d0dcdf36c4
- CycleDirectorSpawnSystem: drop the dangling <see cref="CyclePhase.ExpeditionTicks"/> (deleted const in B2) -> plain 'initial phase delay'. - BuildSendSystem: remove the stale '(Conveyor uses s_ConveyorDir for facing)' comment (field + hotkey deleted in B2). Comment-only; 459/459 EditMode tests pass. Adversarial verification round (2 agents over the full diff) found no behavior regressions and no false-confidence tests. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
160 lines
9.7 KiB
C#
160 lines
9.7 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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using Unity.Transforms;
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namespace ProjectM.Server
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{
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/// <summary>
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/// Server-only, one-shot spawner for the GLOBAL cycle-director ghost (mirrors SharedStorageSpawnSystem,
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/// but MINUS the RegionTag — the director must stay global so GhostRelevancy keeps it relevant to every
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/// region). On its first update it reads the baked <see cref="CycleDirectorSpawner"/> + NetworkTime,
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/// instantiates the ghost, initializes <see cref="CycleState"/> (Expedition, cycle 1, PhaseEndTick =
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/// now + the initial phase delay), adds the server-only <see cref="CycleRuntime"/>, and
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/// places it at the base center (preserving the prefab's baked LocalTransform scale — FromPosition would
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/// reset the replicated Scale GhostField), then destroys the spawner so it idles.
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/// </summary>
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[BurstCompile]
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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public partial struct CycleDirectorSpawnSystem : 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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state.RequireForUpdate<CycleDirectorSpawner>();
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state.RequireForUpdate<NetworkTime>();
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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 serverTick = SystemAPI.GetSingleton<NetworkTime>().ServerTick;
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if (!serverTick.IsValid)
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return;
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var spawnerEntity = SystemAPI.GetSingletonEntity<CycleDirectorSpawner>();
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var spawner = SystemAPI.GetComponent<CycleDirectorSpawner>(spawnerEntity);
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var ecb = new EntityCommandBuffer(Allocator.Temp);
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if (spawner.Prefab != Entity.Null)
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{
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var director = ecb.Instantiate(spawner.Prefab);
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// Place at the base center, preserving the prefab's baked scale/rotation.
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var xform = SystemAPI.GetComponent<LocalTransform>(spawner.Prefab);
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if (SystemAPI.TryGetSingleton<BaseAnchor>(out var anchor))
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xform.Position = BaseGridMath.PlotCenter(anchor);
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ecb.SetComponent(director, xform);
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// Boot the run-state in Calm (the persistent default) — no timer; ThreatDirector arms sieges.
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ecb.SetComponent(director, new CycleState
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{
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Phase = CyclePhase.Calm,
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CycleNumber = 1,
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PhaseEndTick = 0u,
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});
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ecb.AddComponent(director, new CycleRuntime { DefendStartWave = 0 });
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ecb.AddComponent(director, new ThreatState());
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// END-2: server-only run-phase marker (Normal until the goal cap arms the final siege). Added at
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// spawn like CycleRuntime/ThreatState (never on the ghost serializer). RunOutcome is baked on the prefab.
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ecb.AddComponent(director, new RunPhase { Value = RunPhaseId.Normal });
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// Expedition redesign: run-FSM working state + the co-op route first-commit latch + the persisted
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// meta counters — ALL added UNCONDITIONALLY at spawn (the CycleRuntime/ThreatState/RunPhase idiom;
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// D-F2: a New-Game boot must have the components the bank block reads; Continue restores VALUES only,
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// inside the HasData block — Step 12b). HostSalt starts a fixed non-tick seed lineage (bumped per
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// launch); SaveData v6 folds persisted RunsCompleted in at restore so cross-session runs diverge.
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ecb.AddComponent(director, new RunRuntime { HostSalt = 0x5EED0001u });
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ecb.AddComponent(director, default(RouteCommand));
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ecb.AddComponent(director, default(PortalCommand)); // DR-046 room-exit portal interact latch
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ecb.AddComponent(director, default(MetaCounters));
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// Born-correct load: if the menu staged a save (Continue), apply it AT SPAWN so the director
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// DR-042 C6c: a NEW game seeds starting Ore below; a restored save (Continue) keeps its ledger.
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bool restoredLedger = false;
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// ghost never serializes a default GoalProgress / empty ledger to clients (no replication flicker).
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if (SystemAPI.TryGetSingletonEntity<PendingSave>(out var pendingEntity))
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{
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var pending = SystemAPI.GetComponent<PendingSave>(pendingEntity);
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if (pending.HasData != 0)
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{
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// END-2: clamp the restored Target to the baked run-length so a pre-v5 save carrying the old
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// Target=10 still honours the slice's baked Target=4 (the final siege stays reachable).
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int bakedTarget = SystemAPI.HasComponent<GoalProgress>(spawner.Prefab)
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? SystemAPI.GetComponent<GoalProgress>(spawner.Prefab).Target : pending.GoalTarget;
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int restoredTarget = pending.GoalTarget > 0 && pending.GoalTarget < bakedTarget
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? pending.GoalTarget : bakedTarget;
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ecb.SetComponent(director, new GoalProgress { Charge = pending.GoalCharge, Target = restoredTarget });
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var srcLedger = SystemAPI.GetBuffer<PendingSaveLedgerRow>(pendingEntity);
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var destLedger = ecb.SetBuffer<StorageEntry>(director);
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SaveApply.WriteLedger(srcLedger, destLedger);
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restoredLedger = true; // a save restored the ledger -> do NOT seed starting Ore (C6c)
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// END-1: born-correct the Engine Core. Max comes from the BAKED prefab (never the save); a
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// persisted wounded Current (>0) restores clamped to Max, else (0 = pre-v4 save) born full.
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if (SystemAPI.HasComponent<CoreIntegrity>(spawner.Prefab))
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{
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var bakedCore = SystemAPI.GetComponent<CoreIntegrity>(spawner.Prefab);
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int restoredCore = pending.CoreCurrent > 0
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? (pending.CoreCurrent < bakedCore.Max ? pending.CoreCurrent : bakedCore.Max)
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: bakedCore.Max;
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ecb.SetComponent(director, new CoreIntegrity { Current = restoredCore, Max = bakedCore.Max, OverrunTick = 0u });
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}
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// END-2: born-correct the terminal run outcome (a won/lost run loads finished + halted; a pre-v5
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// save / New Game = 0 -> InProgress). Independent of the Core -> NOT nested in the CoreIntegrity guard.
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ecb.SetComponent(director, new RunOutcome { Value = pending.RunOutcome });
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// v6: restore the permanent meta — counters (VALUES only; the component was added
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// unconditionally above, D-F2), the tier record (SetBuffer replaces the baked-empty
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// [GhostField] buffer pre-Playback — the StorageEntry idiom — rows VERBATIM incl. unknown
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// ids), the born-correct RunInfo HUD mirror (the spawn-time exception to RunDirector's
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// sole-writer rule, like CycleState/RunOutcome above), and the HostSalt fold (cross-session
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// first-run maps diverge once you've banked clears — the promise at the RunRuntime add).
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ecb.SetComponent(director, new MetaCounters
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{
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RunsCompleted = pending.RunsCompleted,
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MaxDepthReached = pending.MaxDepthReached,
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});
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var metaSrc = SystemAPI.GetBuffer<PendingMetaRow>(pendingEntity);
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var metaDst = ecb.SetBuffer<MetaTierState>(director);
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for (int mi = 0; mi < metaSrc.Length; mi++)
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metaDst.Add(new MetaTierState { ClassId = metaSrc[mi].ClassId, UpgradeId = metaSrc[mi].UpgradeId, Tier = metaSrc[mi].Tier });
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if (SystemAPI.HasComponent<RunInfo>(spawner.Prefab))
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{
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var runInfo = SystemAPI.GetComponent<RunInfo>(spawner.Prefab); // baked Lifecycle=Staging
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runInfo.RunsCompleted = pending.RunsCompleted;
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runInfo.MaxDepthReached = pending.MaxDepthReached;
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ecb.SetComponent(director, runInfo);
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}
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ecb.SetComponent(director, new RunRuntime
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{
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HostSalt = RunMapMath.Hash(0x5EED0001u, (uint)pending.RunsCompleted + 1u),
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});
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}
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ecb.DestroyEntity(pendingEntity);
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}
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// DR-042 C6c: NEW game only (no restored ledger) -> seed a little Ore so the build loop isn't a cold
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// deadlock (a turret needs Charge from a Fabricator that costs Ore you haven't mined yet). Appended
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// BEFORE Playback so the ghost first-serializes WITH the seed (no empty-ledger replication flicker).
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if (!restoredLedger)
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ecb.AppendToBuffer(director, new StorageEntry { ItemId = ResourceId.Ore, Count = Tuning.StartingOre });
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// Host-only autosave flag; SaveWriteSystem consumes it on the Siege->Calm checkpoint.
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ecb.AddComponent(director, new SaveRequest { Pending = 0 });
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}
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// One-shot: remove the spawner so RequireForUpdate fails and the system idles.
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ecb.DestroyEntity(spawnerEntity);
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ecb.Playback(state.EntityManager);
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}
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}
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}
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