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using PolkaDOTS; | ||
using PolkaDOTS.Networking; | ||
using Unity.Entities; | ||
using Unity.NetCode; | ||
using Unity.Burst; | ||
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namespace Opencraft.Player | ||
{ | ||
/// <summary> | ||
/// System that detects terminated connections, and marks any players being controlled by that connection as no | ||
/// longer in game. | ||
/// </summary> | ||
[BurstCompile] | ||
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)] | ||
[UpdateBefore(typeof(ConnectionMonitorSystem))] | ||
public partial class HandleDisconnectSystem : SystemBase | ||
{ | ||
private BeginSimulationEntityCommandBufferSystem m_CommandBufferSystem; | ||
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protected override void OnCreate() | ||
{ | ||
// Use an entity command buffer that is resolved at the beginning of the simulation system group | ||
m_CommandBufferSystem = World.GetOrCreateSystemManaged<BeginSimulationEntityCommandBufferSystem>(); | ||
} | ||
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[BurstCompile] | ||
protected override void OnUpdate() | ||
{ | ||
var ecb = m_CommandBufferSystem.CreateCommandBuffer(); | ||
foreach (var state in SystemAPI.Query<RefRO<ConnectionState>>().WithNone<NetworkStreamConnection>()) | ||
{ | ||
foreach (var (owner, entity) in SystemAPI.Query<RefRW<GhostOwner>>().WithAll<PlayerInGame, PolkaDOTS.Player>().WithEntityAccess()) | ||
{ | ||
if (state.ValueRO.NetworkId == owner.ValueRO.NetworkId) | ||
{ | ||
ecb.SetComponentEnabled<PlayerInGame>(entity, false); | ||
break; | ||
} | ||
} | ||
} | ||
//m_CommandBufferSystem.AddJobHandleForProducer(Dependency); | ||
} | ||
} | ||
} |
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