Initial import

This commit is contained in:
ldbetteridge
2026-03-31 15:59:23 +01:00
commit 58da5d1d71
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using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.NetCode;
namespace EE2Clone.NetCode
{
/// <summary>
/// Server-side system that monitors for disconnected players and logs events.
/// </summary>
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
public partial struct ConnectionMonitorSystem : ISystem
{
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<NetworkId>();
}
public void OnUpdate(ref SystemState state)
{
// Count active connections for logging/debugging
int connectionCount = 0;
foreach (var _ in SystemAPI.Query<RefRO<NetworkId>>()
.WithAll<NetworkStreamInGame>())
{
connectionCount++;
}
// Future: detect disconnections and handle AI takeover
}
}
}

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using System.Collections.Generic;
using Unity.NetCode;
namespace EE2Clone.NetCode
{
/// <summary>
/// Custom bootstrap that prevents automatic world creation.
/// We manually create client/server worlds when the player chooses to host or connect.
/// </summary>
[UnityEngine.Scripting.Preserve]
public class GameBootstrap : ClientServerBootstrap
{
public override bool Initialize(string defaultWorldName)
{
// Create only the default (local) world on startup.
// Client and server worlds are created manually when the user
// starts hosting or joins a game.
AutoConnectPort = 0;
CreateDefaultClientServerWorlds();
return true;
}
}
}

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using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.NetCode;
namespace EE2Clone.NetCode
{
/// <summary>
/// RPC sent by the client to request going in-game.
/// </summary>
public struct GoInGameRequest : IRpcCommand
{
}
/// <summary>
/// Client-side system: when a connection is established and the streaming is done,
/// send a GoInGameRequest RPC to the server.
/// </summary>
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation | WorldSystemFilterFlags.ThinClientSimulation)]
public partial struct GoInGameClientSystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<NetworkId>();
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var ecb = new EntityCommandBuffer(Allocator.Temp);
foreach (var (networkId, entity) in
SystemAPI.Query<RefRO<NetworkId>>()
.WithNone<NetworkStreamInGame>()
.WithEntityAccess())
{
ecb.AddComponent<NetworkStreamInGame>(entity);
var requestEntity = ecb.CreateEntity();
ecb.AddComponent(requestEntity, new GoInGameRequest());
ecb.AddComponent(requestEntity, new SendRpcCommandRequest { TargetConnection = entity });
UnityEngine.Debug.Log($"[Client] Sending GoInGame request (NetworkId={networkId.ValueRO.Value})");
}
ecb.Playback(state.EntityManager);
ecb.Dispose();
}
}
}

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using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.NetCode;
using EE2Clone.Components;
using EE2Clone.Core;
namespace EE2Clone.NetCode
{
/// <summary>
/// Server-side system: processes GoInGameRequest RPCs, marks connections as in-game,
/// and creates a PlayerState entity for each connecting player.
/// </summary>
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
public partial struct GoInGameServerSystem : ISystem
{
private int _nextPlayerId;
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<GoInGameRequest>();
_nextPlayerId = 1;
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var ecb = new EntityCommandBuffer(Allocator.Temp);
foreach (var (request, requestSource, requestEntity) in
SystemAPI.Query<RefRO<GoInGameRequest>, RefRO<ReceiveRpcCommandRequest>>()
.WithEntityAccess())
{
var connectionEntity = requestSource.ValueRO.SourceConnection;
// Mark the connection as in-game
ecb.AddComponent<NetworkStreamInGame>(connectionEntity);
// Get the NetworkId for this connection
var networkId = state.EntityManager.GetComponentData<NetworkId>(connectionEntity);
// Create a PlayerState entity for this player
var playerEntity = ecb.CreateEntity();
ecb.AddComponent(playerEntity, new PlayerStateComponent
{
PlayerId = _nextPlayerId,
CurrentEpoch = Epoch.StoneAge,
PopulationCurrent = 0,
PopulationMax = GameConstants.StartingPopulationCap,
CivilizationId = 0,
IsAlive = true
});
ecb.AddComponent(playerEntity, new PlayerResourcesComponent
{
Food = 200,
Wood = 200,
Stone = 100,
Gold = 100,
Tin = 0
});
ecb.AddComponent(playerEntity, new GhostOwner { NetworkId = networkId.Value });
UnityEngine.Debug.Log($"[Server] Player {_nextPlayerId} (NetworkId={networkId.Value}) entered game");
_nextPlayerId++;
// Destroy the request entity
ecb.DestroyEntity(requestEntity);
}
ecb.Playback(state.EntityManager);
ecb.Dispose();
}
}
}

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using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
using EE2Clone.Core;
namespace EE2Clone.NetCode
{
/// <summary>
/// Client requests to move selected units to a position.
/// </summary>
public struct MoveCommandRpc : IRpcCommand
{
public Entity UnitEntity;
public float3 TargetPosition;
}
/// <summary>
/// Client requests to attack a target with selected units.
/// </summary>
public struct AttackCommandRpc : IRpcCommand
{
public Entity AttackerEntity;
public Entity TargetEntity;
}
/// <summary>
/// Client requests to place a building.
/// </summary>
public struct PlaceBuildingRpc : IRpcCommand
{
public BuildingType Type;
public float3 Position;
public quaternion Rotation;
}
/// <summary>
/// Client requests to set a rally point on a building.
/// </summary>
public struct SetRallyPointRpc : IRpcCommand
{
public Entity BuildingEntity;
public float3 Position;
}
/// <summary>
/// Client requests to queue unit production in a building.
/// </summary>
public struct QueueUnitProductionRpc : IRpcCommand
{
public Entity BuildingEntity;
public int UnitDataId;
}
/// <summary>
/// Client requests to gather from a resource node.
/// </summary>
public struct GatherCommandRpc : IRpcCommand
{
public Entity CitizenEntity;
public Entity ResourceNodeEntity;
}
/// <summary>
/// Client requests to assign citizens to build/repair a building.
/// </summary>
public struct BuildRepairCommandRpc : IRpcCommand
{
public Entity CitizenEntity;
public Entity BuildingEntity;
}
/// <summary>
/// Client requests to research a technology.
/// </summary>
public struct ResearchTechRpc : IRpcCommand
{
public Entity BuildingEntity;
public int TechId;
}
/// <summary>
/// Client requests to advance to the next epoch.
/// </summary>
public struct EpochAdvanceRpc : IRpcCommand
{
}
/// <summary>
/// Client requests to stop selected units.
/// </summary>
public struct StopCommandRpc : IRpcCommand
{
public Entity UnitEntity;
}
}

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