#if UNITY_EDITOR using System.Collections.Generic; using System.Text; using ProjectM.Simulation; using Unity.Collections; using Unity.Entities; using Unity.Mathematics; using Unity.NetCode; using Unity.Transforms; using UnityEngine; namespace ProjectM.Client { /// /// 07-20 data-driven tuning: a MEASUREMENT probe for melee feel. In Play, spawns a huge-HP dummy in front of /// the local player, holds the (injected) Attack for a scripted chain, and samples the SERVER truth every /// editor frame: swing-start ticks, scheduled contact ticks, actual damage ticks + amounts. The report is /// MEASURED cadence / contact latency / DPS / buffer usage — objective numbers to tune against instead of /// eyeballs, valid under real tick-batching. Editor-only diagnostics (cross-world reads); drive from the /// DebugOverlay button or execute_code: ProjectM.Client.CombatProbe.Run(6);, read the console. /// public static class CombatProbe { public static bool Running { get; private set; } struct SwingRec { public uint Start; public uint Scheduled; public uint DamageTickObserved; public float Damage; } public static void Run(int swings = 6, float aimX = 1f, float aimZ = 0f) { if (!Application.isPlaying) { Debug.LogWarning("[CombatProbe] Play mode only."); return; } if (Running) { Debug.LogWarning("[CombatProbe] Already running."); return; } World server = null; foreach (var w in World.All) if (w.Name == "ServerWorld") server = w; if (server == null) { Debug.LogWarning("[CombatProbe] No ServerWorld."); return; } var sem = server.EntityManager; // The local player's server twin (the entity that carries the scheduled-cleave slot). var pq = sem.CreateEntityQuery(typeof(MeleeCleavePending), typeof(MeleeCombo), typeof(LocalTransform)); var players = pq.ToEntityArray(Allocator.Temp); if (players.Length == 0) { players.Dispose(); Debug.LogWarning("[CombatProbe] No server player."); return; } var player = players[0]; players.Dispose(); var playerPos = sem.GetComponentData(player).Position; // Dummy: any enemy prefab, parked inside the cone, HP no swing chain can finish. var prefQ = sem.CreateEntityQuery(new EntityQueryDesc { All = new ComponentType[] { typeof(EnemyTag), typeof(Prefab) }, Options = EntityQueryOptions.IncludePrefab, }); var prefabs = prefQ.ToEntityArray(Allocator.Temp); if (prefabs.Length == 0) { prefabs.Dispose(); Debug.LogWarning("[CombatProbe] No enemy prefab."); return; } var dummy = sem.Instantiate(prefabs[0]); prefabs.Dispose(); var baked = sem.GetComponentData(dummy); var aim = math.normalizesafe(new float2(aimX, aimZ), new float2(1f, 0f)); sem.SetComponentData(dummy, baked.WithPosition(playerPos + new float3(aim.x, 0f, aim.y) * 1.6f)); sem.SetComponentData(dummy, new Health { Current = 100000f, Max = 100000f }); Running = true; int frame = 0; var recs = new List(); uint lastSwing = 0; float lastHp = 100000f; int buffered = 0; uint firstTick = 0, lastTick = 0; UnityEditor.EditorApplication.CallbackFunction cb = null; cb = () => { try { frame++; World sw = null; foreach (var w2 in World.All) if (w2.Name == "ServerWorld") sw = w2; if (sw == null) { Finish("server world gone"); return; } var em = sw.EntityManager; if (!em.Exists(player) || !em.Exists(dummy)) { Finish("probe entity despawned"); return; } uint tick = 0; var ntq = em.CreateEntityQuery(typeof(NetworkTime)); if (!ntq.IsEmpty) { var nt = ntq.GetSingleton(); if (nt.ServerTick.IsValid) tick = nt.ServerTick.TickIndexForValidTick; } if (firstTick == 0) firstTick = tick; lastTick = tick; var mc = em.GetComponentData(player); var pend = em.GetComponentData(player); float hp = em.GetComponentData(dummy).Current; if (mc.SwingStartTick != 0 && mc.SwingStartTick != lastSwing) { recs.Add(new SwingRec { Start = mc.SwingStartTick, Scheduled = pend.ResolveTick }); lastSwing = mc.SwingStartTick; } else if (recs.Count > 0 && pend.ResolveTick != 0) { var r0 = recs[recs.Count - 1]; if (r0.Scheduled == 0) { r0.Scheduled = pend.ResolveTick; recs[recs.Count - 1] = r0; } } if (hp < lastHp && recs.Count > 0) { var r1 = recs[recs.Count - 1]; if (r1.DamageTickObserved == 0) { r1.DamageTickObserved = tick; r1.Damage = lastHp - hp; recs[recs.Count - 1] = r1; } } if (mc.BufferedAttackTick != 0) buffered++; // frames a buffer was armed (usage signal) lastHp = hp; // Drive: hold the attack (re-issued) until the target swing count is reached — a mashing player. if (recs.Count < swings) { DebugInputInjectionSystem.SetAim(aim.x, aim.y); DebugInputInjectionSystem.Attack(3); } bool lastResolved = recs.Count == 0 || recs[recs.Count - 1].DamageTickObserved != 0; // wait for the FINAL contact (a whiff falls through to the timeout) if ((recs.Count >= swings && lastResolved) || frame > 900) Finish(null); } catch (System.Exception ex) { Finish("exception: " + ex.Message); } }; UnityEditor.EditorApplication.update += cb; Debug.Log($"[CombatProbe] Running: {swings} swings vs a 100k-HP dummy at +{1.6f:F1}m (aim {aim.x:F1},{aim.y:F1})."); void Finish(string abort) { UnityEditor.EditorApplication.update -= cb; DebugInputInjectionSystem.Stop(); Running = false; World sw2 = null; foreach (var w3 in World.All) if (w3.Name == "ServerWorld") sw2 = w3; if (sw2 != null && sw2.EntityManager.Exists(dummy)) sw2.EntityManager.DestroyEntity(dummy); var sb = new StringBuilder(); sb.AppendLine("==== COMBAT PROBE REPORT (server-measured) ===="); if (abort != null) sb.AppendLine(" ABORTED: " + abort); float totalDmg = 0f; for (int i = 0; i < recs.Count; i++) { var r = recs[i]; long contact = r.Scheduled != 0 ? (long)r.Scheduled - r.Start : -1; long observed = r.DamageTickObserved != 0 ? (long)r.DamageTickObserved - r.Start : -1; long gap = i > 0 ? (long)r.Start - recs[i - 1].Start : 0; totalDmg += r.Damage; sb.AppendLine($" swing {i + 1}: start {r.Start}" + (i > 0 ? $" (gap {gap}t = {gap / 60f:F2}s)" : "") + $" | scheduled contact +{contact}t | damage {r.Damage:F0} observed +{observed}t (frame-sampled)"); } if (recs.Count > 1) { float span = (recs[recs.Count - 1].Start - recs[0].Start) / 60f; sb.AppendLine($" MEASURED cadence: {span / (recs.Count - 1):F2}s/swing over {recs.Count} swings"); } float dur = (lastTick - firstTick) / 60f; if (dur > 0.5f) sb.AppendLine($" MEASURED DPS vs dummy: {totalDmg / dur:F1} over {dur:F1}s (total {totalDmg:F0})"); sb.AppendLine($" buffer armed on {buffered} sampled frames (mashing exercises the unlock-edge path)"); Debug.Log(sb.ToString()); } } } } #endif