#if UNITY_EDITOR using ProjectM.Simulation; using Unity.Collections; using Unity.Entities; using Unity.NetCode; using UnityEngine; namespace ProjectM.Client { /// /// MC-0 — EDITOR-ONLY client owner of the local singleton (the value the PREDICTED /// DashSystem reads on this client). Each tick it (1) drains any authoritative /// into the static, then (2) pushes into the /// client TuningConfig singleton. The overlay mutates the readout OPTIMISTICALLY via /// (so the tuner's own dash uses a nudged value instantly — instant, then /// EVENTUALLY CONSISTENT with the server within ~1 RTT once the SetTuning RPC lands and the next report /// reconciles). Runs EVERY tick (no RequireForUpdate) so an overlay-only change with no report still reaches the /// singleton. Plain client (mutated at most once/tick → the predicted /// re-sim reads a per-tick-constant value); non-Burst (touches a managed static). This DELIBERATELY extends the /// DevTelemetry pattern (which writes only a static) with a per-world singleton; the release path has no such /// system, so DashSystem's TryGetSingleton ? : Defaults() fallback is the permanent release behaviour. /// [WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)] [UpdateInGroup(typeof(SimulationSystemGroup))] public partial struct DevTuningReceiveSystem : ISystem { public void OnCreate(ref SystemState state) { if (state.GetEntityQuery(ComponentType.ReadWrite()).IsEmpty) { var e = state.EntityManager.CreateEntity(typeof(TuningConfig)); state.EntityManager.SetComponentData(e, TuningConfig.Defaults()); } } public void OnUpdate(ref SystemState state) { // (1) Authoritative server snapshot wins — overwrite the readout (FULL state). var ecb = new EntityCommandBuffer(Allocator.Temp); foreach (var (report, reqEntity) in SystemAPI.Query>() .WithAll().WithEntityAccess()) { TuningReadout.Current = TuningConfig.FromReport(report.ValueRO); TuningReadout.Initialized = true; ecb.DestroyEntity(reqEntity); } ecb.Playback(state.EntityManager); ecb.Dispose(); // (2) Push the readout (authoritative, or optimistic SetLocal, or Defaults()) into the client singleton. if (SystemAPI.TryGetSingletonEntity(out var cfgEntity)) state.EntityManager.SetComponentData(cfgEntity, TuningReadout.Current); } } /// /// MC-0 — static bridge from the ECS tuning receiver to the IMGUI DebugOverlay (so the overlay reads/sets /// a plain struct, never ECS state). seeds to on /// play-enter (so it matches the server's seeded Defaults before the first report). is the /// overlay's OPTIMISTIC apply — it runs the same clamp so an overlay nudge can /// never feed a 0/negative into the predicted DashSystem. /// public static class TuningReadout { public static TuningConfig Current; /// True once an authoritative server report has been received (else is Defaults()). public static bool Initialized; /// Optimistic local apply (overlay button) — clamped via . public static void SetLocal(byte knob, float value) => TuningConfig.Apply(ref Current, knob, value); [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] static void Reset() { Current = TuningConfig.Defaults(); Initialized = false; } } } #endif