Files
Project-M/Assets/_Project/Scripts/Client/Connection/GoInGameClientSystem.cs
T
2026-05-31 14:27:52 -07:00

48 lines
1.8 KiB
C#

using ProjectM.Simulation;
using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.NetCode;
namespace ProjectM.Client
{
/// <summary>
/// Client-side connection handshake: for every connection that has been assigned a
/// <see cref="NetworkId"/> but is not yet <see cref="NetworkStreamInGame"/>, mark it in-game and
/// fire a <see cref="GoInGameRequest"/> RPC so the server spawns this client's player ghost.
/// Adding NetworkStreamInGame is what gates snapshot/command flow on. Mirrors the netcode
/// "networked-cube" go-in-game sample.
/// </summary>
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation | WorldSystemFilterFlags.ThinClientSimulation)]
public partial struct GoInGameClientSystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
var builder = new EntityQueryBuilder(Allocator.Temp)
.WithAll<NetworkId>()
.WithNone<NetworkStreamInGame>();
state.RequireForUpdate(state.GetEntityQuery(builder));
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var ecb = new EntityCommandBuffer(Allocator.Temp);
foreach (var (_, connection) in
SystemAPI.Query<RefRO<NetworkId>>().WithNone<NetworkStreamInGame>().WithEntityAccess())
{
ecb.AddComponent<NetworkStreamInGame>(connection);
var request = ecb.CreateEntity();
ecb.AddComponent<GoInGameRequest>(request);
ecb.AddComponent(request, new SendRpcCommandRequest { TargetConnection = connection });
}
ecb.Playback(state.EntityManager);
}
}
}