using ProjectM.Simulation; using Unity.Burst; using Unity.Collections; using Unity.Entities; using Unity.NetCode; using Unity.Transforms; namespace ProjectM.Server { /// /// Server-authoritative player spawn. On each received : mark the /// source connection in-game, instantiate the player ghost from the baked /// , stamp with the connection's /// , place it at the spawn point, and link it to the connection's /// LinkedEntityGroup so it auto-despawns on disconnect. Mirrors the netcode "networked-cube" /// ModifiedGoInGameServer sample. All structural changes are batched through an /// . /// [BurstCompile] [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)] public partial struct GoInGameServerSystem : ISystem { bool _warnedMetaBlocked; // one-shot: a mis-authored subscene must not silently block spawns forever [BurstCompile] public void OnCreate(ref SystemState state) { state.RequireForUpdate(); var builder = new EntityQueryBuilder(Allocator.Temp) .WithAll(); state.RequireForUpdate(state.GetEntityQuery(builder)); } [BurstCompile] public void OnUpdate(ref SystemState state) { // Step 12a availability guard (review N2/L1-6): the born-correct meta seeding below needs the baked // catalog + the live director's tier record. Both are per-tick-uniform, so guard ONCE at the TOP, // BEFORE the ECB exists — a per-request continue would already have marked the connection in-game. // Nothing is consumed; RequireForUpdate re-passes and the request retries next tick (a ≤1-tick window // in practice — the director spawns at subscene-stream, before any GoInGame round-trip). // GYM (LANTERN A1): a fresh gym subscene has no CycleDirector, so the base meta-catalog guard would // block spawns forever. GymTag switches to the clean gym path (no meta seeding; a default Spark socket // loadout below instead). The class seeds still apply (harmless: AbilityFireSystem reads sockets). bool isGym = SystemAPI.HasSingleton(); MetaUpgradeCatalog metaCatalog = default; DynamicBuffer metaRecord = default; if (!isGym && (!SystemAPI.TryGetSingleton(out metaCatalog) || !metaCatalog.Value.IsCreated || !SystemAPI.TryGetSingletonBuffer(out metaRecord, true))) { if (!_warnedMetaBlocked) { UnityEngine.Debug.LogWarning("GoInGameServerSystem: player spawn waiting on the meta catalog/director (a mis-authored subscene would block spawns forever)."); _warnedMetaBlocked = true; } return; } var spawner = SystemAPI.GetSingleton(); // M5 home base: re-root the spawn ring on the baked BaseAnchor when present; fall back // to the spawner's SpawnPoint if the base subscene hasn't streamed in yet. var center = spawner.SpawnPoint; if (SystemAPI.TryGetSingleton(out var baseAnchor)) center = BaseGridMath.PlotCenter(baseAnchor); var ecb = new EntityCommandBuffer(Allocator.Temp); foreach (var (receive, goReq, requestEntity) in SystemAPI.Query, RefRO>().WithEntityAccess()) { var connection = receive.ValueRO.SourceConnection; ecb.AddComponent(connection); var networkId = SystemAPI.GetComponent(connection); var player = ecb.Instantiate(spawner.PlayerPrefab); ecb.SetComponent(player, LocalTransform.FromPosition(center + PlayerSpawnMath.SpawnOffset(networkId.Value, spawner.SpawnRingRadius, spawner.RingSlots))); ecb.SetComponent(player, new GhostOwner { NetworkId = networkId.Value }); // Tag the player into the base region (M6 region/relevancy split). ecb.AddComponent(player, new RegionTag { Region = RegionId.Base }); // Slice 2: seed the chosen class on the just-instantiated player. AbilityRef selects the Fire slot // (Warrior = cone / Ranger = projectile); the DRG-asymmetry traits ride permanent StatModifiers // (CharacterStatsRef stays Default -> deltas replicate via the OwnerSendType.All buffer). 0 -> Warrior. byte classId = ClassTraits.Normalize(goReq.ValueRO.ClassId); ecb.SetComponent(player, new AbilityRef { Id = ClassTraits.AbilityFor(classId) }); ClassTraits.AppendSeeds(classId, player, ecb); // Expedition redesign: the server-only class anchor the meta systems key on (born-correct meta // seeding at Step 12a + per-class spend at Step 13 resolve the tier record through this). ecb.AddComponent(player, new PlayerClass { ClassId = classId }); ecb.AddComponent(player, new FrameId { Value = classId }); // Add (not Set): baked on the real player; absent on the minimal test prefab // replicated frame/class signal (HUD reads this, not AbilityRef) if (isGym) { // GYM: per-frame default Spark loadout on keys 1-4 (AbilityFireSystem reads sockets, not AbilityRef). ClassTraits.FrameLoadout(classId, out byte f0, out byte f1, out byte f2, out byte f3); var gymSockets = ecb.SetBuffer(player); gymSockets.Add(new AbilitySocket { SparkId = f0 }); gymSockets.Add(new AbilitySocket { SparkId = f1 }); gymSockets.Add(new AbilitySocket { SparkId = f2 }); gymSockets.Add(new AbilitySocket { SparkId = f3 }); } // Step 12a: born-correct PERMANENT meta seeding — replay this class's persisted tiers as // meta-band StatModifiers on the just-instantiated player (same ECB as Instantiate, the // ClassTraits idiom). Skip tier 0 / unknown ids (preserve-don't-crash); CLAMP a saved tier above a // rebalanced MaxTier (D-F5). Class gate via BoonMath.MaskFor (ClassId is the normalized // CharacterId 2/3 — a raw 1<