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 } } }