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 { [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) { var spawner = SystemAPI.GetSingleton(); var ecb = new EntityCommandBuffer(Allocator.Temp); foreach (var (receive, requestEntity) in SystemAPI.Query>().WithAll().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(spawner.SpawnPoint)); ecb.SetComponent(player, new GhostOwner { NetworkId = networkId.Value }); // Auto-despawn the player when its owning connection is removed. ecb.AppendToBuffer(connection, new LinkedEntityGroup { Value = player }); ecb.DestroyEntity(requestEntity); } ecb.Playback(state.EntityManager); } } }