protected override void OnCreate() { serializers = default(TGhostSerializerCollection); m_DataStream = new DataStreamWriter(2048, Allocator.Persistent); ghostGroup = GetEntityQuery(typeof(GhostComponent), typeof(GhostSystemStateComponent)); EntityQueryDesc filterSpawn = new EntityQueryDesc { All = new ComponentType[] { typeof(GhostComponent) }, None = new ComponentType[] { typeof(GhostSystemStateComponent) } }; EntityQueryDesc filterDespawn = new EntityQueryDesc { All = new ComponentType[] { typeof(GhostSystemStateComponent) }, None = new ComponentType[] { typeof(GhostComponent) } }; ghostSpawnGroup = GetEntityQuery(filterSpawn); ghostDespawnGroup = GetEntityQuery(filterDespawn); m_FreeGhostIds = new NativeQueue <int>(Allocator.Persistent); m_AllocatedGhostIds = new NativeArray <int>(1, Allocator.Persistent); m_AllocatedGhostIds[0] = 1; // To make sure 0 is invalid connectionGroup = GetEntityQuery( ComponentType.ReadWrite <NetworkStreamConnection>(), ComponentType.ReadOnly <NetworkStreamInGame>()); m_ServerSimulation = World.GetExistingSystem <ServerSimulationSystemGroup>(); m_Barrier = World.GetOrCreateSystem <BeginSimulationEntityCommandBufferSystem>(); m_ReceiveSystem = World.GetOrCreateSystem <NetworkStreamReceiveSystem>(); m_ConnectionStates = new List <ConnectionStateData>(256); m_ConnectionStateLookup = new NativeHashMap <Entity, int>(256, Allocator.Persistent); m_CompressionModel = new NetworkCompressionModel(Allocator.Persistent); m_SerialSpawnChunks = new NativeList <PrioChunk>(1024, Allocator.Persistent); }
protected override void OnCreate() { m_ReceiveSystem = World.GetOrCreateSystem <NetworkStreamReceiveSystem>(); m_TimeSystem = World.GetOrCreateSystem <NetworkTimeSystem>(); }