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>
51 lines
2.1 KiB
C#
51 lines
2.1 KiB
C#
using System;
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using ProjectM.Simulation;
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using Unity.Entities;
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using Unity.NetCode;
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namespace ProjectM.Server
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{
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/// <summary>
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/// Host-only autosave writer. A managed <see cref="SystemBase"/> (file IO => NO Burst) that reacts to the
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/// <see cref="SaveRequest"/> flag <c>RunDirectorSystem</c> raises on the terminal bank: reads the shared
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/// resource ledger + permanent meta off the director ghost, writes the JSON save (<see cref="SaveService"/>),
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/// then clears the flag. ServerSimulation-only, so a pure (Join) client never writes.
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/// </summary>
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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public partial class SaveWriteSystem : SystemBase
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{
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protected override void OnCreate()
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{
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RequireForUpdate<SaveRequest>();
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RequireForUpdate<NetworkTime>();
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}
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protected override void OnUpdate()
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{
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var dir = SystemAPI.GetSingletonEntity<SaveRequest>();
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var req = SystemAPI.GetComponent<SaveRequest>(dir);
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if (req.Pending == 0)
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return;
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req.Pending = 0;
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SystemAPI.SetComponent(dir, req);
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// The shared ledger lives on this same director ghost (ResourceLedger-tagged StorageEntry buffer).
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var buffer = SystemAPI.GetBuffer<StorageEntry>(dir);
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var rows = new LedgerRow[buffer.Length];
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for (int i = 0; i < buffer.Length; i++)
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rows[i] = new LedgerRow { ItemId = buffer[i].ItemId, Count = buffer[i].Count };
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// Persist player-built structures (single shared scan; drift-proof vs the quit-to-menu writer).
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// 2026-08-07 audit purge: structures and the permanent-meta slice are deleted; the save now carries
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// the LEDGER only. SaveData keeps its Structures / MetaUpgrades / RunsCompleted / MaxDepthReached
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// fields so a v7 file written before the purge still loads — they are simply written empty now.
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SaveService.Save(new SaveData
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{
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Ledger = rows,
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SavedAtMs = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds(),
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});
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}
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}
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}
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