304ee8c2a7
Portal-gated rooms: new RunLifecycle.RoomExplore loot window; room+nodes persist past the last kill; PortalInteractRequest -> server-only PortalCommand advances (client derives the portal pos). RunDirectorSystem moves teardown off the InRoom edge, relocates the boss-branch/route-gate into the RoomExplore exit, and advances an empty expedition immediately (incl. a boss clear). Class-at-base via a shared ClassSwapUtil (meta-band strip + per-class MetaTierState replay, so the base RPC and the dev SetClass can't drift); ClassSelectRequest Staging-gated. Per-run PREP buffs (PrepPurchaseRequest, PrepCatalog): once-per-run == the row's prep StatModifier band is present, TotalOf-before-Withdraw atomic, stripped on Returning beside the boon band. Health.Max promoted to [GhostField] (the one ghost-hash re-bake) so the boss + floating enemy HP bars read it directly. Feel: melee cone connect-thunk (C3), hit-stop throttle so a horde wipe can't stutter (C4), Spitter cornered-hold. 456/456 EditMode; two adversarial reviews (pre-code 13-confirmed folded; post-impl clean bar the RoomExplore boss-clear dead-time, fixed). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
83 lines
4.4 KiB
C#
83 lines
4.4 KiB
C#
using ProjectM.Simulation;
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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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namespace ProjectM.Server
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{
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/// <summary>
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/// Server receiver for <see cref="ClassSelectRequest"/> — the player picks their class at base. Honored ONLY in
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/// Staging (class = a between-runs choice; mid-run it would desync the fight). Resolves sender → player (the
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/// MetaSpend/ReadyToggle idiom), then applies the FULL in-place swap via <see cref="ClassSwapUtil"/> (class seeds +
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/// permanent-meta re-sync) and writes AbilityRef / PlayerClass / AbilityCooldown + <see cref="ClassSwapUtil.HealClamp"/>.
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/// Plain server group, before RunDirectorSystem (the receiver convention); requests are ALWAYS destroyed. NOT
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/// Burst-compiled (a cross-assembly blob+buffer helper on a low-frequency RPC — Burst safety over micro-perf).
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/// </summary>
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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[UpdateInGroup(typeof(SimulationSystemGroup))]
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[UpdateBefore(typeof(RunDirectorSystem))]
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public partial struct ClassSelectReceiveSystem : ISystem
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{
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public void OnCreate(ref SystemState state)
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{
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var b = new EntityQueryBuilder(Allocator.Temp).WithAll<ClassSelectRequest, ReceiveRpcCommandRequest>();
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state.RequireForUpdate(state.GetEntityQuery(b));
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state.RequireForUpdate<RunInfo>();
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}
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public void OnUpdate(ref SystemState state)
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{
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bool accept = SystemAPI.GetSingleton<RunInfo>().Lifecycle == RunLifecycle.Staging;
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var playerByConn = new NativeHashMap<int, Entity>(8, Allocator.Temp);
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foreach (var (owner, e) in
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SystemAPI.Query<RefRO<GhostOwner>>().WithAll<PlayerTag, StatModifier>().WithEntityAccess())
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playerByConn[owner.ValueRO.NetworkId] = e;
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// Meta re-sync inputs (on the director/ledger ghost). dir stays Null if the catalog is absent (guarded).
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Entity dir = Entity.Null;
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bool haveMeta = SystemAPI.TryGetSingleton<MetaUpgradeCatalog>(out var metaCat)
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&& SystemAPI.TryGetSingletonEntity<ResourceLedger>(out dir) && SystemAPI.HasBuffer<MetaTierState>(dir);
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bool haveDb = SystemAPI.TryGetSingleton<AbilityDatabase>(out var abilityDb);
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var ecb = new EntityCommandBuffer(Allocator.Temp);
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foreach (var (receive, req, reqEntity) in
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SystemAPI.Query<RefRO<ReceiveRpcCommandRequest>, RefRO<ClassSelectRequest>>().WithEntityAccess())
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{
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ecb.DestroyEntity(reqEntity); // ALWAYS consumed
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if (!accept) continue;
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var conn = receive.ValueRO.SourceConnection;
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if (!SystemAPI.HasComponent<NetworkId>(conn)
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|| !playerByConn.TryGetValue(SystemAPI.GetComponent<NetworkId>(conn).Value, out var player))
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continue;
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if (!SystemAPI.HasComponent<AbilityRef>(player)) continue;
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var mods = SystemAPI.GetBuffer<StatModifier>(player);
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var metaRecord = haveMeta ? SystemAPI.GetBuffer<MetaTierState>(dir) : default;
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ClassSwapUtil.Apply(req.ValueRO.ClassId, mods, haveMeta, metaCat, metaRecord,
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out byte newClass, out byte newAbilityId);
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SystemAPI.SetComponent(player, new AbilityRef { Id = newAbilityId });
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if (SystemAPI.HasComponent<PlayerClass>(player))
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SystemAPI.SetComponent(player, new PlayerClass { ClassId = newClass });
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if (SystemAPI.HasComponent<AbilityCooldown>(player))
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SystemAPI.SetComponent(player, new AbilityCooldown { NextFireTick = 0 }); // swapped ability fires now
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if (haveDb && SystemAPI.HasComponent<Health>(player) && SystemAPI.HasComponent<CharacterStatsRef>(player))
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{
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byte charId = SystemAPI.GetComponent<CharacterStatsRef>(player).Id;
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if (abilityDb.Value.Value.TryGetCharacter(charId, out var baseChar))
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{
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var hp = SystemAPI.GetComponent<Health>(player);
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ClassSwapUtil.HealClamp(ref hp, baseChar.MaxHealth, mods);
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SystemAPI.SetComponent(player, hp);
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}
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}
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}
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ecb.Playback(state.EntityManager);
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ecb.Dispose();
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playerByConn.Dispose();
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}
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}
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}
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