Files
EE2Clone/Assets/Scripts/NetCode/GoInGameClientSystem.cs
ldbetteridge 58da5d1d71 Initial import
2026-03-31 15:59:23 +01:00

53 lines
1.6 KiB
C#

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();
}
}
}