f3f65bccbf
Server-only production chains (never predicted): components + server systems + pure byte-only math (ProductionMath/ConveyorMath/MachineSlotMath), authoring + 3 machine prefabs wired into the Gameplay subscene, StructureCatalog rows, BuildPlace Direction/RuntimePlacedTag, Tuning, and 35 EditMode tests (catch-up gating, conveyor shuffle-invariance, SaveData v2 round-trip). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
115 lines
5.5 KiB
C#
115 lines
5.5 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.Mathematics;
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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 structure placement (handles <see cref="BuildPlaceRequest"/> RPCs). Derives
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/// occupancy by scanning live <see cref="PlacedStructure"/> ghosts into a Temp NativeHashSet (structures
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/// are the source of truth — no cached buffer on the immutable BaseAnchor). For each request it validates
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/// catalog/legality/occupancy/cost, and on success commits IN-PLACE (StorageMath.Withdraw on the global
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/// ledger + reserve the cell in the set) so two same-tick requests for one cell can't both pass — the
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/// StorageOpReceiveSystem in-place idiom — then instantiates the catalog prefab at the cell center
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/// (RegionTag{Base}, world-owned, NextTick=0, LastProcessedTick stamped). Plain server SimulationSystemGroup
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/// (not predicted → applied once). Rejects invalid requests silently.
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/// </summary>
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[BurstCompile]
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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public partial struct BuildPlaceSystem : ISystem
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{
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ComponentLookup<LocalTransform> m_TransformLookup;
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ComponentLookup<Conveyor> m_ConveyorLookup;
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[BurstCompile]
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public void OnCreate(ref SystemState state)
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{
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m_TransformLookup = state.GetComponentLookup<LocalTransform>(isReadOnly: true);
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m_ConveyorLookup = state.GetComponentLookup<Conveyor>(isReadOnly: true);
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state.RequireForUpdate<StructureCatalog>();
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state.RequireForUpdate<BaseAnchor>();
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state.RequireForUpdate<ResourceLedger>();
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state.RequireForUpdate<NetworkTime>();
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var builder = new EntityQueryBuilder(Allocator.Temp)
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.WithAll<BuildPlaceRequest, 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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m_TransformLookup.Update(ref state);
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m_ConveyorLookup.Update(ref state);
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uint now = SystemAPI.GetSingleton<NetworkTime>().ServerTick.TickIndexForValidTick;
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var anchor = SystemAPI.GetSingleton<BaseAnchor>();
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var catalog = SystemAPI.GetBuffer<StructureCatalogEntry>(SystemAPI.GetSingletonEntity<StructureCatalog>());
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var ledger = SystemAPI.GetBuffer<StorageEntry>(SystemAPI.GetSingletonEntity<ResourceLedger>());
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// Derive occupancy from the live structure set (authoritative source of truth).
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var occupied = new NativeHashSet<int2>(64, Allocator.Temp);
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foreach (var ps in SystemAPI.Query<RefRO<PlacedStructure>>())
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occupied.Add(ps.ValueRO.Cell);
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var ecb = new EntityCommandBuffer(Allocator.Temp);
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foreach (var (request, receive, requestEntity) in
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SystemAPI.Query<RefRO<BuildPlaceRequest>, RefRO<ReceiveRpcCommandRequest>>().WithEntityAccess())
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{
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var req = request.ValueRO;
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int2 cell = new int2(req.CellX, req.CellZ);
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int entryIdx = -1;
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for (int i = 0; i < catalog.Length; i++)
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if (catalog[i].Type == req.StructureType) { entryIdx = i; break; }
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if (entryIdx >= 0 && catalog[entryIdx].Prefab != Entity.Null
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&& BuildPlacementMath.CanPlace(anchor, occupied, cell))
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{
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var entry = catalog[entryIdx];
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int have = 0;
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for (int i = 0; i < ledger.Length; i++)
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if (ledger[i].ItemId == entry.CostResourceId) { have = ledger[i].Count; break; }
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if (have >= entry.CostAmount)
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{
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// Commit IN-PLACE so a second same-tick request sees the spend + reservation.
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StorageMath.Withdraw(ledger, entry.CostResourceId, entry.CostAmount);
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occupied.Add(cell);
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var structure = ecb.Instantiate(entry.Prefab);
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var xform = m_TransformLookup[entry.Prefab];
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xform.Position = BaseGridMath.CellToWorld(anchor, cell); // preserve baked Scale
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ecb.SetComponent(structure, xform);
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ecb.SetComponent(structure, new PlacedStructure
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{
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Type = req.StructureType,
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Cell = cell,
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NextTick = 0u,
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LastProcessedTick = 0u, // 0 = uninitialized; the production systems set the baseline on first encounter (turret ignores it)
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});
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ecb.AddComponent(structure, new RegionTag { Region = RegionId.Base });
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ecb.AddComponent<RuntimePlacedTag>(structure); // player-built -> persisted by SaveStructureScan
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if (req.StructureType == StructureType.Conveyor && m_ConveyorLookup.HasComponent(entry.Prefab))
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{
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var conv = m_ConveyorLookup[entry.Prefab];
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conv.Direction = req.Direction;
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ecb.SetComponent(structure, conv);
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}
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}
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}
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ecb.DestroyEntity(requestEntity);
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}
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ecb.Playback(state.EntityManager);
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occupied.Dispose();
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}
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}
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}
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