using ProjectM.Simulation;
using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.NetCode;
using Unity.Transforms;
namespace ProjectM.Server
{
///
/// Server-only, one-shot spawner for the GLOBAL director ghost (mirrors SharedStorageSpawnSystem, but MINUS
/// the RegionTag — the director must stay global so GhostRelevancy keeps it relevant to every region). On its
/// first update it reads the baked + NetworkTime, instantiates the ghost
/// — the shared-ledger / RunInfo / meta host (its old cycle/siege/goal/core state is retired, LANTERN purge) —
/// applies a menu-staged save born-correct, and places it at the base center (preserving the prefab's baked
/// LocalTransform scale — FromPosition would reset the replicated Scale GhostField), then destroys the
/// spawner so it idles.
///
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
public partial struct CycleDirectorSpawnSystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate();
state.RequireForUpdate();
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var serverTick = SystemAPI.GetSingleton().ServerTick;
if (!serverTick.IsValid)
return;
var spawnerEntity = SystemAPI.GetSingletonEntity();
var spawner = SystemAPI.GetComponent(spawnerEntity);
var ecb = new EntityCommandBuffer(Allocator.Temp);
if (spawner.Prefab != Entity.Null)
{
var director = ecb.Instantiate(spawner.Prefab);
// Place at the base center, preserving the prefab's baked scale/rotation.
var xform = SystemAPI.GetComponent(spawner.Prefab);
if (SystemAPI.TryGetSingleton(out var anchor))
xform.Position = BaseGridMath.PlotCenter(anchor);
ecb.SetComponent(director, xform);
// Born-correct load: if the menu staged a save (Continue), apply the ledger AT SPAWN so the
// director ghost never serializes an empty ledger to clients (no replication flicker).
//
// 2026-08-07 audit purge: this block also seeded RunRuntime (HostSalt), RouteCommand,
// PortalCommand, MetaCounters, MetaTierState and a born-correct RunInfo mirror. All of that was
// the superseded base/expedition run-FSM and meta shop; the director now hosts exactly one thing
// — the global resource ledger.
bool restoredLedger = false;
if (SystemAPI.TryGetSingletonEntity(out var pendingEntity))
{
var pending = SystemAPI.GetComponent(pendingEntity);
if (pending.HasData != 0)
{
var srcLedger = SystemAPI.GetBuffer(pendingEntity);
var destLedger = ecb.SetBuffer(director);
SaveApply.WriteLedger(srcLedger, destLedger);
restoredLedger = true; // a save restored the ledger -> do NOT seed starting Ore
}
ecb.DestroyEntity(pendingEntity);
}
// DR-042 C6c: NEW game only (no restored ledger) -> seed a little Ore so the build loop isn't a
// cold start with nothing to place. Appended BEFORE Playback so the ghost first-serializes WITH
// the seed (no empty-ledger replication flicker).
if (!restoredLedger)
ecb.AppendToBuffer(director, new StorageEntry { ItemId = ResourceId.Ore, Count = Tuning.StartingOre });
// Host-only autosave flag; SaveWriteSystem consumes it (RunDirectorSystem raises it on bank).
ecb.AddComponent(director, new SaveRequest { Pending = 0 });
}
// One-shot: remove the spawner so RequireForUpdate fails and the system idles.
ecb.DestroyEntity(spawnerEntity);
ecb.Playback(state.EntityManager);
ecb.Dispose();
}
}
}