using ProjectM.Simulation; using Unity.Burst; using Unity.Collections; using Unity.Entities; using Unity.NetCode; namespace ProjectM.Server { /// /// Server-authoritative equipment handler ( / RPCs). /// Resolves the sender's player (SourceConnection -> NetworkId -> GhostOwner, the AbilityUpgradeSystem / /// InventoryDepositSystem owner-map idiom) and applies the change IN-PLACE: moves the item between the /// personal bag and the loadout (buffer index = slot), /// sets .Id from the Weapon slot (restoring on /// weapon-unequip), and adds/strips the item's inline stat mods as s tagged by a /// per-slot SourceId (Tuning.EquipSourceIdBase + slot), stripped TARGET-AGNOSTICALLY via /// . /// /// Effects are EVENT-DRIVEN (applied once here): AbilityRef + StatModifier are [GhostField]s re-folded by the /// predicted StatRecomputeSystem every tick and replicated to the owner, so the swap is prediction-correct /// (DebugModifierInjectionSystem.CycleAbility is the precedent) and survives respawn (the entity persists). /// Atomicity: an equip into an occupied slot verifies the bag can hold the swapped-out item BEFORE any /// withdrawal and rejects otherwise — no item loss (the co-op-placement commit-in-place rule). Plain server /// SimulationSystemGroup (NOT predicted -> applied once, no rollback double-apply); only the request entity /// destroy is deferred to the ECB. /// [BurstCompile] [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)] public partial struct EquipSystem : ISystem { [BurstCompile] public void OnCreate(ref SystemState state) { state.RequireForUpdate(); var builder = new EntityQueryBuilder(Allocator.Temp) .WithAny().WithAll(); state.RequireForUpdate(state.GetEntityQuery(builder)); } [BurstCompile] public void OnUpdate(ref SystemState state) { var itemDb = SystemAPI.GetSingleton(); var playerByConn = new NativeHashMap(8, Allocator.Temp); foreach (var (owner, entity) in SystemAPI.Query>() .WithAll().WithEntityAccess()) playerByConn[owner.ValueRO.NetworkId] = entity; var ecb = new EntityCommandBuffer(Allocator.Temp); foreach (var (request, receive, requestEntity) in SystemAPI.Query, RefRO>().WithEntityAccess()) { if (TryResolvePlayer(ref state, playerByConn, receive.ValueRO.SourceConnection, out var player)) HandleEquip(ref state, itemDb, player, request.ValueRO.ItemId); ecb.DestroyEntity(requestEntity); } foreach (var (request, receive, requestEntity) in SystemAPI.Query, RefRO>().WithEntityAccess()) { if (TryResolvePlayer(ref state, playerByConn, receive.ValueRO.SourceConnection, out var player)) HandleUnequip(ref state, itemDb, player, request.ValueRO.Slot); ecb.DestroyEntity(requestEntity); } ecb.Playback(state.EntityManager); playerByConn.Dispose(); } static bool TryResolvePlayer(ref SystemState state, NativeHashMap map, Entity conn, out Entity player) { player = Entity.Null; return state.EntityManager.HasComponent(conn) && map.TryGetValue(state.EntityManager.GetComponentData(conn).Value, out player); } static void HandleEquip(ref SystemState state, ItemDatabase itemDb, Entity player, ushort itemId) { ref var db = ref itemDb.Value.Value; if (!db.TryGetItem(itemId, out var def)) return; byte slot = def.EquipSlot; if (slot >= EquipSlotId.Count) return; // not equippable (255 or out of range) var bag = state.EntityManager.GetBuffer(player); if (InventoryMath.CountOf(bag, itemId) < 1) return; // the sender isn't carrying it var slots = state.EntityManager.GetBuffer(player); ushort oldItem = slots[slot].ItemId; // Atomicity: if the slot is occupied, the bag MUST be able to hold the swapped-out item before we // touch anything; reject the whole equip otherwise so the old item is never lost. if (oldItem != 0 && !InventoryMath.CanDeposit(bag, oldItem, 1, StackMaxOf(ref db, oldItem), Tuning.InventoryMaxSlots)) return; // Commit in-place. InventoryMath.Withdraw(bag, itemId, 1); if (oldItem != 0) { InventoryMath.Deposit(bag, oldItem, 1, StackMaxOf(ref db, oldItem), Tuning.InventoryMaxSlots); StripSlotEffects(ref state, player, slot); } slots[slot] = new EquipmentSlot { ItemId = itemId }; ApplySlotEffects(ref state, player, slot, def); } static void HandleUnequip(ref SystemState state, ItemDatabase itemDb, Entity player, byte slot) { if (slot >= EquipSlotId.Count) return; ref var db = ref itemDb.Value.Value; var slots = state.EntityManager.GetBuffer(player); ushort item = slots[slot].ItemId; if (item == 0) return; // nothing equipped var bag = state.EntityManager.GetBuffer(player); if (!InventoryMath.CanDeposit(bag, item, 1, StackMaxOf(ref db, item), Tuning.InventoryMaxSlots)) return; // bag full -> can't unequip (no item loss) InventoryMath.Deposit(bag, item, 1, StackMaxOf(ref db, item), Tuning.InventoryMaxSlots); slots[slot] = new EquipmentSlot { ItemId = 0 }; StripSlotEffects(ref state, player, slot); } static void ApplySlotEffects(ref SystemState state, Entity player, byte slot, ItemDefBlob def) { // Weapon slot drives the active ability (swaps prefab + base stats via StatRecomputeSystem). if (slot == EquipSlotId.Weapon && def.GrantedAbilityId != 0) state.EntityManager.SetComponentData(player, new AbilityRef { Id = def.GrantedAbilityId }); var mods = state.EntityManager.GetBuffer(player); uint sourceId = Tuning.EquipSourceIdBase + (uint)slot; for (int i = 0; i < ItemDefBlob.MaxMods; i++) { var m = def.GetMod(i); if (m.Target == 255) continue; mods.Add(new StatModifier { Target = m.Target, Op = m.Op, Value = m.Value, SourceId = sourceId }); } } static void StripSlotEffects(ref SystemState state, Entity player, byte slot) { var mods = state.EntityManager.GetBuffer(player); TimedModifierUtil.RemoveBySourceId(mods, Tuning.EquipSourceIdBase + (uint)slot); // Weapon slot: restore the unarmed/base ability. if (slot == EquipSlotId.Weapon) { byte fallback = state.EntityManager.GetComponentData(player).Id; state.EntityManager.SetComponentData(player, new AbilityRef { Id = fallback }); } } static int StackMaxOf(ref ItemDatabaseBlob db, ushort itemId) => db.TryGetItem(itemId, out var d) && d.StackMax > 0 ? d.StackMax : 1; } }