using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.NetCode;
namespace EE2Clone.NetCode
{
///
/// Server-side system that monitors for disconnected players and logs events.
///
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
public partial struct ConnectionMonitorSystem : ISystem
{
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate();
}
public void OnUpdate(ref SystemState state)
{
// Count active connections for logging/debugging
int connectionCount = 0;
foreach (var _ in SystemAPI.Query>()
.WithAll())
{
connectionCount++;
}
// Future: detect disconnections and handle AI takeover
}
}
}