a0f6d4a5c4
Deletes the M7 production systems, automation components/math, authoring, 3 machine prefabs, and 6 test files (-43 tests, 459 green). Trims the automation paths out of BaseRestoreSystem/SaveStructureScan/BuildPlaceSystem/BuildSendSystem/ HudSystem/HudTheme/StructureCatalogAuthoring/Tuning. RuntimePlacedTag (save marker, a keeper) re-homed into StructureComponents.cs. StructureType byte codes stay reserved. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
102 lines
4.7 KiB
C#
102 lines
4.7 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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/// One-shot server restore of player-built structures for a "Continue" session. The menu (WorldLauncher) stages a
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/// <see cref="PendingStructure"/> carrier in the fresh ServerWorld BEFORE the gameplay subscene streams; this
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/// system waits (RequireForUpdate) for the streamed <see cref="StructureCatalog"/> + <see cref="BaseAnchor"/> +
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/// a valid NetworkTime, then replays each saved structure CHARGE-FREE: Instantiate the catalog prefab at the
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/// saved cell (preserving the baked Scale), restore the wounded HP born-correct, re-tag RegionTag{Base} +
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/// RuntimePlacedTag, then DESTROY the carrier so it never runs again. The ledger restores separately +
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/// absolutely via CycleDirectorSpawnSystem's born-correct load (no double-spend, no Withdraw here).
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/// </summary>
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[BurstCompile]
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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public partial struct BaseRestoreSystem : ISystem
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{
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ComponentLookup<LocalTransform> m_TransformLookup;
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ComponentLookup<Health> m_HealthLookup;
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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_HealthLookup = state.GetComponentLookup<Health>(isReadOnly: true);
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state.RequireForUpdate<StructureCatalog>();
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state.RequireForUpdate<BaseAnchor>();
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state.RequireForUpdate<NetworkTime>();
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state.RequireForUpdate(state.GetEntityQuery(ComponentType.ReadOnly<PendingStructure>()));
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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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var serverTick = SystemAPI.GetSingleton<NetworkTime>().ServerTick;
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if (!serverTick.IsValid)
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return;
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uint now = serverTick.TickIndexForValidTick;
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m_TransformLookup.Update(ref state);
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m_HealthLookup.Update(ref state);
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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 ecb = new EntityCommandBuffer(Allocator.Temp);
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foreach (var (pending, carrier) in
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SystemAPI.Query<DynamicBuffer<PendingStructure>>().WithEntityAccess())
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{
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for (int s = 0; s < pending.Length; s++)
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{
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var p = pending[s];
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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 == p.Type) { entryIdx = i; break; }
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if (entryIdx < 0 || catalog[entryIdx].Prefab == Entity.Null)
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continue; // type not in the catalog (e.g. a save from a newer build) -> skip, don't crash
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var prefab = catalog[entryIdx].Prefab;
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var structure = ecb.Instantiate(prefab);
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int2 cell = new int2(p.CellX, p.CellZ);
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var xform = m_TransformLookup[prefab];
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xform.Position = BaseGridMath.CellToWorld(anchor, cell); // preserve baked Scale (FromPosition would reset it)
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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 = p.Type,
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Cell = cell,
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NextTick = 0u, // cooldown restore retired with the automation chain (LANTERN purge)
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LastProcessedTick = TickUtil.NonZero(now),
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});
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// EB-1: restore the wounded HP born-correct in the SAME ecb as Instantiate (Health.Current is a
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// [GhostField]; a deferred set would leak baked Max to clients for one snapshot). Max + the
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// 0->full fallback come from the BAKED prefab, never the save.
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if (m_HealthLookup.HasComponent(prefab))
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{
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var hm = m_HealthLookup[prefab];
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ecb.SetComponent(structure, new Health { Current = p.HP > 0f ? p.HP : hm.Max, Max = hm.Max });
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}
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ecb.AddComponent(structure, new RegionTag { Region = RegionId.Base });
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ecb.AddComponent<RuntimePlacedTag>(structure);
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}
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ecb.DestroyEntity(carrier);
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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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