using System;
using ProjectM.Simulation;
using Unity.Entities;
using Unity.NetCode;
namespace ProjectM.Server
{
///
/// Host-only autosave writer. A managed (file IO => NO Burst) that reacts to the
/// flag the Bursted CyclePhaseSystem raises on the Siege->Calm checkpoint:
/// reads the authoritative + shared resource ledger off the CycleDirector ghost,
/// writes the JSON save (), then clears the flag. ServerSimulation-only, so a pure
/// (Join) client never writes. Deliberately carries NO [UpdateAfter(CyclePhaseSystem)] (that would risk
/// a sort-cycle); a one-tick-late autosave is irrelevant.
///
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
public partial class SaveWriteSystem : SystemBase
{
protected override void OnCreate()
{
RequireForUpdate();
RequireForUpdate();
}
protected override void OnUpdate()
{
var dir = SystemAPI.GetSingletonEntity();
var req = SystemAPI.GetComponent(dir);
if (req.Pending == 0)
return;
req.Pending = 0;
SystemAPI.SetComponent(dir, req);
var goal = SystemAPI.HasComponent(dir)
? SystemAPI.GetComponent(dir)
: default;
// END-1: persist the Engine Core integrity (a wounded base stays wounded across save/quit).
var core = SystemAPI.HasComponent(dir)
? SystemAPI.GetComponent(dir)
: default;
// The shared ledger lives on this same CycleDirector ghost (ResourceLedger-tagged StorageEntry buffer).
var buffer = SystemAPI.GetBuffer(dir);
var rows = new LedgerRow[buffer.Length];
for (int i = 0; i < buffer.Length; i++)
rows[i] = new LedgerRow { ItemId = buffer[i].ItemId, Count = buffer[i].Count };
// M7: also persist player-built structures + their production tick-state / inventory (single shared scan).
uint nowTick = SystemAPI.GetSingleton().ServerTick.TickIndexForValidTick;
SaveStructureScan.Collect(EntityManager, nowTick, out var structures, out var structureIo);
SaveService.Save(new SaveData
{
GoalCharge = goal.Charge,
GoalTarget = goal.Target,
CoreCurrent = core.Current,
Ledger = rows,
Structures = structures,
StructureIo = structureIo,
SavedAtMs = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds(),
});
}
}
}