9f61f7c6fe
H2 was the audit's sharpest finding: in Game.unity every player spawned with four ability sockets pointing at SparkIds the baked AbilityDatabase did not contain, so all four resolved to Damage=0 Range=0 Cooldown=0. Melee and dash were the only working combat verbs in the built game. Cause: the 5 LANTERN Sparks were added to GymSub.unity and never to Gameplay.unity. - Gameplay.unity's AbilityDatabaseAuthoring now carries all 9 defs (the 4 legacy ids keep their numbers; Sparks are 5-9) with their effect prefabs. Live-verified in Play: sockets now read Vortex 8dmg/6range/420cd, Blink 20range/1cd, Hook & Pull 15dmg/25range/120cd, Light Zone 6dmg/5range/480cd. - Removed 6 orphaned authoring GameObjects the purge left behind in the subscene (StorageSpawner, StructureCatalog, ItemDatabase, SpitterProjectileConfig, BoonCatalog, MetaCatalog) and the RoomDressing object in Game.unity — the latter is what scattered 47 Synty desert props into the seabed murk. - Deleted 4 now-unreferenced prefabs: EnemySpit, Pylon, Storage, Wall. - Frame rename (M4): FrameKind.Warrior/Ranger -> Bathynaut/Harpooner, 93 identifier sites. Byte values pinned (2/3), so no ghost-hash or save impact. The menu said "Warrior"/"Ranger" to players three weeks after the frames were renamed in design. - Menu now reads LANTERN / "Light is territory — co-op descent" instead of "PROJECT M" / "Frontier colony — co-op" (the Awakening-Engine tagline, two directions stale). - Removed the "Replay Tutorial" button and the Settings ONBOARDING section: both drove coach-marks DR-051 deleted. The settings fields still round-trip so existing settings files load unchanged. All four project scenes + all prefabs verified free of missing scripts. Server measured at 59.6 ticks/s against a 60 Hz target. 295/295 green. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
71 lines
3.8 KiB
C#
71 lines
3.8 KiB
C#
#if UNITY_EDITOR
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using System.Collections.Generic;
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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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using UnityEngine;
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namespace ProjectM.Client
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{
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/// <summary>
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/// EDITOR-ONLY client sender for dev-tool <see cref="DebugCommandRequest"/> RPCs. Mirrors
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/// <c>StorageOpSendSystem</c>: static convenience methods enqueue into a queue that this client
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/// <see cref="SystemBase"/> drains into request entities each tick (so it works from the DebugOverlay's IMGUI
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/// AND headless from execute_code). The statics are reset on play-enter so a fast-enter-playmode reload can't
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/// replay a stale queue. The wire type is unconditional; this system is #if UNITY_EDITOR (stripped from builds).
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/// </summary>
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[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
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public partial class DebugCommandSendSystem : SystemBase
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{
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struct Pending { public byte Op; public int ArgA; public int ArgB; }
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static readonly List<Pending> s_Pending = new List<Pending>();
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/// <summary>Queue a raw dev command for the next client tick.</summary>
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public static void Send(byte op, int argA = 0, int argB = 0)
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=> s_Pending.Add(new Pending { Op = op, ArgA = argA, ArgB = argB });
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// Convenience wrappers (overlay buttons + execute_code).
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public static void SpawnWave() => Send(DebugOp.SpawnWave); // re-meant: force the next wave now
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public static void StopWaves() => Send(DebugOp.EndSiege); // re-meant: quiet the arena (cull + delay waves)
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public static void ClearEnemies() => Send(DebugOp.ClearEnemies);
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public static void GrantResource(byte itemId, int count) => Send(DebugOp.GrantResource, itemId, count);
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public static void GrantUpgrade() => Send(DebugOp.GrantUpgrade);
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public static void Teleport(byte region) => Send(DebugOp.Teleport, region);
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public static void ToggleGod() => Send(DebugOp.ToggleGod);
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public static void Heal() => Send(DebugOp.Heal);
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public static void Kill() => Send(DebugOp.KillPlayer);
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/// <summary>Set the <see cref="ProjectM.Simulation.TuningKnob"/> knob to value (server-applied, x1000 fixed-point; MC-0).</summary>
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public static void SetTuning(byte knob, float value) => Send(DebugOp.SetTuning, knob, Mathf.RoundToInt(value * 1000f));
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/// <summary>Swap the sender's class to <paramref name="classId"/> (a <see cref="ProjectM.Simulation.FrameKind"/> byte); server-authoritative (class-switch dev tool).</summary>
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public static void SetClass(byte classId) => Send(DebugOp.SetClass, classId);
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public static void SetBathynaut() => SetClass(ClassTraits.BathynautFrame);
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public static void SetHarpooner() => SetClass(ClassTraits.HarpoonerFrame);
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/// <summary>GYM: spawn enemy KIND (a <see cref="ProjectM.Simulation.GymEnemyKind"/> byte) near the sender, count times.</summary>
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public static void SpawnEnemy(byte kind, int count = 1) => Send(DebugOp.SpawnEnemy, kind, count);
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
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static void ResetOnEnterPlayMode() => s_Pending.Clear();
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protected override void OnUpdate()
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{
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if (s_Pending.Count == 0)
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return;
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if (!SystemAPI.TryGetSingletonEntity<NetworkId>(out var connection))
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return; // not connected yet — hold the queue
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var em = EntityManager;
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for (int i = 0; i < s_Pending.Count; i++)
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{
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var p = s_Pending[i];
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var req = em.CreateEntity();
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em.AddComponentData(req, new DebugCommandRequest { Op = p.Op, ArgA = p.ArgA, ArgB = p.ArgB });
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em.AddComponentData(req, new SendRpcCommandRequest { TargetConnection = connection });
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}
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s_Pending.Clear();
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}
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}
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}
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#endif
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