a7fdd6f71d
The per-player class travels on GoInGameRequest.ClassId (client reads a ClassSelection singleton); GoInGameServerSystem seeds the class at spawn via ClassTraits (AbilityRef + permanent trait StatModifiers on a reserved ClassSourceId; CharacterStatsRef stays Default so the DRG-asymmetry deltas ride the replicated OwnerSendType.All buffer). AbilityFireSystem gains the aim-directed Cone archetype: cooldown predicted both worlds, server-only cone damage to living enemies (same-tick, SourceTick-stamped, like the melee cleave). 345/345. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
49 lines
1.9 KiB
C#
49 lines
1.9 KiB
C#
using ProjectM.Simulation;
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Entities;
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using Unity.NetCode;
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namespace ProjectM.Client
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{
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/// <summary>
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/// Client-side connection handshake: for every connection that has been assigned a
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/// <see cref="NetworkId"/> but is not yet <see cref="NetworkStreamInGame"/>, mark it in-game and
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/// fire a <see cref="GoInGameRequest"/> RPC so the server spawns this client's player ghost.
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/// Adding NetworkStreamInGame is what gates snapshot/command flow on. Mirrors the netcode
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/// "networked-cube" go-in-game sample.
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/// </summary>
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[BurstCompile]
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[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation | WorldSystemFilterFlags.ThinClientSimulation)]
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public partial struct GoInGameClientSystem : ISystem
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{
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[BurstCompile]
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public void OnCreate(ref SystemState state)
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{
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var builder = new EntityQueryBuilder(Allocator.Temp)
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.WithAll<NetworkId>()
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.WithNone<NetworkStreamInGame>();
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state.RequireForUpdate(state.GetEntityQuery(builder));
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}
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[BurstCompile]
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public void OnUpdate(ref SystemState state)
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{
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var ecb = new EntityCommandBuffer(Allocator.Temp);
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foreach (var (_, connection) in
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SystemAPI.Query<RefRO<NetworkId>>().WithNone<NetworkStreamInGame>().WithEntityAccess())
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{
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ecb.AddComponent<NetworkStreamInGame>(connection);
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byte classId = SystemAPI.HasSingleton<ClassSelection>() ? SystemAPI.GetSingleton<ClassSelection>().ClassId : (byte)0;
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var request = ecb.CreateEntity();
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ecb.AddComponent(request, new GoInGameRequest { ClassId = classId }); // Slice 2: carry the chosen class
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ecb.AddComponent(request, new SendRpcCommandRequest { TargetConnection = connection });
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}
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ecb.Playback(state.EntityManager);
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}
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}
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}
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