ZMMO: migração para ZeusNetworking V1 canônico + fix overshoot do proxy

- ZeusCharacter/ZeusWorldSubsystem passam a usar UZeusNetworkingClientSubsystem:
  ENT_SELF (entidade própria), INPUT 6077 via EmitInput, spawn/despawn/delta
  rebindados pro subsystem novo (legacy vira fallback).
- ZeusPlayerProxy consome velocidade/grounded/serverTimeMs (delta 0x02): anima,
  vira na direção do movimento e cola no chão (MOVE_Walking).
- Fix overshoot/inércia: FlushInputAxisToServer considera velocidade residual
  (braking) e envia a 30Hz até o dono parar de fato; o proxy desacelera suave,
  sem extrapolar ~1m além nem snap-back.
- Char-select -> ConnectWithTicket (handoff ticket) quando bUseZeusNetworkingV1.

Inclui logs [InputDbg] (ZeusCharacter) e DEBUG-PROXY (ZeusPlayerProxy) mantidos
para testes posteriores de input/jitter.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-06-12 02:51:37 -03:00
parent c0f6d32d95
commit 9f5ccd3a05
6 changed files with 334 additions and 59 deletions

View File

@@ -26,6 +26,7 @@
#include "GameFramework/PlayerController.h"
#include "ZeusWorldSubsystem.h"
#include "ZeusNetworkSubsystem.h"
#include "ZeusNetworkingClientSubsystem.h"
#include "UI/FrontEnd/UIFrontEndFlowSubsystem.h"
DEFINE_LOG_CATEGORY(LogZeusPlayer);
@@ -362,7 +363,7 @@ void AZeusCharacter::SetEntityRelevant(bool /*bRelevant*/)
void AZeusCharacter::ResolveZeusNetworkSubsystem()
{
if (ZeusNetwork)
if (ZeusNetwork && NetClient)
{
return;
}
@@ -373,7 +374,14 @@ void AZeusCharacter::ResolveZeusNetworkSubsystem()
return;
}
ZeusNetwork = GI->GetSubsystem<UZeusNetworkSubsystem>();
if (!ZeusNetwork)
{
ZeusNetwork = GI->GetSubsystem<UZeusNetworkSubsystem>();
}
if (!NetClient)
{
NetClient = GI->GetSubsystem<UZeusNetworkingClientSubsystem>();
}
}
void AZeusCharacter::BindZeusSpawnDelegate()
@@ -382,49 +390,71 @@ void AZeusCharacter::BindZeusSpawnDelegate()
{
return;
}
if (!ZeusNetwork)
if (!NetClient && !ZeusNetwork)
{
return;
}
ZeusNetwork->OnPlayerSpawned.AddDynamic(this, &AZeusCharacter::HandleZeusPlayerSpawned);
ZeusNetwork->OnCharInfoReceived.AddDynamic(this, &AZeusCharacter::HandleZeusCharInfo);
// Self-entity (entityId do proprio char) vem do sistema de rede novo.
if (NetClient)
{
NetClient->OnSelfEntityAssigned.AddDynamic(this, &AZeusCharacter::HandleSelfEntityAssigned);
}
// CHAR_INFO (nome/guild) ainda nao tem equivalente no sistema novo -> legacy.
if (ZeusNetwork)
{
ZeusNetwork->OnCharInfoReceived.AddDynamic(this, &AZeusCharacter::HandleZeusCharInfo);
}
bSpawnDelegateBound = true;
}
void AZeusCharacter::UnbindZeusSpawnDelegate()
{
if (!bSpawnDelegateBound || !ZeusNetwork)
if (!bSpawnDelegateBound)
{
bSpawnDelegateBound = false;
return;
}
ZeusNetwork->OnPlayerSpawned.RemoveDynamic(this, &AZeusCharacter::HandleZeusPlayerSpawned);
ZeusNetwork->OnCharInfoReceived.RemoveDynamic(this, &AZeusCharacter::HandleZeusCharInfo);
if (NetClient)
{
NetClient->OnSelfEntityAssigned.RemoveDynamic(this, &AZeusCharacter::HandleSelfEntityAssigned);
}
if (ZeusNetwork)
{
ZeusNetwork->OnCharInfoReceived.RemoveDynamic(this, &AZeusCharacter::HandleZeusCharInfo);
}
bSpawnDelegateBound = false;
}
void AZeusCharacter::TryRegisterLocalEntityFromCachedSpawn()
{
if (!ZeusNetwork)
// Self-entity vem do sistema de rede novo (ENT_SELF). O subsystem e'
// per-GameInstance e sobrevive ao OpenLevel, entao o entityId pode ja' ter
// chegado antes deste pawn existir -- puxa o cache agora. Caso ainda nao
// tenha chegado, o bind em OnSelfEntityAssigned cobre quando chegar.
// A pos/yaw vem do proprio pawn (ja posicionado via PendingSpawnPose do DB);
// o sistema novo so' carrega o entityId.
if (NetClient)
{
return;
const int64 SelfId = NetClient->GetLocalEntityId();
if (SelfId != 0)
{
HandleLocalSpawnReady(SelfId, GetActorLocation(), GetActorRotation().Yaw, 0);
}
}
int64 CachedEntityId = 0;
FVector CachedPosCm = FVector::ZeroVector;
float CachedYawDeg = 0.0f;
int64 CachedServerTimeMs = 0;
if (ZeusNetwork->TryGetLastLocalSpawn(CachedEntityId, CachedPosCm, CachedYawDeg, CachedServerTimeMs))
{
HandleLocalSpawnReady(CachedEntityId, CachedPosCm, CachedYawDeg, CachedServerTimeMs);
}
// Race fix: o S_CHAR_INFO chega ANTES de S_SPAWN_PLAYER mas o pawn pode
// nao existir ainda (OpenLevel em andamento). Aplica o ultimo cacheado.
// Race fix CHAR_INFO (ainda legacy): o S_CHAR_INFO pode ter chegado antes do
// pawn existir; aplica o ultimo nome/guild cacheado.
TryApplyCachedCharInfo();
}
void AZeusCharacter::HandleSelfEntityAssigned(const int64 InEntityId)
{
// Sistema novo informou o entityId do proprio char (ENT_SELF). Reusa o mesmo
// caminho do spawn local legacy (seta ZeusEntityId + RegisterLocalEntity).
// pos/yaw vem do pawn (ja posicionado); o sistema novo so' traz o entityId.
HandleLocalSpawnReady(InEntityId, GetActorLocation(), GetActorRotation().Yaw, 0);
}
void AZeusCharacter::HandleZeusPlayerSpawned(const int64 InEntityId, const bool bIsLocal,
const FVector PosCm, const float YawDeg, const int64 ServerTimeMs)
{
@@ -548,7 +578,10 @@ void AZeusCharacter::TryApplyCachedCharInfo()
void AZeusCharacter::FlushInputAxisToServer(const float DeltaSeconds)
{
ResolveZeusNetworkSubsystem();
if (!ZeusNetwork || !ZeusNetwork->IsConnected())
// Sistema de rede novo (canonico) tem prioridade; legacy e' fallback.
const bool bV1 = (NetClient
&& NetClient->GetConnectionState() == EZeusV1ConnectionState::Accepted);
if (!bV1 && (!ZeusNetwork || !ZeusNetwork->IsConnected()))
{
return;
}
@@ -557,7 +590,19 @@ void AZeusCharacter::FlushInputAxisToServer(const float DeltaSeconds)
SendAccumulatorSec += DeltaSeconds;
TimeSinceLastSendSec += DeltaSeconds;
const bool bMovingInput = !FMath::IsNearlyZero(PendingMoveForward) || !FMath::IsNearlyZero(PendingMoveRight);
// Movimento p/ efeitos de rate NAO e' so' o input (W/A/S/D): o CMC do dono
// continua desacelerando (braking) por ~0.3s depois de soltar a tecla. Se
// pararmos de enviar no rate rapido assim que o input zera, o servidor fica
// congelado na ultima `simpleVelCmS` alta e o proxy remoto extrapola ~1m alem
// (NewPos = Last.Pos + Last.Vel*ExtrapSec) ate o heartbeat corrigir -> overshoot
// + snap-back ("velocidade grande que demora a zerar" + jitter). Tratar a
// velocidade residual como movimento mantem o envio a InputSendRateHz ate o
// dono realmente parar, alimentando o proxy com a curva de desaceleracao.
const bool bHasInputAxis = !FMath::IsNearlyZero(PendingMoveForward) || !FMath::IsNearlyZero(PendingMoveRight);
const FVector OwnerVelNow = GetVelocity();
constexpr float kResidualSpeedSqCmS = 25.0f * 25.0f; // abaixo de 25 cm/s tratamos como parado
const bool bHasResidualVel = OwnerVelNow.SizeSquared() > kResidualSpeedSqCmS;
const bool bMovingInput = bHasInputAxis || bHasResidualVel;
const bool bJumpEvent = bPendingJumpPressed || bPendingJumpReleased;
const bool bRateReached = SendAccumulatorSec >= SendInterval;
const bool bHeartbeatReached = TimeSinceLastSendSec >= HeartbeatIntervalSec;
@@ -571,6 +616,23 @@ void AZeusCharacter::FlushInputAxisToServer(const float DeltaSeconds)
const bool bFallingChanged = (bIsFalling != bPreviousFalling);
const bool bShouldSend = bJumpEvent || bFallingChanged || (bMovingInput && bRateReached) || (!bMovingInput && bHeartbeatReached);
// DEBUG-INPUT (2026-06-12): log ~1x/s COM o PIE. Remover apos achar o gap.
{
static float DbgInputAcc = 0.0f;
DbgInputAcc += DeltaSeconds;
if (DbgInputAcc >= 1.0f)
{
DbgInputAcc = 0.0f;
const int32 PieId = (GetWorld() && GetWorld()->GetOutermost())
? GetWorld()->GetOutermost()->GetPIEInstanceID() : -1;
UE_LOG(LogZeusPlayer, Warning,
TEXT("[PIE%d][InputDbg] bV1=%d state=%d moving=%d rate=%d should=%d hbReached=%d fwd=%.2f right=%.2f"),
PieId, bV1 ? 1 : 0,
NetClient ? static_cast<int32>(NetClient->GetConnectionState()) : -99,
bMovingInput ? 1 : 0, bRateReached ? 1 : 0, bShouldSend ? 1 : 0,
bHeartbeatReached ? 1 : 0, PendingMoveForward, PendingMoveRight);
}
}
if (!bShouldSend)
{
return;
@@ -590,18 +652,49 @@ void AZeusCharacter::FlushInputAxisToServer(const float DeltaSeconds)
// os outros clientes (sujeito ao clamp anti-cheat).
const FVector PosCm = GetActorLocation();
const FVector Vel = GetVelocity();
ZeusNetwork->SendInputAxis(
PendingMoveForward,
PendingMoveRight,
bPendingJumpPressed,
bPendingJumpReleased,
InputSequence,
ClientTimeMs,
ViewYawDeg,
PosCm,
FVector2D(Vel.X, Vel.Y),
bIsFalling,
static_cast<float>(Vel.Z));
if (bV1)
{
// Sistema novo: INPUT 6077 com a pose absoluta (ADR 0040/0041).
const bool bSent = NetClient->EmitInput(
PendingMoveForward,
PendingMoveRight,
bPendingJumpPressed,
bPendingJumpReleased,
InputSequence,
ClientTimeMs,
ViewYawDeg,
PosCm,
FVector2D(Vel.X, Vel.Y),
bIsFalling,
static_cast<float>(Vel.Z));
// DEBUG-INPUT (2026-06-12): confirma chamada + retorno do SendPacket.
static float DbgEmitAcc = 0.0f;
DbgEmitAcc += DeltaSeconds;
if (DbgEmitAcc >= 1.0f)
{
DbgEmitAcc = 0.0f;
const int32 PieId = (GetWorld() && GetWorld()->GetOutermost())
? GetWorld()->GetOutermost()->GetPIEInstanceID() : -1;
UE_LOG(LogZeusPlayer, Warning,
TEXT("[PIE%d][InputDbg] EmitInput seq=%d sent=%d pos=%s"),
PieId, InputSequence, bSent ? 1 : 0, *PosCm.ToString());
}
}
else if (ZeusNetwork)
{
ZeusNetwork->SendInputAxis(
PendingMoveForward,
PendingMoveRight,
bPendingJumpPressed,
bPendingJumpReleased,
InputSequence,
ClientTimeMs,
ViewYawDeg,
PosCm,
FVector2D(Vel.X, Vel.Y),
bIsFalling,
static_cast<float>(Vel.Z));
}
SendAccumulatorSec = 0.0f;
TimeSinceLastSendSec = 0.0f;

View File

@@ -11,6 +11,7 @@ class USpringArmComponent;
class UCameraComponent;
class UInputAction;
class UZeusNetworkSubsystem;
class UZeusNetworkingClientSubsystem;
class UZeusAOIComponent;
class UUserWidget;
struct FInputActionValue;
@@ -164,6 +165,11 @@ private:
UFUNCTION()
void HandleZeusPlayerSpawned(int64 InEntityId, bool bIsLocal, FVector PosCm, float YawDeg, int64 ServerTimeMs);
// Self-entity do sistema de rede novo (ENT_SELF): o cliente aprende o
// proprio entityId. Substitui o caminho legacy OnPlayerSpawned(bIsLocal=true).
UFUNCTION()
void HandleSelfEntityAssigned(int64 InEntityId);
UFUNCTION()
void HandleZeusCharInfo(int64 InEntityId, const FString& CharName, const FString& GuildName);
@@ -172,6 +178,10 @@ private:
UPROPERTY()
TObjectPtr<UZeusNetworkSubsystem> ZeusNetwork;
// Sistema de rede novo (canonico): fonte do self-entity (ENT_SELF).
UPROPERTY()
TObjectPtr<UZeusNetworkingClientSubsystem> NetClient;
/** Instancia viva do painel admin (criada lazy no primeiro F8). */
UPROPERTY(Transient)
TObjectPtr<UUserWidget> AdminPanelInstance;

View File

@@ -207,10 +207,14 @@ void AZeusPlayerProxy::Tick(const float DeltaSeconds)
LastDiagLogSec = NowSec;
const int64 NewestMs = SnapshotBuffer.Last().ServerTimeMs;
const int64 RenderLagMs = ServerNowMs - NewestMs;
UE_LOG(LogZMMO, Verbose,
TEXT("ZeusPlayerProxy[%lld] buffer=%d renderLagMs=%lld interpAlpha=%.2f extrap=%d delayMs=%.0f"),
// DEBUG-PROXY (2026-06-12): Warning temporario p/ diagnosticar jitter-andando.
// extrap=1 frequente => buffer faminto (subir InterpolationDelayMs/rate).
// Rebaixar p/ Verbose depois de validar. speed em cm/s da velocidade visual.
UE_LOG(LogZMMO, Warning,
TEXT("ZeusPlayerProxy[%lld] buffer=%d renderLagMs=%lld interpAlpha=%.2f extrap=%d delayMs=%.0f speed=%.0f"),
EntityId, SnapshotBuffer.Num(), RenderLagMs, InterpAlpha,
bExtrapolating ? 1 : 0, InterpolationDelayMs);
bExtrapolating ? 1 : 0, InterpolationDelayMs,
FVector(VisualVelocity.X, VisualVelocity.Y, 0.0f).Size());
}
}

View File

@@ -10,6 +10,7 @@
#include "ZeusPlayerProxy.h"
#include "ZeusPlayerState.h"
#include "ZeusNetworkSubsystem.h"
#include "ZeusNetworkingClientSubsystem.h"
void UZeusWorldSubsystem::Initialize(FSubsystemCollectionBase& Collection)
{
@@ -32,42 +33,50 @@ void UZeusWorldSubsystem::OnWorldBeginPlay(UWorld& InWorld)
{
Super::OnWorldBeginPlay(InWorld);
if (UZeusNetworkSubsystem* ZeusNet = ResolveZeusNetworkSubsystem())
// Sistema de rede novo (canonico) -- substitui o ZeusNetworkSubsystem legacy
// para spawn/despawn/movimento de proxies. O legacy fica so' com o que ainda
// nao tem equivalente (CHAR_INFO/nome, tratado em AZeusCharacter).
if (UZeusNetworkingClientSubsystem* Net = ResolveNetClientSubsystem())
{
ZeusNet->OnPlayerSpawned.AddDynamic(this, &UZeusWorldSubsystem::HandlePlayerSpawned);
ZeusNet->OnPlayerDespawned.AddDynamic(this, &UZeusWorldSubsystem::HandlePlayerDespawned);
ZeusNet->OnPlayerStateUpdate.AddDynamic(this, &UZeusWorldSubsystem::HandlePlayerStateUpdate);
UE_LOG(LogZMMO, Log, TEXT("ZeusWorldSubsystem bound to ZeusNetworkSubsystem delegates."));
Net->OnEntitySpawned.AddDynamic(this, &UZeusWorldSubsystem::OnNetEntitySpawned);
Net->OnEntityDespawned.AddDynamic(this, &UZeusWorldSubsystem::OnNetEntityDespawned);
Net->OnEntityDeltaApplied.AddDynamic(this, &UZeusWorldSubsystem::OnNetEntityDelta);
Net->OnSelfEntityAssigned.AddDynamic(this, &UZeusWorldSubsystem::OnNetSelfEntityAssigned);
UE_LOG(LogZMMO, Log, TEXT("ZeusWorldSubsystem bound to network client subsystem delegates."));
// Catch-up race fix (Fase 3): broadcasts de proxies remotos chegam
// enquanto o cliente novo ainda esta em OpenLevel. UZeusNetworkSubsystem
// cacheia em PendingRemoteSpawnsByEntity. Aplicamos aqui — mundo ja
// esta pronto (GameMode ativo, WorldPartition cells inicializadas).
// O subsystem de rede e' per-GameInstance e sobrevive ao OpenLevel, entao
// o self-entity e os ENT_SPAWN podem ter chegado ANTES deste bind. Puxa o
// self cacheado + faz replay dos proxies ja conhecidos (anti-race).
if (const int64 CachedSelf = Net->GetLocalEntityId())
{
OnNetSelfEntityAssigned(CachedSelf);
}
int32 ReplayCount = 0;
ZeusNet->ForEachPendingRemoteSpawn(
[this, &ReplayCount](const int64 EntityId, const FVector PosCm, const float YawDeg, const int64 ServerTimeMs)
Net->ForEachRemoteEntity(
[this, &ReplayCount](int64 EntityId, FVector PosCm, float YawDeg)
{
HandlePlayerSpawned(EntityId, /*bIsLocal=*/false, PosCm, YawDeg, ServerTimeMs);
OnNetEntitySpawned(EntityId, /*Kind=*/1 /*Player*/, PosCm, YawDeg);
++ReplayCount;
});
if (ReplayCount > 0)
{
UE_LOG(LogZMMO, Log, TEXT("ZeusWorldSubsystem: replay de %d proxy(ies) cacheados."), ReplayCount);
UE_LOG(LogZMMO, Log, TEXT("ZeusWorldSubsystem: replay de %d proxy(ies) ja conhecidos."), ReplayCount);
}
}
else
{
UE_LOG(LogZMMO, Warning, TEXT("ZeusWorldSubsystem: ZeusNetworkSubsystem not found at OnWorldBeginPlay."));
UE_LOG(LogZMMO, Warning, TEXT("ZeusWorldSubsystem: network client subsystem not found at OnWorldBeginPlay."));
}
}
void UZeusWorldSubsystem::Deinitialize()
{
if (UZeusNetworkSubsystem* ZeusNet = ResolveZeusNetworkSubsystem())
if (UZeusNetworkingClientSubsystem* Net = ResolveNetClientSubsystem())
{
ZeusNet->OnPlayerSpawned.RemoveDynamic(this, &UZeusWorldSubsystem::HandlePlayerSpawned);
ZeusNet->OnPlayerDespawned.RemoveDynamic(this, &UZeusWorldSubsystem::HandlePlayerDespawned);
ZeusNet->OnPlayerStateUpdate.RemoveDynamic(this, &UZeusWorldSubsystem::HandlePlayerStateUpdate);
Net->OnEntitySpawned.RemoveDynamic(this, &UZeusWorldSubsystem::OnNetEntitySpawned);
Net->OnEntityDespawned.RemoveDynamic(this, &UZeusWorldSubsystem::OnNetEntityDespawned);
Net->OnEntityDeltaApplied.RemoveDynamic(this, &UZeusWorldSubsystem::OnNetEntityDelta);
Net->OnSelfEntityAssigned.RemoveDynamic(this, &UZeusWorldSubsystem::OnNetSelfEntityAssigned);
}
RemoteEntities.Reset();
@@ -83,6 +92,25 @@ void UZeusWorldSubsystem::RegisterLocalEntity(const int64 EntityId, AActor* Loca
}
LocalEntityId = EntityId;
// Caso de borda: se o ENT_SPAWN do proprio chegou antes do self-entity, ja
// existe um proxy-fantasma com esta chave. Destroi antes de registrar o pawn
// real, senao o RemoteEntities.Add sobrescreve a entry e o fantasma fica
// orfao no mundo (sem ninguem pra despawna-lo).
if (TWeakObjectPtr<AActor>* Existing = RemoteEntities.Find(EntityId))
{
if (AActor* Ghost = Existing->Get())
{
if (Ghost != LocalActor && Ghost->IsA(AZeusPlayerProxy::StaticClass()))
{
HandlePlayerDespawned(EntityId);
UE_LOG(LogZMMO, Log,
TEXT("ZeusWorldSubsystem: ghost proxy do proprio limpo no RegisterLocalEntity EntityId=%lld"),
EntityId);
}
}
}
RemoteEntities.Add(EntityId, TWeakObjectPtr<AActor>(LocalActor));
UE_LOG(LogZMMO, Log, TEXT("ZeusWorldSubsystem: local entity registered EntityId=%lld actor=%s"),
EntityId, *GetNameSafe(LocalActor));
@@ -363,6 +391,97 @@ void UZeusWorldSubsystem::HandlePlayerStateUpdate(const int64 EntityId, const in
AsEntity->ApplyEntitySnapshot(Snapshot);
}
void UZeusWorldSubsystem::OnNetEntitySpawned(int64 EntityId, int32 /*Kind*/, FVector PosCm, float YawDeg)
{
// 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);
}
void UZeusWorldSubsystem::OnNetEntityDespawned(int64 EntityId, int32 /*Reason*/)
{
// NUNCA despawnar o proprio char local via rede (ex: ENT_DESPAWN do proprio
// disparado por timeout do server). Destruir o pawn local quebraria o jogo
// do dono. O proprio so' sai quando o cliente realmente desconecta.
if (LocalEntityId != 0 && EntityId == LocalEntityId)
{
return;
}
HandlePlayerDespawned(EntityId);
}
void UZeusWorldSubsystem::OnNetEntityDelta(int64 EntityId, FVector PosCm, FVector VelCmS,
float YawDeg, bool bGrounded, int64 ServerTimeMs)
{
if (EntityId == 0)
{
return;
}
if (LocalEntityId != 0 && EntityId == LocalEntityId)
{
return; // movimento do proprio char e' local; ignora snapshot autoritativo
}
const TWeakObjectPtr<AActor>* Entry = RemoteEntities.Find(EntityId);
if (!Entry)
{
return; // spawn chega em breve via ENT_SPAWN
}
AActor* Actor = Entry->Get();
if (!Actor)
{
RemoteEntities.Remove(EntityId);
return;
}
IZeusEntityInterface* AsEntity = Cast<IZeusEntityInterface>(Actor);
if (!AsEntity)
{
return;
}
FZeusEntitySnapshot Snapshot;
Snapshot.EntityId = EntityId;
Snapshot.EntityType = AsEntity->GetZeusEntityType();
Snapshot.PositionCm = PosCm;
Snapshot.YawDeg = YawDeg;
// V1-REPL-FULL (2026-06-12): velocidade + grounded + serverTimeMs -> o proxy
// anima (AnimBP ShouldMove via Acceleration!=0 derivada da vel), cola no chao
// (MOVE_Walking quando grounded) e interpola com a timeline autoritativa.
Snapshot.VelocityCmS = VelCmS;
Snapshot.bGrounded = bGrounded;
Snapshot.ServerTimeMs = ServerTimeMs;
AsEntity->ApplyEntitySnapshot(Snapshot);
}
void UZeusWorldSubsystem::OnNetSelfEntityAssigned(int64 EntityId)
{
if (EntityId == 0 || LocalEntityId == EntityId)
{
return;
}
LocalEntityId = EntityId;
UE_LOG(LogZMMO, Log, TEXT("ZeusWorldSubsystem: self entity assigned EntityId=%lld"), EntityId);
// Re-filtragem tardia: se o ENT_SPAWN do proprio chegou ANTES do ENT_SELF,
// ja existe um proxy-fantasma do proprio char. Destroi agora -- mas NUNCA o
// pawn local real (o RegisterLocalEntity do AZeusCharacter registra o pawn
// com a mesma chave; so destruimos se a entry for um AZeusPlayerProxy).
if (TWeakObjectPtr<AActor>* Entry = RemoteEntities.Find(EntityId))
{
if (AActor* Ghost = Entry->Get())
{
if (Ghost->IsA(AZeusPlayerProxy::StaticClass()))
{
HandlePlayerDespawned(EntityId);
UE_LOG(LogZMMO, Log,
TEXT("ZeusWorldSubsystem: ghost proxy do proprio destruido EntityId=%lld"), EntityId);
}
}
}
}
UClass* UZeusWorldSubsystem::ResolveActorClass(const EZeusEntityType EntityType) const
{
if (const TSubclassOf<AActor>* Found = RemoteEntityClasses.Find(EntityType))
@@ -389,3 +508,18 @@ UZeusNetworkSubsystem* UZeusWorldSubsystem::ResolveZeusNetworkSubsystem() const
}
return GI->GetSubsystem<UZeusNetworkSubsystem>();
}
UZeusNetworkingClientSubsystem* UZeusWorldSubsystem::ResolveNetClientSubsystem() const
{
const UWorld* World = GetWorld();
if (!World)
{
return nullptr;
}
UGameInstance* GI = World->GetGameInstance();
if (!GI)
{
return nullptr;
}
return GI->GetSubsystem<UZeusNetworkingClientSubsystem>();
}

View File

@@ -9,6 +9,7 @@ class AActor;
class AZeusCharacter;
class AZeusPlayerProxy;
class UZeusNetworkSubsystem;
class UZeusNetworkingClientSubsystem;
/**
* UZeusWorldSubsystem
@@ -80,8 +81,24 @@ private:
UFUNCTION()
void HandlePlayerStateUpdate(int64 EntityId, int32 InputSeq, FVector PosCm, FVector VelCmS, bool bGrounded, int64 ServerTimeMs);
// 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);
UFUNCTION()
void OnNetEntityDespawned(int64 EntityId, int32 Reason);
UFUNCTION()
void OnNetEntityDelta(int64 EntityId, FVector PosCm, FVector VelCmS, float YawDeg,
bool bGrounded, int64 ServerTimeMs);
UFUNCTION()
void OnNetSelfEntityAssigned(int64 EntityId);
UClass* ResolveActorClass(EZeusEntityType EntityType) const;
UZeusNetworkSubsystem* ResolveZeusNetworkSubsystem() const;
UZeusNetworkingClientSubsystem* ResolveNetClientSubsystem() const;
/**
* Registry de proxies remotos. Chave = `EntityId` autoritativo do servidor.

View File

@@ -8,6 +8,7 @@
#include "WireHelpers.h"
#include "ZeusCharServerSubsystem.h"
#include "ZeusNetworkSubsystem.h"
#include "ZeusNetworkingClientSubsystem.h" // B4: V1 ConnectWithTicket
#include "CommonTextBlock.h"
#include "Components/PanelWidget.h"
#include "Components/WidgetSwitcher.h"
@@ -384,13 +385,29 @@ void UUIUserLobbyScreen_Base::HandleCharSelectOk(const TArray<uint8>& Payload)
// `S_CONNECT_OK` (sucesso) ou `S_CONNECT_REJECT` (ticket invalido/expirado).
// Disparamos PRIMEIRO o connect (nao-bloqueante), depois o OpenLevel —
// ZeusNetworkSubsystem e per-GameInstance e persiste cross-travel.
if (UZeusNetworkSubsystem* ZeusNet = GI->GetSubsystem<UZeusNetworkSubsystem>())
// B4 (2026-06-11): se V1 canonico, roteia ConnectWithTicket pro V1 subsystem.
// V1 envia CONN_HELLO_CLIENT (6000) com handoffTicket embutido — server
// valida via Valkey GETDEL antes do CHALLENGE (HandshakeProcessor::OnHelloClient).
const UZeusNetworkingClientSubsystem* V1Cdo = GetDefault<UZeusNetworkingClientSubsystem>();
const bool bUseV1 = V1Cdo && V1Cdo->bUseZeusNetworkingV1;
if (bUseV1)
{
if (UZeusNetworkingClientSubsystem* V1 = GI->GetSubsystem<UZeusNetworkingClientSubsystem>())
{
V1->ConnectWithTicket(GwHost, GwPort, HandoffToken);
}
else
{
UE_LOG(LogZMMO, Error, TEXT("Lobby: V1 subsystem ausente — handoff abortado"));
}
}
else if (UZeusNetworkSubsystem* ZeusNet = GI->GetSubsystem<UZeusNetworkSubsystem>())
{
ZeusNet->ConnectToZeusServerWithTicket(GwHost, GwPort, HandoffToken);
}
else
{
UE_LOG(LogZMMO, Error, TEXT("Lobby: ZeusNetworkSubsystem ausente — handoff abortado"));
UE_LOG(LogZMMO, Error, TEXT("Lobby: nenhum ZeusNetworkSubsystem disponivel — handoff abortado"));
}
// Fase 4: lookup mapId no DT_Maps e dispara OpenLevel pro level certo.