Files
Project-M/Assets/_Project/Scripts/Server/Connection/GoInGameServerSystem.cs
T
2026-06-02 18:28:23 -07:00

67 lines
2.8 KiB
C#

using ProjectM.Simulation;
using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.NetCode;
using Unity.Transforms;
namespace ProjectM.Server
{
/// <summary>
/// Server-authoritative player spawn. On each received <see cref="GoInGameRequest"/>: mark the
/// source connection in-game, instantiate the player ghost from the baked
/// <see cref="PlayerSpawner"/>, stamp <see cref="GhostOwner"/> with the connection's
/// <see cref="NetworkId"/>, place it at the spawn point, and link it to the connection's
/// LinkedEntityGroup so it auto-despawns on disconnect. Mirrors the netcode "networked-cube"
/// ModifiedGoInGameServer sample. All structural changes are batched through an
/// <see cref="EntityCommandBuffer"/>.
/// </summary>
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
public partial struct GoInGameServerSystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<PlayerSpawner>();
var builder = new EntityQueryBuilder(Allocator.Temp)
.WithAll<GoInGameRequest, ReceiveRpcCommandRequest>();
state.RequireForUpdate(state.GetEntityQuery(builder));
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var spawner = SystemAPI.GetSingleton<PlayerSpawner>();
// M5 home base: re-root the spawn ring on the baked BaseAnchor when present; fall back
// to the spawner's SpawnPoint if the base subscene hasn't streamed in yet.
var center = spawner.SpawnPoint;
if (SystemAPI.TryGetSingleton<BaseAnchor>(out var baseAnchor))
center = BaseGridMath.PlotCenter(baseAnchor);
var ecb = new EntityCommandBuffer(Allocator.Temp);
foreach (var (receive, requestEntity) in
SystemAPI.Query<RefRO<ReceiveRpcCommandRequest>>().WithAll<GoInGameRequest>().WithEntityAccess())
{
var connection = receive.ValueRO.SourceConnection;
ecb.AddComponent<NetworkStreamInGame>(connection);
var networkId = SystemAPI.GetComponent<NetworkId>(connection);
var player = ecb.Instantiate(spawner.PlayerPrefab);
ecb.SetComponent(player, LocalTransform.FromPosition(center + PlayerSpawnMath.SpawnOffset(networkId.Value, spawner.SpawnRingRadius, spawner.RingSlots)));
ecb.SetComponent(player, new GhostOwner { NetworkId = networkId.Value });
// Auto-despawn the player when its owning connection is removed.
ecb.AppendToBuffer(connection, new LinkedEntityGroup { Value = player });
ecb.DestroyEntity(requestEntity);
}
ecb.Playback(state.EntityManager);
}
}
}