86575dd5bc
A remote/cold client added NetworkStreamInGame the instant it got a
NetworkId, before the gameplay subscene's ghost prefabs finished
streaming. The server's first ghost snapshot then hit a client that
couldn't resolve those prefabs -> "ghost ... ENTITY_NOT_FOUND" ->
forced disconnect ("nothing loads"). On loopback / fast LAN the
go-in-game handshake beats the ~0.4s entity-subscene stream. The host
never hit it (it shares the server's loaded subscene); every remote
join did -- MPPM virtual players and real networked clients alike.
GoInGameClientSystem now gates full-client go-in-game on the gameplay
subscene being loaded (HasSingleton<PlayerSpawner>); thin clients skip
the gate. Verified cross-process in a standalone build over loopback:
join ghost-prefab errors 15->0, disconnects 1->0, client stays
connected and resolves all server ghosts.
Also adds a -mhost / -mjoin <ip> command-line hook to MainMenuController
for headless co-op testing (drives WorldLauncher.StartSession, no UI).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
60 lines
2.9 KiB
C#
60 lines
2.9 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.NetCode;
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namespace ProjectM.Client
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{
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/// <summary>
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/// Client-side connection handshake: for every connection that has been assigned a
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/// <see cref="NetworkId"/> but is not yet <see cref="NetworkStreamInGame"/>, mark it in-game and
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/// fire a <see cref="GoInGameRequest"/> RPC so the server spawns this client's player ghost.
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/// Adding NetworkStreamInGame is what gates snapshot/command flow on. Mirrors the netcode
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/// "networked-cube" go-in-game sample.
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/// </summary>
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[BurstCompile]
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[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation | WorldSystemFilterFlags.ThinClientSimulation)]
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public partial struct GoInGameClientSystem : ISystem
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{
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[BurstCompile]
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public void OnCreate(ref SystemState state)
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{
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var builder = new EntityQueryBuilder(Allocator.Temp)
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.WithAll<NetworkId>()
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.WithNone<NetworkStreamInGame>();
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state.RequireForUpdate(state.GetEntityQuery(builder));
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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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// A FULL client must not go in-game until the gameplay subscene's ghost prefabs have streamed in.
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// Otherwise the server's first ghost snapshot arrives before the client can resolve those prefabs
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// ("ghost ... ENTITY_NOT_FOUND" -> the server disconnects the connection -> "nothing loads"). On
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// loopback / fast LAN the connect+go-in-game handshake easily beats the ~0.5s entity-subscene stream.
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// PlayerSpawner is a subscene-baked singleton that co-loads with the ghost prefabs, so its presence
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// is a sound "subscene ready" gate. Thin clients never instantiate ghosts (and don't stream the
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// subscene), so they skip the gate and connect immediately.
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bool isThinClient = (state.WorldUnmanaged.Flags & WorldFlags.GameThinClient) == WorldFlags.GameThinClient;
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if (!isThinClient && !SystemAPI.HasSingleton<PlayerSpawner>())
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return;
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var ecb = new EntityCommandBuffer(Allocator.Temp);
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foreach (var (_, connection) in
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SystemAPI.Query<RefRO<NetworkId>>().WithNone<NetworkStreamInGame>().WithEntityAccess())
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{
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ecb.AddComponent<NetworkStreamInGame>(connection);
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byte classId = SystemAPI.HasSingleton<ClassSelection>() ? SystemAPI.GetSingleton<ClassSelection>().ClassId : (byte)0;
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var request = ecb.CreateEntity();
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ecb.AddComponent(request, new GoInGameRequest { ClassId = classId }); // Slice 2: carry the chosen class
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ecb.AddComponent(request, new SendRpcCommandRequest { TargetConnection = connection });
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}
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ecb.Playback(state.EntityManager);
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}
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}
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}
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