4a8220ad3e
AbilityRef, AbilityCooldown, EffectiveAbilityStats, DefaultAbility deleted. GoInGameServerSystem seeds the per-frame 4-socket Spark loadout UNCONDITIONALLY (was gym-only); ClassSelectReceiveSystem + DebugOp.SetClass swap FrameId + re-seed sockets + zero SocketCooldown; ClassSwapUtil.Apply drops newAbilityId; EquipSystem weapons become stat-sticks (GrantedAbilityId removed from the item blob/authoring); StatRecomputeSystem folds CharacterStatsRef + sockets only; HUD cooldown bar reads socket 0 of SocketCooldown/EffectiveSocketStats; class HUD readers are FrameId-only (ClassForAbility/AbilityFor deleted); DebugModifierInjectionSystem drops CycleAbility. 390 tests green; Play-verified: a non-gym spawn gets frame=2 with Sparks [7,8,6,9] and no console errors. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
138 lines
8.2 KiB
C#
138 lines
8.2 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-authoritative player spawn. On each received <see cref="GoInGameRequest"/>: mark the
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/// source connection in-game, instantiate the player ghost from the baked
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/// <see cref="PlayerSpawner"/>, stamp <see cref="GhostOwner"/> with the connection's
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/// <see cref="NetworkId"/>, place it at the spawn point, and link it to the connection's
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/// LinkedEntityGroup so it auto-despawns on disconnect. Mirrors the netcode "networked-cube"
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/// ModifiedGoInGameServer sample. All structural changes are batched through an
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/// <see cref="EntityCommandBuffer"/>.
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/// </summary>
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[BurstCompile]
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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public partial struct GoInGameServerSystem : ISystem
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{
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bool _warnedMetaBlocked; // one-shot: a mis-authored subscene must not silently block spawns forever
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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<PlayerSpawner>();
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var builder = new EntityQueryBuilder(Allocator.Temp)
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.WithAll<GoInGameRequest, ReceiveRpcCommandRequest>();
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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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// Step 12a availability guard (review N2/L1-6): the born-correct meta seeding below needs the baked
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// catalog + the live director's tier record. Both are per-tick-uniform, so guard ONCE at the TOP,
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// BEFORE the ECB exists — a per-request continue would already have marked the connection in-game.
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// Nothing is consumed; RequireForUpdate re-passes and the request retries next tick (a ≤1-tick window
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// in practice — the director spawns at subscene-stream, before any GoInGame round-trip).
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// GYM (LANTERN A1): a fresh gym subscene has no CycleDirector, so the base meta-catalog guard would
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// block spawns forever. GymTag switches to the clean gym path (no meta seeding; a default Spark socket
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// loadout below instead). The class seeds still apply (harmless: AbilityFireSystem reads sockets).
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bool isGym = SystemAPI.HasSingleton<GymTag>();
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MetaUpgradeCatalog metaCatalog = default;
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DynamicBuffer<MetaTierState> metaRecord = default;
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if (!isGym && (!SystemAPI.TryGetSingleton<MetaUpgradeCatalog>(out metaCatalog) || !metaCatalog.Value.IsCreated
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|| !SystemAPI.TryGetSingletonBuffer<MetaTierState>(out metaRecord, true)))
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{
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if (!_warnedMetaBlocked)
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{
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UnityEngine.Debug.LogWarning("GoInGameServerSystem: player spawn waiting on the meta catalog/director (a mis-authored subscene would block spawns forever).");
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_warnedMetaBlocked = true;
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}
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return;
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}
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var spawner = SystemAPI.GetSingleton<PlayerSpawner>();
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// M5 home base: re-root the spawn ring on the baked BaseAnchor when present; fall back
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// to the spawner's SpawnPoint if the base subscene hasn't streamed in yet.
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var center = spawner.SpawnPoint;
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if (SystemAPI.TryGetSingleton<BaseAnchor>(out var baseAnchor))
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center = BaseGridMath.PlotCenter(baseAnchor);
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var ecb = new EntityCommandBuffer(Allocator.Temp);
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foreach (var (receive, goReq, requestEntity) in
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SystemAPI.Query<RefRO<ReceiveRpcCommandRequest>, RefRO<GoInGameRequest>>().WithEntityAccess())
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{
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var connection = receive.ValueRO.SourceConnection;
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ecb.AddComponent<NetworkStreamInGame>(connection);
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var networkId = SystemAPI.GetComponent<NetworkId>(connection);
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var player = ecb.Instantiate(spawner.PlayerPrefab);
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ecb.SetComponent(player, LocalTransform.FromPosition(center + PlayerSpawnMath.SpawnOffset(networkId.Value, spawner.SpawnRingRadius, spawner.RingSlots)));
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ecb.SetComponent(player, new GhostOwner { NetworkId = networkId.Value });
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// Tag the player into the base region (M6 region/relevancy split).
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ecb.AddComponent(player, new RegionTag { Region = RegionId.Base });
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// Slice 2 -> LANTERN: seed the chosen frame on the just-instantiated player. The 4-socket Spark
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// loadout IS the ability model (the legacy single-AbilityRef path is deleted); the DRG-asymmetry
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// traits ride permanent StatModifiers (CharacterStatsRef stays Default -> deltas replicate via the
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// OwnerSendType.All buffer). 0 -> Warrior/Bathynaut.
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byte classId = ClassTraits.Normalize(goReq.ValueRO.ClassId);
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ClassTraits.AppendSeeds(classId, player, ecb);
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// Expedition redesign: the server-only class anchor the meta systems key on (born-correct meta
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// seeding at Step 12a + per-class spend at Step 13 resolve the tier record through this).
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ecb.AddComponent(player, new PlayerClass { ClassId = classId });
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ecb.AddComponent(player, new FrameId { Value = classId }); // Add (not Set): baked on the real player; absent on the minimal test prefab // replicated frame/class signal
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// Per-frame default Spark loadout on keys 1-4 (UNCONDITIONAL since the legacy path died — without
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// this a non-gym spawn would have four empty sockets and no abilities at all).
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ClassTraits.FrameLoadout(classId, out byte f0, out byte f1, out byte f2, out byte f3);
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var sockets = ecb.SetBuffer<AbilitySocket>(player);
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sockets.Add(new AbilitySocket { SparkId = f0 });
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sockets.Add(new AbilitySocket { SparkId = f1 });
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sockets.Add(new AbilitySocket { SparkId = f2 });
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sockets.Add(new AbilitySocket { SparkId = f3 });
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// Step 12a: born-correct PERMANENT meta seeding — replay this class's persisted tiers as
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// meta-band StatModifiers on the just-instantiated player (same ECB as Instantiate, the
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// ClassTraits idiom). Skip tier 0 / unknown ids (preserve-don't-crash); CLAMP a saved tier above a
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// rebalanced MaxTier (D-F5). Class gate via BoonMath.MaskFor (ClassId is the normalized
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// CharacterId 2/3 — a raw 1<<ClassId would compute bits 2/3 and silently skip everything).
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if (!isGym)
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{
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ref var metaPool = ref metaCatalog.Value.Value;
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byte classBit = BoonMath.MaskFor(classId);
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for (int m = 0; m < metaRecord.Length; m++)
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{
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if (metaRecord[m].ClassId != classId || metaRecord[m].Tier == 0) continue;
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int defIdx = MetaMath.FindDef(ref metaPool, metaRecord[m].UpgradeId);
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if (defIdx < 0) continue; // unknown id (catalog drift) — preserved on disk, skipped live
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if ((metaPool.Defs[defIdx].ClassMask & classBit) == 0) continue;
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byte tier = metaRecord[m].Tier < metaPool.Defs[defIdx].MaxTier
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? metaRecord[m].Tier : metaPool.Defs[defIdx].MaxTier;
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ecb.AppendToBuffer(player, new StatModifier
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{
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Target = metaPool.Defs[defIdx].Target,
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Op = metaPool.Defs[defIdx].Op,
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Value = metaPool.Defs[defIdx].ValuePerTier * tier,
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SourceId = Tuning.MetaSourceIdBase + metaRecord[m].UpgradeId,
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});
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}
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}
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// Auto-despawn the player when its owning connection is removed.
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ecb.AppendToBuffer(connection, new LinkedEntityGroup { Value = player });
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ecb.DestroyEntity(requestEntity);
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}
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ecb.Playback(state.EntityManager);
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ecb.Dispose();
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}
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}
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}
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