using System.Collections.Generic;
using ProjectM.Simulation;
using Unity.Entities;
using Unity.NetCode;
using UnityEngine;
namespace ProjectM.Client
{
///
/// Client-side class-pick sender: a static enqueue (the Staging class-select HUD buttons) drained into
/// RPCs (the MetaSpendSendSystem idiom). Carries only the class id; the server
/// re-validates the phase + applies the full swap. Statics reset on play-enter (the stale-bridge hazard).
///
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
public partial class ClassSelectSendSystem : SystemBase
{
static readonly Queue s_Queue = new();
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
static void ResetStatics() => s_Queue.Clear();
/// Queue a class pick (0=Warrior, 1=Ranger). The Staging class buttons drive this.
public static void RequestClass(byte classId) => s_Queue.Enqueue(classId);
protected override void OnCreate() => RequireForUpdate();
protected override void OnUpdate()
{
while (s_Queue.Count > 0)
{
var req = EntityManager.CreateEntity(typeof(ClassSelectRequest), typeof(SendRpcCommandRequest));
EntityManager.SetComponentData(req, new ClassSelectRequest { ClassId = s_Queue.Dequeue() });
}
}
}
}