Files
Project-M/Assets/_Project/Scripts/Client/Debug/DebugCommandSendSystem.cs
T
kronic 77de740b63 LANTERN purge B7: rename CharacterId -> FrameKind (frame terminology)
Enum renamed in StatIds.cs (byte values unchanged - serialized definitions/saves
never re-mean); all call sites + doc mentions swept (ClassTraits, PlayerAuthoring,
CharacterStatsDefinition field type, menu/UI, tests). CharacterStatsDefinition SO
CLASS name kept (asset-binding risk; deferred per plan). 390 green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 15:51:48 -07:00

71 lines
3.8 KiB
C#

#if UNITY_EDITOR
using System.Collections.Generic;
using ProjectM.Simulation;
using Unity.Entities;
using Unity.NetCode;
using UnityEngine;
namespace ProjectM.Client
{
/// <summary>
/// EDITOR-ONLY client sender for dev-tool <see cref="DebugCommandRequest"/> RPCs. Mirrors
/// <c>StorageOpSendSystem</c>: static convenience methods enqueue into a queue that this client
/// <see cref="SystemBase"/> drains into request entities each tick (so it works from the DebugOverlay's IMGUI
/// AND headless from execute_code). The statics are reset on play-enter so a fast-enter-playmode reload can't
/// replay a stale queue. The wire type is unconditional; this system is #if UNITY_EDITOR (stripped from builds).
/// </summary>
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
public partial class DebugCommandSendSystem : SystemBase
{
struct Pending { public byte Op; public int ArgA; public int ArgB; }
static readonly List<Pending> s_Pending = new List<Pending>();
/// <summary>Queue a raw dev command for the next client tick.</summary>
public static void Send(byte op, int argA = 0, int argB = 0)
=> s_Pending.Add(new Pending { Op = op, ArgA = argA, ArgB = argB });
// Convenience wrappers (overlay buttons + execute_code).
public static void SpawnWave() => Send(DebugOp.SpawnWave); // re-meant: force the next wave now
public static void StopWaves() => Send(DebugOp.EndSiege); // re-meant: quiet the arena (cull + delay waves)
public static void ClearEnemies() => Send(DebugOp.ClearEnemies);
public static void GrantResource(byte itemId, int count) => Send(DebugOp.GrantResource, itemId, count);
public static void GrantUpgrade() => Send(DebugOp.GrantUpgrade);
public static void Teleport(byte region) => Send(DebugOp.Teleport, region);
public static void ToggleGod() => Send(DebugOp.ToggleGod);
public static void Heal() => Send(DebugOp.Heal);
public static void Kill() => Send(DebugOp.KillPlayer);
/// <summary>Set the <see cref="ProjectM.Simulation.TuningKnob"/> knob to value (server-applied, x1000 fixed-point; MC-0).</summary>
public static void SetTuning(byte knob, float value) => Send(DebugOp.SetTuning, knob, Mathf.RoundToInt(value * 1000f));
/// <summary>Swap the sender's class to <paramref name="classId"/> (a <see cref="ProjectM.Simulation.FrameKind"/> byte); server-authoritative (class-switch dev tool).</summary>
public static void SetClass(byte classId) => Send(DebugOp.SetClass, classId);
public static void SetWarrior() => SetClass(ClassTraits.WarriorClass);
public static void SetRanger() => SetClass(ClassTraits.RangerClass);
/// <summary>GYM: spawn enemy KIND (a <see cref="ProjectM.Simulation.GymEnemyKind"/> byte) near the sender, count times.</summary>
public static void SpawnEnemy(byte kind, int count = 1) => Send(DebugOp.SpawnEnemy, kind, count);
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
static void ResetOnEnterPlayMode() => s_Pending.Clear();
protected override void OnUpdate()
{
if (s_Pending.Count == 0)
return;
if (!SystemAPI.TryGetSingletonEntity<NetworkId>(out var connection))
return; // not connected yet — hold the queue
var em = EntityManager;
for (int i = 0; i < s_Pending.Count; i++)
{
var p = s_Pending[i];
var req = em.CreateEntity();
em.AddComponentData(req, new DebugCommandRequest { Op = p.Op, ArgA = p.ArgA, ArgB = p.ArgB });
em.AddComponentData(req, new SendRpcCommandRequest { TargetConnection = connection });
}
s_Pending.Clear();
}
}
}
#endif