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

33 lines
925 B
C#

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
}
}
}