62e48a3b0b
The 2026-08-06 audit found the shipping scene was still the abandoned co-op-Hades game with LANTERN combat bolted on, and that a third of the codebase was live code for a direction abandoned on 2026-07-13. Operator chose deletion over freezing: "everything is saved in source control if needed. I want the project to be clean." DELETED (~140 source files, Scripts 335->231, Tests 77->43): - Enemy variants + boss (H3). ChargerAuthoring / SpitterAuthoring / SwarmerAuthoring were attached to ZERO prefabs, so LungeState / SpitterState / SwarmerTag were never baked: ~272 lines of Bursted AI passes, BossAISystem (261 lines) and the whole MixBands escalation curve could not match a single chunk at runtime, while 734 lines of green tests certified them. Both shipping enemy prefabs were already byte-identical in stats. - Run/room lifecycle: RunDirector FSM, RunInfo/RunMap/RoomPlan/RoomTag, route select, portal interact, ready-check, room field/teardown. - Meta shop, prep loadout, boons (incl. KillRewardSystem and DashTrailDamageSystem, which existed only to serve boon flags). - Build palette + structures, shared storage, inventory/equipment (already recorded PAUSED in CLAUDE.md). - The HUD panels driving all of the above (HudSystem 1168 -> 610). KEPT deliberately: BaseGridMath + BaseAnchor (8 systems use PlotCenter for spawn rings, respawn and dynamic light), the resource ledger + StorageMath, the save system, region/relevancy. Three of these were in the delete set until I checked their consumers — worth remembering that the file-level manifest was wrong about them. Also folds in audit finding M5: PlayerClass was a second, server-only copy of the byte FrameId already replicates. It existed for the meta shop; with that gone, FrameId is the single frame identity. Harvest is now single-sink (ledger). HarvestMath keeps its shape so LANTERN's carried-vs-banked cargo split lands in one place, not two. 295/295 EditMode green, zero compile errors. Subscene re-bake and Play validation follow in the next commit. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
107 lines
6.5 KiB
C#
107 lines
6.5 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.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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[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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// 2026-08-07 audit purge: spawning used to block until the MetaUpgradeCatalog + MetaTierState buffer
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// were present (the audit's M12 — a missing catalog stranded the GoInGame RPC and no player ever
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// spawned). Both are deleted, so that whole gate and its one-shot warning are gone with them.
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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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// 2026-08-07 audit purge: PlayerClass was a second, server-only copy of the same byte FrameId
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// already replicates (audit finding M5). It existed so the meta shop could key on it; the meta
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// shop is gone, so FrameId is now the single frame identity.
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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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// 2026-08-07 audit purge: born-correct PERMANENT meta seeding replayed each frame's persisted
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// upgrade tiers as meta-band StatModifiers. The meta shop is deleted, so a spawn now carries only
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// the frame's own stat band (ClassTraits.AppendSeeds above).
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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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