ZN V1: overlay AOI canonico + ENT_SPAWN keyframe [Change-Set: AOI-VIS-2026-06-12]

Lado CLIENTE ZMMO (par com o commit de mesmo Change-Set no repo ZeusServerEngine -- devem
ir juntos, o wire do ENT_SPAWN mudou).

- UZeusAOIComponent: migrado do transporte legacy (SendDebugAoiRequest/OnDebugAoiInfo,
  desativado no V1) pro canonico (EmitDebugAoiRequest 6160 / OnDebugAoiInfo 6161). Esfera de
  debug 32 -> 48 segments + clamp visual de 500m (resolve "zona sem limite / poucas linhas").
- ZeusWorldSubsystem::OnNetEntitySpawned: recebe vel + grounded + serverTimeMs (delegate
  FZeusV1OnEntitySpawned 4 -> 7 params) e semeia o proxy recem-criado via HandlePlayerStateUpdate
  -> ancora o relogio de interpolacao + a vel inicial -> proxy nasce ja' animando no re-spawn
  (sai/volta do raio AOI segurando W), sem Idle deslizando.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-06-12 21:04:43 -03:00
parent 77d52a703b
commit 5f4c88637f
3 changed files with 42 additions and 14 deletions

View File

@@ -2,7 +2,7 @@
#include "ZeusAOIComponent.h"
#include "ZeusNetworkSubsystem.h" // plugin ZeusNetwork: OnDebugAoiInfo + SendDebugAoiRequest
#include "ZeusNetworkingClientSubsystem.h" // V1 canonico: OnDebugAoiInfo (6161) + EmitDebugAoiRequest (6160)
#include "ZMMONetLog.h" // Batch 2.5: LogZeusAOI (categoria do modulo ZMMO)
#include "DrawDebugHelpers.h"
@@ -30,6 +30,14 @@ namespace
const FColor kColorDespawn(255, 140, 90); // laranja — Zona de Despawn (externa)
const FColor kColorCell(232, 192, 96);
const FColor kColorHandoff(255, 155, 190);
// Resolucao das esferas de overlay. 32 segments deixavam a "bolha" facetada
// (poucas linhas) num raio de 60-80m; 48 deixa o circulo bem mais denso/legivel.
constexpr int32 kSphereSegments = 48;
// Clamp visual defensivo: se o raio vier absurdo (config corrompida), nao desenha
// uma esfera gigante que engole o mapa. 500m cobre qualquer AOI real (max=800m,
// mas overlay > 500m ja' nao ajuda a leitura). So' afeta o desenho, nao o gameplay.
constexpr float kMaxOverlayRadiusCm = 50000.0f;
}
UZeusAOIComponent::UZeusAOIComponent()
@@ -43,14 +51,17 @@ void UZeusAOIComponent::BeginPlay()
{
Super::BeginPlay();
// Bind do feed de config de AOI (servidor -> cliente). Multicast plain C++.
// Bind do feed de config de AOI (servidor -> cliente) pelo transporte V1
// canonico. O legacy (UZeusNetworkSubsystem) esta desativado no V1 -> usava
// SendDebugAoiRequest que logava "ignorado: nao conectado" e o overlay nunca
// recebia a config. Agora via UZeusNetworkingClientSubsystem (OnDebugAoiInfo 6161).
if (UWorld* World = GetWorld())
{
if (UGameInstance* GI = World->GetGameInstance())
{
if (UZeusNetworkSubsystem* Net = GI->GetSubsystem<UZeusNetworkSubsystem>())
if (UZeusNetworkingClientSubsystem* NetC = GI->GetSubsystem<UZeusNetworkingClientSubsystem>())
{
AoiConfigHandle_ = Net->OnDebugAoiInfo.AddUObject(this, &UZeusAOIComponent::HandleAoiConfig);
AoiConfigHandle_ = NetC->OnDebugAoiInfo.AddUObject(this, &UZeusAOIComponent::HandleAoiConfig);
}
}
}
@@ -68,9 +79,9 @@ void UZeusAOIComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
if (UGameInstance* GI = World->GetGameInstance())
{
if (UZeusNetworkSubsystem* Net = GI->GetSubsystem<UZeusNetworkSubsystem>())
if (UZeusNetworkingClientSubsystem* NetC = GI->GetSubsystem<UZeusNetworkingClientSubsystem>())
{
Net->OnDebugAoiInfo.Remove(AoiConfigHandle_);
NetC->OnDebugAoiInfo.Remove(AoiConfigHandle_);
}
}
}
@@ -96,9 +107,9 @@ void UZeusAOIComponent::RequestAoiConfig()
{
if (UGameInstance* GI = World->GetGameInstance())
{
if (UZeusNetworkSubsystem* Net = GI->GetSubsystem<UZeusNetworkSubsystem>())
if (UZeusNetworkingClientSubsystem* NetC = GI->GetSubsystem<UZeusNetworkingClientSubsystem>())
{
Net->SendDebugAoiRequest(); // no-op se nao conectado
NetC->EmitDebugAoiRequest(); // V1: no-op se ainda nao Accepted
}
}
}
@@ -152,12 +163,14 @@ void UZeusAOIComponent::DrawOverlays()
// ainda nao chegou a config: nao desenha (loading).
if (ResolveOverlay(EZeusAOIOverlay::AOIRadius) && InterestRadiusCm > 0.0f)
{
DrawDebugSphere(World, Loc, InterestRadiusCm, 32, kColorInterest, false, -1.0f, 0, LineThickness);
const float R = FMath::Min(InterestRadiusCm, kMaxOverlayRadiusCm);
DrawDebugSphere(World, Loc, R, kSphereSegments, kColorInterest, false, -1.0f, 0, LineThickness);
}
// Zona de Despawn (externa, > interesse = histerese) — raio real do servidor.
if (ResolveOverlay(EZeusAOIOverlay::DespawnZone) && DespawnRadiusCm > 0.0f)
{
DrawDebugSphere(World, Loc, DespawnRadiusCm, 32, kColorDespawn, false, -1.0f, 0, LineThickness);
const float R = FMath::Min(DespawnRadiusCm, kMaxOverlayRadiusCm);
DrawDebugSphere(World, Loc, R, kSphereSegments, kColorDespawn, false, -1.0f, 0, LineThickness);
}
if (ResolveOverlay(EZeusAOIOverlay::CellBounds))
{

View File

@@ -56,7 +56,10 @@ void UZeusWorldSubsystem::OnWorldBeginPlay(UWorld& InWorld)
Net->ForEachRemoteEntity(
[this, &ReplayCount](int64 EntityId, FVector PosCm, float YawDeg)
{
OnNetEntitySpawned(EntityId, /*Kind=*/1 /*Player*/, PosCm, YawDeg);
// Catch-up local: ForEachRemoteEntity nao expoe vel/serverTimeMs ->
// ZeroVector + grounded + ts=0 (seed nao roda; o 1o delta ancora o relogio).
OnNetEntitySpawned(EntityId, /*Kind=*/1 /*Player*/, PosCm, YawDeg,
FVector::ZeroVector, /*bGrounded=*/true, /*ServerTimeMs=*/0);
++ReplayCount;
});
if (ReplayCount > 0)
@@ -450,13 +453,24 @@ void UZeusWorldSubsystem::HandlePlayerStateUpdate(const int64 EntityId, const in
AsEntity->ApplyEntitySnapshot(Snapshot);
}
void UZeusWorldSubsystem::OnNetEntitySpawned(int64 EntityId, int32 /*Kind*/, FVector PosCm, float YawDeg)
void UZeusWorldSubsystem::OnNetEntitySpawned(int64 EntityId, int32 /*Kind*/, FVector PosCm, float YawDeg,
FVector VelCmS, bool bGrounded, int64 ServerTimeMs)
{
// O sistema novo nao manda bIsLocal: derivamos do LocalEntityId (setado por
// ENT_SELF). Se ainda for 0 e este ENT_SPAWN for do proprio char, o
// OnNetSelfEntityAssigned destruira o fantasma quando o ENT_SELF chegar.
const bool bIsLocal = (LocalEntityId != 0 && EntityId == LocalEntityId);
HandlePlayerSpawned(EntityId, bIsLocal, PosCm, YawDeg, /*ServerTimeMs=*/0);
HandlePlayerSpawned(EntityId, bIsLocal, PosCm, YawDeg, ServerTimeMs);
// V1-SPAWN-KEYFRAME(-TS): o ENT_SPAWN carrega vel + grounded + serverTimeMs. Aplica
// esse keyframe INICIAL no proxy recem-criado pelo mesmo caminho do delta (semeia o
// SnapshotBuffer + ANCORA o ServerClockOffsetMs com o tempo CERTO). Antes o seed usava
// ServerTimeMs=0 -> bootstrap do relogio de interpolacao errado -> proxy preso/flutuando
// ate' o EMA convergir. Agora com o serverTimeMs real o proxy interpola desde o frame 1.
if (!bIsLocal && ServerTimeMs > 0)
{
HandlePlayerStateUpdate(EntityId, /*InputSeq=*/0, PosCm, VelCmS, bGrounded, ServerTimeMs);
}
}
void UZeusWorldSubsystem::OnNetEntityDespawned(int64 EntityId, int32 /*Reason*/)

View File

@@ -84,7 +84,8 @@ private:
// Sistema de rede novo (canonico) -- recebe spawn/despawn/delta + self-entity.
// Adaptam a assinatura nova para os handlers de spawn/despawn/delta acima.
UFUNCTION()
void OnNetEntitySpawned(int64 EntityId, int32 Kind, FVector PosCm, float YawDeg);
void OnNetEntitySpawned(int64 EntityId, int32 Kind, FVector PosCm, float YawDeg,
FVector VelCmS, bool bGrounded, int64 ServerTimeMs);
UFUNCTION()
void OnNetEntityDespawned(int64 EntityId, int32 Reason);