599b9b4255
Data-driven ItemDatabase catalog + per-player replicated InventorySlot ([GhostField] OwnerSendType.All, a StatModifier twin). Harvest reroutes to the firing player's personal inventory (optional ComponentLookup<GhostOwner> in ResourceHarvestSystem; remainder/un-owned -> ledger); the G-key InventoryDepositRequest RPC moves the bag into the shared ledger the build economy spends. Catalog asset (Aether/Ore/Biomass + Stone Pickaxe) wired into the Gameplay subscene; read-only HUD inventory panel. ushort ItemId subsumes ResourceId; byte Category/Tier baked for gear-tier progression. Session-only (no SaveData bump). Play-validated host+client: catalog baked into both worlds, the re-baked player ghost carries InventorySlot with a clean handshake, a server write replicates to the client owner, the deposit RPC round-trips, and the HUD renders catalog names. See DR-026. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
85 lines
4.0 KiB
C#
85 lines
4.0 KiB
C#
using ProjectM.Simulation;
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Entities;
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using Unity.NetCode;
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namespace ProjectM.Server
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{
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/// <summary>
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/// Server-authoritative handler for <see cref="InventoryDepositRequest"/> RPCs: moves items from the
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/// sender's PERSONAL <see cref="InventorySlot"/> inventory into the shared base stockpile (the global
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/// <see cref="ResourceLedger"/> the build/upgrade/automation economy spends from). Resolves the sender's
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/// player (SourceConnection -> NetworkId -> GhostOwner) via the AbilityUpgradeSystem owner-map idiom,
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/// then withdraws from the player's inventory and deposits into the ledger IN-PLACE (buffer mutation is not
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/// a structural change). <c>ItemId == 0</c> ("deposit all") is handled BEFORE any per-item withdraw and
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/// never writes a 0-id row. Resolves the ledger via <c>GetSingletonEntity<ResourceLedger>()</c> then
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/// <c>GetBuffer<StorageEntry>()</c> — NEVER <c>GetSingleton<StorageEntry></c> (the base
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/// container owns a second StorageEntry buffer). Plain server SimulationSystemGroup (not predicted, so the
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/// effect applies exactly once — no rollback double-apply).
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/// </summary>
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[BurstCompile]
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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public partial struct InventoryDepositSystem : ISystem
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{
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[BurstCompile]
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public void OnCreate(ref SystemState state)
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{
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state.RequireForUpdate<ResourceLedger>();
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var builder = new EntityQueryBuilder(Allocator.Temp)
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.WithAll<InventoryDepositRequest, ReceiveRpcCommandRequest>();
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state.RequireForUpdate(state.GetEntityQuery(builder));
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}
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[BurstCompile]
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public void OnUpdate(ref SystemState state)
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{
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var ledger = SystemAPI.GetBuffer<StorageEntry>(SystemAPI.GetSingletonEntity<ResourceLedger>());
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var playerByConn = new NativeHashMap<int, Entity>(8, Allocator.Temp);
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foreach (var (owner, entity) in
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SystemAPI.Query<RefRO<GhostOwner>>().WithAll<PlayerTag, InventorySlot>().WithEntityAccess())
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playerByConn[owner.ValueRO.NetworkId] = entity;
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var ecb = new EntityCommandBuffer(Allocator.Temp);
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foreach (var (request, receive, requestEntity) in
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SystemAPI.Query<RefRO<InventoryDepositRequest>, RefRO<ReceiveRpcCommandRequest>>().WithEntityAccess())
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{
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var conn = receive.ValueRO.SourceConnection;
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if (SystemAPI.HasComponent<NetworkId>(conn)
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&& playerByConn.TryGetValue(SystemAPI.GetComponent<NetworkId>(conn).Value, out var player))
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{
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var inv = SystemAPI.GetBuffer<InventorySlot>(player);
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var req = request.ValueRO;
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if (req.ItemId == 0)
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{
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// Deposit EVERYTHING: drain each non-empty stack into the ledger, then clear the bag.
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for (int i = 0; i < inv.Length; i++)
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{
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var slot = inv[i];
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if (slot.ItemId != 0 && slot.Count > 0)
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StorageMath.Deposit(ledger, slot.ItemId, slot.Count);
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}
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inv.Clear();
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}
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else
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{
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// Count <= 0 means "all of that item"; Withdraw clamps to what is available.
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int want = req.Count <= 0 ? int.MaxValue : req.Count;
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int moved = InventoryMath.Withdraw(inv, req.ItemId, want);
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if (moved > 0)
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StorageMath.Deposit(ledger, req.ItemId, moved);
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}
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}
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ecb.DestroyEntity(requestEntity);
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}
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ecb.Playback(state.EntityManager);
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playerByConn.Dispose();
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}
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}
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}
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