inBuf = ecb.SetBuffer(structure); inInit = true; }
inBuf.Add(new MachineInput { ResourceId = ioBuf[r].ResourceId, Count = ioBuf[r].Count });
}
else
{
if (!outInit) { outBuf = ecb.SetBuffer(structure); outInit = true; }
outBuf.Add(new MachineOutput { ResourceId = ioBuf[r].ResourceId, Count = ioBuf[r].Count });
}
}
}
ecb.DestroyEntity(carrier);
}
ecb.Playback(state.EntityManager);
}
}
}