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Project-M/Assets/_Project/Scripts/Client/Input/DebugInputInjectionSystem.cs
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kronic 58c2eaca58 LANTERN P1: dev injector — socket-fire injection (enables the L3 netcode validation)
DebugInputInjectionSystem (#if UNITY_EDITOR) gains FireSocket(i, frames) + per-socket hold
frames + the OnUpdate socket-event sets, mirroring the legacy Fire injection. Drives the real
gather->command->prediction->AbilityFireSystem path per socket for headless validation.

Used to validate group-A live (instant-play ServerWorld+ClientWorld): socket 0&1 = a projectile
Spark, injected same-frame -> maxSrvProj=2, maxCliProj=2 (server==client parity),
distinctSpawnIds=2 with distinctSocketBits=2 (the SpawnId desync fix confirmed LIVE), both
per-socket cooldowns advanced. Netcode half of the group-A gate: PASS.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 11:29:08 -07:00

111 lines
5.9 KiB
C#

#if UNITY_EDITOR
using ProjectM.Simulation;
using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
namespace ProjectM.Client
{
/// <summary>
/// EDITOR-ONLY validation hook for driving the local player's <see cref="PlayerInput"/> without a
/// real input device or a focused Game view. The Unity Input System ignores injected/real device
/// input while the Game view is unfocused, which makes headless (MCP <c>execute_code</c>) or
/// automated fire/move validation impossible through <see cref="PlayerInputGatherSystem"/> alone.
/// <para>
/// This system runs in <see cref="GhostInputSystemGroup"/> immediately AFTER the real gather and,
/// when <see cref="Active"/> is set, overwrites the locally-owned player's input from static fields
/// you can poke from a debugger / <c>execute_code</c> / an editor button. Because it writes the same
/// <see cref="PlayerInput"/> the gather does, it drives the authentic command → prediction →
/// AbilityFireSystem pipeline (not a shortcut), so it validates the real fire/move/auto-target path.
/// </para>
/// <para>
/// Entirely wrapped in <c>#if UNITY_EDITOR</c>: it does not exist in player builds. Pair with
/// <c>Application.runInBackground = true</c> so the unfocused editor keeps ticking. Usage from
/// <c>execute_code</c>: <c>ProjectM.Client.DebugInputInjectionSystem.Fire();</c> (one shot),
/// <c>...SetMove(0f, 1f);</c> (hold a move heading), <c>...SetAim(1f, 0f);</c>, <c>...Stop();</c>.
/// </para>
/// </summary>
[UpdateInGroup(typeof(GhostInputSystemGroup))]
[UpdateAfter(typeof(PlayerInputGatherSystem))]
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
public partial class DebugInputInjectionSystem : SystemBase
{
/// <summary>While true, this system overrides the local player's gathered input each frame.</summary>
public static bool Active;
/// <summary>Movement heading applied to PlayerInput.Move while <see cref="Active"/>.</summary>
public static float2 Move;
/// <summary>Aim vector applied to PlayerInput.Aim while <see cref="Active"/> (zero = face movement).</summary>
public static float2 Aim;
/// <summary>Frames remaining to hold the Fire event. Each held frame raises Fire.Set(); holding
/// across several frames spans multiple network ticks so the one-shot event reliably reaches the
/// command buffer (a single-frame pulse can be lost across the frame→tick boundary). 0 = idle.</summary>
public static int FireFrames;
/// <summary>Input scheme stamped onto injected input (<see cref="InputSchemeId"/>). Defaults to Gamepad
/// so injected aim still receives the server auto-target assist (the pre-scheme behaviour), keeping the
/// editor fire / auto-target validation path intact.</summary>
public static byte Scheme = InputSchemeId.Gamepad;
/// <summary>Convenience: hold Fire for the next <paramref name="frames"/> frames (also enables
/// override). The ability cooldown still gates how many shots actually result.</summary>
public static void Fire(int frames = 10) { Active = true; FireFrames = math.max(FireFrames, frames); }
/// <summary>Per-socket fire holds (LANTERN 4-socket kit). Each held frame raises that socket's fire event.</summary>
public static readonly int[] SocketFrames = new int[SocketId.Count];
/// <summary>Hold socket <paramref name="i"/>'s fire for the next <paramref name="frames"/> frames (also enables override).</summary>
public static void FireSocket(int i, int frames = 10) { Active = true; if ((uint)i < (uint)SocketId.Count) SocketFrames[i] = math.max(SocketFrames[i], frames); }
/// <summary>Convenience: hold a planar move heading (also enables override).</summary>
public static void SetMove(float x, float z) { Active = true; Move = new float2(x, z); }
/// <summary>Convenience: hold an aim direction (also enables override).</summary>
public static void SetAim(float x, float z) { Active = true; Aim = new float2(x, z); }
/// <summary>Convenience: stop overriding and clear all injected input.</summary>
public static void Stop() { Active = false; Move = default; Aim = default; FireFrames = 0; for (int i = 0; i < SocketId.Count; i++) SocketFrames[i] = 0; }
protected override void OnCreate()
{
RequireForUpdate<PlayerInput>();
}
protected override void OnUpdate()
{
if (!Active)
return;
bool fire = FireFrames > 0;
if (FireFrames > 0) FireFrames--;
// LANTERN 4-socket kit: per-socket fire holds, decremented once per frame.
bool s0 = SocketFrames[0] > 0; if (SocketFrames[0] > 0) SocketFrames[0]--;
bool s1 = SocketFrames[1] > 0; if (SocketFrames[1] > 0) SocketFrames[1]--;
bool s2 = SocketFrames[2] > 0; if (SocketFrames[2] > 0) SocketFrames[2]--;
bool s3 = SocketFrames[3] > 0; if (SocketFrames[3] > 0) SocketFrames[3]--;
float2 move = Move;
float2 aim = Aim;
// Keep the presentation bridge in sync with the injected scheme so the reticle/cursor match the
// input the sim is actually using (the gather published a value earlier this frame; we override it).
AimPresentation.Scheme = Scheme;
foreach (var input in SystemAPI.Query<RefRW<PlayerInput>>().WithAll<GhostOwnerIsLocal>())
{
input.ValueRW.Move = move;
input.ValueRW.Aim = aim;
input.ValueRW.Scheme = Scheme;
if (fire)
input.ValueRW.Fire.Set();
if (s0) input.ValueRW.Socket0.Set();
if (s1) input.ValueRW.Socket1.Set();
if (s2) input.ValueRW.Socket2.Set();
if (s3) input.ValueRW.Socket3.Set();
}
}
}
}
#endif