feat: ZMMO client base (Game/Entity|Controller|Modes|Network)
Estrutura inicial do cliente Unreal Zeus MMO alinhada ao padrao "cliente solto + servidor valida input/velocidade" (ADR 0038): - Source/ZMMO/Game/Entity/ — IZMMOEntityInterface, AZMMOEntity (base AActor para Mob/NPC/Object), AZMMOPlayerCharacter (player local com CMC livre, Enhanced Input, envio de C_INPUT_AXIS), AZMMOPlayerProxy (snapshot-only para players remotos). - Source/ZMMO/Game/Controller/ — AZMMOPlayerController com IMC defaults (IMC_Default + IMC_MouseLook) e suporte opcional a virtual joystick. - Source/ZMMO/Game/Modes/ — AZMMOGameMode (defaults para PlayerCharacter / PlayerController), UZMMOGameInstance (auto-connect ao servidor Zeus em Init e logging dos eventos OnConnected/OnDisconnected/...). - Source/ZMMO/Game/Network/ — UZMMOWorldSubsystem (registry EntityId -> AActor*, dispatch dos delegates OnPlayerSpawned/Despawned/ StateUpdate; ignora snapshots locais do cliente solto). - Config/DefaultEngine.ini — GlobalDefaultGameMode aponta para /Script/ZMMO.ZMMOGameMode; GameInstanceClass para /Script/ZMMO.ZMMOGameInstance; redirects para a nova hierarquia. - ZMMO.Build.cs — depende de ZeusNetwork; PublicIncludePaths para a nova arvore Game/Entity|Controller|Modes|Network. - Content — assets do template ThirdPerson (Mannequins, IAs/IMCs, Lvl_ThirdPerson + TestWorld). Os Variant_* levels ficam no commit inicial mas serao limpos numa proxima sessao com aprovacao explicita (Master Rule para .umap/.uasset). Notas: - BP_ThirdPersonCharacter/GameMode/PlayerController ainda apontam para a hierarquia antiga e estao a aguardar aprovacao para remocao (Master Rule). - README.md descreve a arquitectura e o smoke test de conexao.
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Plugins/VisualStudioTools/azure-pipelines/release.yml
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122
Plugins/VisualStudioTools/azure-pipelines/release.yml
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# IMPORTANT:
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# Do not run BinSkim because we do not control producing the binaries. That process is owned by
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# Epic. We just provide source code. Since we do not control the build, BinSkim is not needed.
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# Manual trigger for now
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trigger: none
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pr: none
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parameters:
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- name: SignTypeOverride
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displayName: Signing Type (default is real for the main branch and test otherwise)
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type: string
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default: default
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values:
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- default
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- test
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- real
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variables:
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# MicroBuild requires TeamName to be set.
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- name: TeamName
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value: C++ Unreal Engine
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- name: TagName
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value: $[replace(variables['Build.SourceBranch'], 'refs/tags/', '')]
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# If the user didn't override the signing type, then only real-sign on main.
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- ${{ if ne(parameters.SignTypeOverride, 'default') }}:
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- name: SignType
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value: ${{ parameters.SignTypeOverride }}
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- ${{ if and(eq(parameters.SignTypeOverride, 'default'), or(eq(variables['Build.SourceBranchName'], 'main'), startsWith(variables['Build.SourceBranch'], 'refs/tags'))) }}:
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- name: SignType
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value: real
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- ${{ if and(eq(parameters.SignTypeOverride, 'default'), not(or(eq(variables['Build.SourceBranchName'], 'main'), startsWith(variables['Build.SourceBranch'], 'refs/tags')))) }}:
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- name: SignType
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value: test
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resources:
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repositories:
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- repository: 1ESPipelineTemplates
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type: git
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name: 1ESPipelineTemplates/1ESPipelineTemplates
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ref: refs/tags/release
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extends:
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template: v1/1ES.Official.PipelineTemplate.yml@1ESPipelineTemplates
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parameters:
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pool:
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name: VSEngSS-MicroBuild2022-1ES
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os: windows
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customBuildTags:
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- ES365AIMigrationTooling
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stages:
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- stage: stage
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jobs:
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- job: 'UnrealEngine_VisualStudioTools_Release'
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timeoutInMinutes: 1440
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templateContext:
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outputParentDirectory: $(Agent.BuildDirectory)/out/
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outputs:
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- output: pipelineArtifact
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displayName: 'Publish signed plugin files'
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targetPath: $(Agent.BuildDirectory)/out
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artifactName: SignedPlugin
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artifactType: container
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sbomEnabled: false
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steps:
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- powershell: |
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Write-Host "##vso[task.setVariable variable=SHA1]$(git rev-parse HEAD)"
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displayName: Save tag commit hash
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workingDirectory: '$(Build.SourcesDirectory)'
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- task: MicroBuildSigningPlugin@4
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displayName: Install MicroBuild Signing
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inputs:
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signType: $(SignType)
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zipSources: true
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feedsource: 'https://pkgs.dev.azure.com/devdiv/_packaging/MicroBuildToolset/nuget/v3/index.json'
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${{ if eq(variables.SignType, 'real')}}:
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ConnectedPMEServiceName: '6cc74545-d7b9-4050-9dfa-ebefcc8961ea'
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- task: PowerShell@2
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displayName: "Create zip excluding .git folder"
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inputs:
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targetType: 'inline'
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script: |
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$destinationDirectory = "$(Agent.BuildDirectory)/out"
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New-Item -Path $destinationDirectory -ItemType Directory
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git archive -o "$destinationDirectory/VisualStudioTools.zip" $(SHA1)
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- powershell: New-FileCatalog -Path .\VisualStudioTools.zip -CatalogFilePath .\VisualStudioTools.zip.cat -CatalogVersion 2.0
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displayName: Create standalone catalog
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workingDirectory: '$(Agent.BuildDirectory)\out'
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- task: NuGetToolInstaller@1
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inputs:
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versionSpec: 5.7
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- task: NuGetCommand@2
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displayName: 'NuGet Restore MicroBuild Signing Extension'
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inputs:
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command: 'restore'
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restoreSolution: 'Scripts/SignDetached.proj'
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feedsToUse: 'config'
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restoreDirectory: '$(Build.SourcesDirectory)\Scripts\packages'
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- task: MSBuild@1
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displayName: Sign catalogs
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inputs:
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solution: Scripts/SignDetached.proj
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msbuildArguments: /p:SignType=$(SignType) /p:BaseOutputDirectory=$(Agent.BuildDirectory)\out
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# === Disabled for now in favor of uploading the artifacts to the pipeline ===
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# - task: GitHubRelease@1
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# displayName: Pre-release to public repo
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# condition: and(succeeded(), startsWith(variables['Build.SourceBranch'], 'refs/tags'))
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# inputs:
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# gitHubConnection: GitHub-VSCodeExtensions
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# repositoryName: microsoft/vc-ue-extensions
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# action: create
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# target: $(SHA1)
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# tagSource: gitTag
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# tag: $(TagName)
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# title: $(TagName)
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# isDraft: true
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# isPreRelease: true
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# assets: |
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# $(Agent.BuildDirectory)\out\VisualStudioTools.zip
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# $(Agent.BuildDirectory)\out\VisualStudioTools.zip.cat
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