Files
Project-M/Assets/_Project/Scripts/Server/Connection/GoInGameServerSystem.cs
T
kronic b92cc7196b LANTERN P1: enemy-test gym tooling — on-demand spawn + GymTag clean-spawn
GymTag + GymEnemyRoster (+ GymRosterAuthoring) bake the gym singletons. New
DebugOp.SpawnEnemy (client SpawnEnemy wrapper + server receive case) spawns a
chosen enemy KIND (Drowner/Grindylow) from the baked roster near the sender —
replacing the wave-roster hack per the roadmap's Enemy-test GYM direction.
GoInGameServerSystem takes a GymTag branch: bypass the meta-catalog spawn guard
(a fresh gym has no CycleDirector) + seed a default Spark loadout on keys 1-4.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 00:01:13 -07:00

139 lines
8.1 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
{
bool _warnedMetaBlocked; // one-shot: a mis-authored subscene must not silently block spawns forever
[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)
{
// Step 12a availability guard (review N2/L1-6): the born-correct meta seeding below needs the baked
// catalog + the live director's tier record. Both are per-tick-uniform, so guard ONCE at the TOP,
// BEFORE the ECB exists — a per-request continue would already have marked the connection in-game.
// Nothing is consumed; RequireForUpdate re-passes and the request retries next tick (a ≤1-tick window
// in practice — the director spawns at subscene-stream, before any GoInGame round-trip).
// GYM (LANTERN A1): a fresh gym subscene has no CycleDirector, so the base meta-catalog guard would
// block spawns forever. GymTag switches to the clean gym path (no meta seeding; a default Spark socket
// loadout below instead). The class seeds still apply (harmless: AbilityFireSystem reads sockets).
bool isGym = SystemAPI.HasSingleton<GymTag>();
MetaUpgradeCatalog metaCatalog = default;
DynamicBuffer<MetaTierState> metaRecord = default;
if (!isGym && (!SystemAPI.TryGetSingleton<MetaUpgradeCatalog>(out metaCatalog) || !metaCatalog.Value.IsCreated
|| !SystemAPI.TryGetSingletonBuffer<MetaTierState>(out metaRecord, true)))
{
if (!_warnedMetaBlocked)
{
UnityEngine.Debug.LogWarning("GoInGameServerSystem: player spawn waiting on the meta catalog/director (a mis-authored subscene would block spawns forever).");
_warnedMetaBlocked = true;
}
return;
}
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, goReq, requestEntity) in
SystemAPI.Query<RefRO<ReceiveRpcCommandRequest>, RefRO<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 });
// Tag the player into the base region (M6 region/relevancy split).
ecb.AddComponent(player, new RegionTag { Region = RegionId.Base });
// Slice 2: seed the chosen class on the just-instantiated player. AbilityRef selects the Fire slot
// (Warrior = cone / Ranger = projectile); the DRG-asymmetry traits ride permanent StatModifiers
// (CharacterStatsRef stays Default -> deltas replicate via the OwnerSendType.All buffer). 0 -> Warrior.
byte classId = ClassTraits.Normalize(goReq.ValueRO.ClassId);
ecb.SetComponent(player, new AbilityRef { Id = ClassTraits.AbilityFor(classId) });
ClassTraits.AppendSeeds(classId, player, ecb);
// Expedition redesign: the server-only class anchor the meta systems key on (born-correct meta
// seeding at Step 12a + per-class spend at Step 13 resolve the tier record through this).
ecb.AddComponent(player, new PlayerClass { ClassId = classId });
if (isGym)
{
// GYM: default Spark socket loadout on keys 1-4 (AbilityFireSystem reads sockets, not AbilityRef).
// LightZone(9) is defined + dispatch-ready but off the default bar (socket it via a swap).
var gymSockets = ecb.SetBuffer<AbilitySocket>(player);
gymSockets.Add(new AbilitySocket { SparkId = (byte)AbilityId.HookPull });
gymSockets.Add(new AbilitySocket { SparkId = (byte)AbilityId.Blink });
gymSockets.Add(new AbilitySocket { SparkId = (byte)AbilityId.DecoyWisp });
gymSockets.Add(new AbilitySocket { SparkId = (byte)AbilityId.Vortex });
}
// Step 12a: born-correct PERMANENT meta seeding — replay this class's persisted tiers as
// meta-band StatModifiers on the just-instantiated player (same ECB as Instantiate, the
// ClassTraits idiom). Skip tier 0 / unknown ids (preserve-don't-crash); CLAMP a saved tier above a
// rebalanced MaxTier (D-F5). Class gate via BoonMath.MaskFor (ClassId is the normalized
// CharacterId 2/3 — a raw 1<<ClassId would compute bits 2/3 and silently skip everything).
if (!isGym)
{
ref var metaPool = ref metaCatalog.Value.Value;
byte classBit = BoonMath.MaskFor(classId);
for (int m = 0; m < metaRecord.Length; m++)
{
if (metaRecord[m].ClassId != classId || metaRecord[m].Tier == 0) continue;
int defIdx = MetaMath.FindDef(ref metaPool, metaRecord[m].UpgradeId);
if (defIdx < 0) continue; // unknown id (catalog drift) — preserved on disk, skipped live
if ((metaPool.Defs[defIdx].ClassMask & classBit) == 0) continue;
byte tier = metaRecord[m].Tier < metaPool.Defs[defIdx].MaxTier
? metaRecord[m].Tier : metaPool.Defs[defIdx].MaxTier;
ecb.AppendToBuffer(player, new StatModifier
{
Target = metaPool.Defs[defIdx].Target,
Op = metaPool.Defs[defIdx].Op,
Value = metaPool.Defs[defIdx].ValuePerTier * tier,
SourceId = Tuning.MetaSourceIdBase + metaRecord[m].UpgradeId,
});
}
}
// Auto-despawn the player when its owning connection is removed.
ecb.AppendToBuffer(connection, new LinkedEntityGroup { Value = player });
ecb.DestroyEntity(requestEntity);
}
ecb.Playback(state.EntityManager);
ecb.Dispose();
}
}
}