813c829420
- New Server/PlayerResolve.TryResolve single-sources the RPC SourceConnection -> NetworkId -> conn->player map resolve (3 sites: ClassSelectReceive, PrepPurchase, DebugCommandReceive); EntityManager reads keep it source-gen-safe from Bursted receivers. - ecb.Dispose() after Playback in 9 Temp-ECB systems (explicit-lifetime hygiene). - The TuningConfig.GetOrDefault(ref state) variant of this tail was REVERTED: state.GetEntityQuery in OnUpdate trips the Entities "creates a query during OnUpdate" diagnostic per system per world (caught in Play smoke) - the SystemAPI.TryGetSingleton idiom is already source-gen-optimal, confirming the original B4 deferral. Verified: 466/466 EditMode green on the final tree, console clean, Play smoke 0 errors. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
62 lines
2.8 KiB
C#
62 lines
2.8 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.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 shared home-base storage container (mirrors
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/// UpgradePickupSpawnSystem). On its first update it reads the baked <see cref="StorageSpawner"/>
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/// singleton and the <see cref="BaseAnchor"/>, instantiates the container ghost at the cell center
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/// (<see cref="BaseGridMath.CellToWorld"/>), then destroys the spawner singleton so the system idles
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/// (spawned exactly once). Runs in the default SimulationSystemGroup (NOT the prediction loop); the
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/// container replicates to clients as an ownerless interpolated ghost. The container is intentionally
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/// NOT linked to any connection's LinkedEntityGroup, so it persists across player disconnects.
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/// </summary>
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[BurstCompile]
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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public partial struct SharedStorageSpawnSystem : 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<StorageSpawner>();
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state.RequireForUpdate<BaseAnchor>();
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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 spawnerEntity = SystemAPI.GetSingletonEntity<StorageSpawner>();
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var spawner = SystemAPI.GetComponent<StorageSpawner>(spawnerEntity);
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var anchor = SystemAPI.GetSingleton<BaseAnchor>();
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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 container = ecb.Instantiate(spawner.Prefab);
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var position = BaseGridMath.CellToWorld(anchor, spawner.Cell);
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// Phase 0: the grid Y (GridOrigin.y=1) is the CC capsule-CENTER plane; center-pivot structure
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// meshes look grounded there, but the crate's pivot is at its base -> it floated 1 u. Sit it on
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// the terrain surface instead.
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position.y = 0f;
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// Preserve the prefab's baked scale/rotation (FromPosition would reset Scale to 1).
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var xform = SystemAPI.GetComponent<LocalTransform>(spawner.Prefab);
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xform.Position = position;
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ecb.SetComponent(container, xform);
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// M6: scope the shared storage to the base region for ghost relevancy.
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ecb.AddComponent(container, new RegionTag { Region = RegionId.Base });
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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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ecb.Dispose();
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}
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}
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}
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