b34945c2d2
Deletes CyclePhaseSystem, GoalReachedSystem, CoreDamage/CoreRestore, ThreatDirector, CoreIntegrity/GoalProgress/RunPhase/RunOutcome/ThreatState components, CoreVisualFeedbackSystem, and the whole Client/Onboarding slice (+6 test files). Keepers reworked: RunDirectorSystem (UpdateBefore attr + launch guard + goal/threat bank removed; sole SaveRequest raiser now), CycleDirectorSpawnSystem (ledger/meta host only), WaveSystem UNGATED (waves run wherever a WaveDirector is baked), EnemyAISystem core-fallback stripped, AmbientAudioSystem reworked (bed + run cues; no CycleState gate), MusicSystem RunInfo-only, HudSystem big trim (goal meter, core bar, siege banner, terminal banner, outcome flash, onboarding hook all gone), MetaShop/ClassPrep/AimReticle siege gates dropped, DebugOverlay/ops re-meant (SpawnWave=force next wave, EndSiege=quiet arena; SetCalm/AdvanceGoal/SetHeat retired, bytes reserved), TuningConfig Core knobs retired (ids 20-23 reserved), StorageMath.DrainFraction deleted, HowToPlay copy rewritten. Save epoch v7 (fresh epoch, operator-approved): SaveData drops goal/core/outcome + conveyor/machine-IO fields; MinLoadableVersion=7; PendingSave/PendingStructure trimmed; RollTerminalCampaignForward deleted; SaveStructureScan signature slimmed. 390 tests green; Play world-creation clean (player + waves live, no exceptions). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
58 lines
2.4 KiB
C#
58 lines
2.4 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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uint nowTick = SystemAPI.GetSingleton<NetworkTime>().ServerTick.TickIndexForValidTick;
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SaveStructureScan.Collect(EntityManager, nowTick, out var structures);
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// v6: the permanent-meta slice via the ONE shared collector.
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MetaSaveScan.Collect(EntityManager, dir, out var metaRows, out var runsCompleted, out var maxDepth);
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SaveService.Save(new SaveData
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{
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RunsCompleted = runsCompleted,
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MaxDepthReached = maxDepth,
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MetaUpgrades = metaRows,
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Ledger = rows,
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Structures = structures,
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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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