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