f3f65bccbf
Server-only production chains (never predicted): components + server systems + pure byte-only math (ProductionMath/ConveyorMath/MachineSlotMath), authoring + 3 machine prefabs wired into the Gameplay subscene, StructureCatalog rows, BuildPlace Direction/RuntimePlacedTag, Tuning, and 35 EditMode tests (catch-up gating, conveyor shuffle-invariance, SaveData v2 round-trip). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
20 lines
797 B
C#
20 lines
797 B
C#
using Unity.NetCode;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Client -> server request to build a structure of <see cref="StructureType"/> at grid cell
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/// (<see cref="CellX"/>, <see cref="CellZ"/>). A one-off action, so an RPC (mirrors StorageOpRequest /
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/// RegionTransitRequest). StructureType is a byte; the cell is two int scalars (NOT an int2) to stay
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/// within the project's scalar-only RPC payload precedent (avoids first-of-its-kind composite-math-in-RPC
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/// codegen risk on Netcode 1.13.2). The server re-validates legality + cost authoritatively.
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/// </summary>
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public struct BuildPlaceRequest : IRpcCommand
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{
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public byte StructureType;
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public int CellX;
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public int CellZ;
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public byte Direction;
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}
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}
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