Files
Project-M/Assets/_Project/Scripts/Simulation/Debug/DebugCommandRequest.cs
T
kronic 77de740b63 LANTERN purge B7: rename CharacterId -> FrameKind (frame terminology)
Enum renamed in StatIds.cs (byte values unchanged - serialized definitions/saves
never re-mean); all call sites + doc mentions swept (ClassTraits, PlayerAuthoring,
CharacterStatsDefinition field type, menu/UI, tests). CharacterStatsDefinition SO
CLASS name kept (asset-binding risk; deferred per plan). 390 green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 15:51:48 -07:00

71 lines
3.4 KiB
C#

using Unity.NetCode;
namespace ProjectM.Simulation
{
/// <summary>
/// One-shot dev-tools command from a client to the server (the DebugOverlay / execute_code). A scalar-only
/// <see cref="IRpcCommand"/> (byte opcode + two ints, the project's scalar-RPC convention) so a single wire
/// type covers every dev action via <see cref="DebugOp"/>. **Unconditional (no #if)** — the reflection-built
/// RpcCollection hash must match across release/dev peers, so only the SEND/RECEIVE systems + overlay are
/// #if-gated, never this type. The server applies it authoritatively in DebugCommandReceiveSystem, so the dev
/// buttons exercise the real paths and work over a live connection too.
/// </summary>
public struct DebugCommandRequest : IRpcCommand
{
/// <summary>Which action to perform (see <see cref="DebugOp"/>).</summary>
public byte Op;
/// <summary>First scalar argument (size / item id / region id / amount — per-op).</summary>
public int ArgA;
/// <summary>Second scalar argument (count — per-op).</summary>
public int ArgB;
}
/// <summary>Opcodes for <see cref="DebugCommandRequest.Op"/> (bytes — never an enum on the wire).</summary>
public static class DebugOp
{
/// <summary>Force the NEXT wave to start this tick (re-meant from the old arm-a-siege op; args unused).</summary>
public const byte SpawnWave = 0;
/// <summary>Quiet the arena: cull Husks + push the next wave ~1 h out (re-meant from the old end-siege op).</summary>
public const byte EndSiege = 1;
/// <summary>Cull every living Husk now (leaves wave state alone).</summary>
public const byte ClearEnemies = 2;
// RETIRED (LANTERN purge — keep the byte values reserved, never renumber a wire byte):
// 3 = SetCalm · 10 = AdvanceGoal · 11 = SetHeat
/// <summary>Deposit ArgB of resource ArgA (a <see cref="ResourceId"/>) into the shared ledger.</summary>
public const byte GrantResource = 4;
/// <summary>Grow the sender's damage upgrade by one tier (a debug StatModifier).</summary>
public const byte GrantUpgrade = 5;
/// <summary>Teleport the sender to region ArgA (a <see cref="RegionId"/>).</summary>
public const byte Teleport = 6;
/// <summary>Toggle the sender's <see cref="DebugGodMode"/> (damage immunity).</summary>
public const byte ToggleGod = 7;
/// <summary>Heal the sender to full.</summary>
public const byte Heal = 8;
/// <summary>Kill the sender (Health -> 0; the normal death/respawn loop takes over).</summary>
public const byte KillPlayer = 9;
/// <summary>Set the <see cref="TuningKnob"/> ArgA to ArgB/1000f (live dash/Charger feel-tuning; MC-0).</summary>
public const byte SetTuning = 12;
/// <summary>Swap the sender's class to ArgA (a <see cref="FrameKind"/> byte: Warrior=2 / Ranger=3).
/// Strips the old class trait seeds, re-seeds the new ones, swaps the Fire ability, and heals a living
/// player to the new class's max. Editor-only dev tool (class-switch); 0 / unknown -> Warrior.</summary>
public const byte SetClass = 13;
/// <summary>GYM (editor): spawn <see cref="GymEnemyKind"/> ArgA near the sender, ArgB times (default 1). Reads the baked GymEnemyRoster.</summary>
public const byte SpawnEnemy = 14;
}
}