55 lines
2.2 KiB
C#
55 lines
2.2 KiB
C#
using ProjectM.Simulation;
|
|
using Unity.Burst;
|
|
using Unity.Collections;
|
|
using Unity.Entities;
|
|
using Unity.NetCode;
|
|
|
|
namespace ProjectM.Server
|
|
{
|
|
/// <summary>
|
|
/// Server-authoritative handler for <see cref="StorageOpRequest"/> RPCs (deposit/withdraw on the
|
|
/// shared storage container). Resolves the single <see cref="SharedStorageContainer"/> as a singleton,
|
|
/// applies the op to its replicated <see cref="StorageEntry"/> buffer via <see cref="StorageMath"/>,
|
|
/// and destroys the request entity. Runs in the default SimulationSystemGroup (NOT the prediction
|
|
/// loop), so a server event is applied exactly once (no rollback double-apply). Op is read as a byte
|
|
/// (see <see cref="StorageOp"/>); the buffer mutation auto-replicates to all clients via GhostField.
|
|
/// </summary>
|
|
[BurstCompile]
|
|
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
|
|
public partial struct StorageOpReceiveSystem : ISystem
|
|
{
|
|
[BurstCompile]
|
|
public void OnCreate(ref SystemState state)
|
|
{
|
|
state.RequireForUpdate<SharedStorageContainer>();
|
|
|
|
var builder = new EntityQueryBuilder(Allocator.Temp)
|
|
.WithAll<StorageOpRequest, ReceiveRpcCommandRequest>();
|
|
state.RequireForUpdate(state.GetEntityQuery(builder));
|
|
}
|
|
|
|
[BurstCompile]
|
|
public void OnUpdate(ref SystemState state)
|
|
{
|
|
var containerEntity = SystemAPI.GetSingletonEntity<SharedStorageContainer>();
|
|
var contents = SystemAPI.GetBuffer<StorageEntry>(containerEntity);
|
|
|
|
var ecb = new EntityCommandBuffer(Allocator.Temp);
|
|
|
|
foreach (var (request, requestEntity) in
|
|
SystemAPI.Query<RefRO<StorageOpRequest>>().WithAll<ReceiveRpcCommandRequest>().WithEntityAccess())
|
|
{
|
|
var op = request.ValueRO;
|
|
if (op.Op == StorageOp.Withdraw)
|
|
StorageMath.Withdraw(contents, op.ItemId, op.Count);
|
|
else
|
|
StorageMath.Deposit(contents, op.ItemId, op.Count);
|
|
|
|
ecb.DestroyEntity(requestEntity);
|
|
}
|
|
|
|
ecb.Playback(state.EntityManager);
|
|
}
|
|
}
|
|
}
|