feat(admin-tools): UZeusAOIComponent desenha as 2 zonas reais de AOI

Recebe a config de AOI do servidor (S_DEBUG_AOI_INFO via OnDebugAoiInfo) e
desenha 2 esferas com os raios REAIS: Zona de Interesse (interna, cyan) e
Zona de Despawn (AOI) (externa/histerese, laranja). Pede a config no BeginPlay
e ao ligar o overlay; nao desenha enquanto o raio == 0 (loading).

- Overlay EZeusAOIOverlay::SpawnZone -> DespawnZone (AOI).
- Expoe os raios via interface (GetInterestRadiusCm/GetDespawnRadiusCm) p/ o
  painel admin mostrar o numero (read-only — config e' do servidor).
- CVar zeus.debug.spawn -> zeus.debug.despawn.

A interface, o opcode (1700/1701) e o painel vivem no repo Server (plugins).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-06-04 17:53:46 -03:00
parent cda5fea776
commit c3b32bc1a1
2 changed files with 135 additions and 25 deletions

View File

@@ -2,14 +2,18 @@
#include "ZeusAOIComponent.h"
#include "ZeusNetworkSubsystem.h" // plugin ZeusNetwork: OnDebugAoiInfo + SendDebugAoiRequest
#include "DrawDebugHelpers.h"
#include "Engine/GameInstance.h"
#include "Engine/World.h"
#include "GameFramework/Actor.h"
// Console vars — espelham as flags do painel (overlay liga se flag OU CVar).
static TAutoConsoleVariable<int32> CVarShowAOI(
TEXT("zeus.debug.aoi"), 0, TEXT("Desenha a esfera de AOI do player local."), ECVF_Default);
static TAutoConsoleVariable<int32> CVarShowSpawn(
TEXT("zeus.debug.spawn"), 0, TEXT("Desenha a zona de spawn (placeholder)."), ECVF_Default);
TEXT("zeus.debug.aoi"), 0, TEXT("Desenha a Zona de Interesse (esfera do raio AOI)."), ECVF_Default);
static TAutoConsoleVariable<int32> CVarShowDespawn(
TEXT("zeus.debug.despawn"), 0, TEXT("Desenha a Zona de Despawn (esfera externa do AOI)."), ECVF_Default);
static TAutoConsoleVariable<int32> CVarShowCell(
TEXT("zeus.debug.cell"), 0, TEXT("Desenha os bounds da celula (placeholder)."), ECVF_Default);
static TAutoConsoleVariable<int32> CVarShowProxy(
@@ -21,8 +25,8 @@ static TAutoConsoleVariable<int32> CVarShowDrift(
namespace
{
const FColor kColorAOI(93, 213, 255);
const FColor kColorSpawn(122, 219, 138);
const FColor kColorInterest(93, 213, 255); // cyan — Zona de Interesse
const FColor kColorDespawn(255, 140, 90); // laranja — Zona de Despawn (externa)
const FColor kColorCell(232, 192, 96);
const FColor kColorHandoff(255, 155, 190);
}
@@ -34,6 +38,46 @@ UZeusAOIComponent::UZeusAOIComponent()
SetIsReplicatedByDefault(false); // debug/cliente; gameplay AOI real entra depois
}
void UZeusAOIComponent::BeginPlay()
{
Super::BeginPlay();
// Bind do feed de config de AOI (servidor -> cliente). Multicast plain C++.
if (UWorld* World = GetWorld())
{
if (UGameInstance* GI = World->GetGameInstance())
{
if (UZeusNetworkSubsystem* Net = GI->GetSubsystem<UZeusNetworkSubsystem>())
{
AoiConfigHandle_ = Net->OnDebugAoiInfo.AddUObject(this, &UZeusAOIComponent::HandleAoiConfig);
}
}
}
// Best-effort: ja' pede a config (no-op se ainda nao conectado — o request
// e' re-disparado ao ligar um overlay em SetOverlayEnabled).
RequestAoiConfig();
}
void UZeusAOIComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
if (AoiConfigHandle_.IsValid())
{
if (UWorld* World = GetWorld())
{
if (UGameInstance* GI = World->GetGameInstance())
{
if (UZeusNetworkSubsystem* Net = GI->GetSubsystem<UZeusNetworkSubsystem>())
{
Net->OnDebugAoiInfo.Remove(AoiConfigHandle_);
}
}
}
AoiConfigHandle_.Reset();
}
Super::EndPlay(EndPlayReason);
}
void UZeusAOIComponent::TickComponent(float DeltaTime, ELevelTick TickType,
FActorComponentTickFunction* ThisTickFunction)
{
@@ -45,16 +89,36 @@ void UZeusAOIComponent::TickComponent(float DeltaTime, ELevelTick TickType,
}
}
void UZeusAOIComponent::RequestAoiConfig()
{
if (UWorld* World = GetWorld())
{
if (UGameInstance* GI = World->GetGameInstance())
{
if (UZeusNetworkSubsystem* Net = GI->GetSubsystem<UZeusNetworkSubsystem>())
{
Net->SendDebugAoiRequest(); // no-op se nao conectado
}
}
}
}
void UZeusAOIComponent::HandleAoiConfig(float InterestCm, float DespawnCm)
{
InterestRadiusCm = InterestCm;
DespawnRadiusCm = DespawnCm;
}
bool UZeusAOIComponent::ResolveOverlay(EZeusAOIOverlay Overlay) const
{
switch (Overlay)
{
case EZeusAOIOverlay::AOIRadius: return bShowAOIRadius || CVarShowAOI.GetValueOnGameThread() > 0;
case EZeusAOIOverlay::SpawnZone: return bShowSpawnZone || CVarShowSpawn.GetValueOnGameThread() > 0;
case EZeusAOIOverlay::CellBounds: return bShowCellBounds || CVarShowCell.GetValueOnGameThread() > 0;
case EZeusAOIOverlay::ProxyLabels: return bShowProxyLabels || CVarShowProxy.GetValueOnGameThread() > 0;
case EZeusAOIOverlay::HandoffLine: return bShowHandoffLine || CVarShowHandoff.GetValueOnGameThread() > 0;
case EZeusAOIOverlay::AuthDrift: return bShowAuthDrift || CVarShowDrift.GetValueOnGameThread() > 0;
case EZeusAOIOverlay::AOIRadius: return bShowAOIRadius || CVarShowAOI.GetValueOnGameThread() > 0;
case EZeusAOIOverlay::DespawnZone: return bShowDespawnZone || CVarShowDespawn.GetValueOnGameThread() > 0;
case EZeusAOIOverlay::CellBounds: return bShowCellBounds || CVarShowCell.GetValueOnGameThread() > 0;
case EZeusAOIOverlay::ProxyLabels: return bShowProxyLabels || CVarShowProxy.GetValueOnGameThread() > 0;
case EZeusAOIOverlay::HandoffLine: return bShowHandoffLine || CVarShowHandoff.GetValueOnGameThread() > 0;
case EZeusAOIOverlay::AuthDrift: return bShowAuthDrift || CVarShowDrift.GetValueOnGameThread() > 0;
default: return false;
}
}
@@ -62,7 +126,7 @@ bool UZeusAOIComponent::ResolveOverlay(EZeusAOIOverlay Overlay) const
bool UZeusAOIComponent::AnyOverlayActive() const
{
return ResolveOverlay(EZeusAOIOverlay::AOIRadius)
|| ResolveOverlay(EZeusAOIOverlay::SpawnZone)
|| ResolveOverlay(EZeusAOIOverlay::DespawnZone)
|| ResolveOverlay(EZeusAOIOverlay::CellBounds)
|| ResolveOverlay(EZeusAOIOverlay::ProxyLabels)
|| ResolveOverlay(EZeusAOIOverlay::HandoffLine)
@@ -77,14 +141,16 @@ void UZeusAOIComponent::DrawOverlays()
const FVector Loc = Owner->GetActorLocation();
if (ResolveOverlay(EZeusAOIOverlay::AOIRadius))
// Zona de Interesse (interna) — raio real do servidor. Sem o raio (==0),
// ainda nao chegou a config: nao desenha (loading).
if (ResolveOverlay(EZeusAOIOverlay::AOIRadius) && InterestRadiusCm > 0.0f)
{
DrawDebugSphere(World, Loc, AOIRadiusCm, 32, kColorAOI, false, -1.0f, 0, LineThickness);
DrawDebugSphere(World, Loc, InterestRadiusCm, 32, kColorInterest, false, -1.0f, 0, LineThickness);
}
if (ResolveOverlay(EZeusAOIOverlay::SpawnZone))
// Zona de Despawn (externa, > interesse = histerese) — raio real do servidor.
if (ResolveOverlay(EZeusAOIOverlay::DespawnZone) && DespawnRadiusCm > 0.0f)
{
// PLACEHOLDER: box em volta do player. TODO spawn zones reais do servidor.
DrawDebugBox(World, Loc, FVector(SpawnZoneExtentCm), kColorSpawn, false, -1.0f, 0, LineThickness);
DrawDebugSphere(World, Loc, DespawnRadiusCm, 32, kColorDespawn, false, -1.0f, 0, LineThickness);
}
if (ResolveOverlay(EZeusAOIOverlay::CellBounds))
{
@@ -95,7 +161,8 @@ void UZeusAOIComponent::DrawOverlays()
if (ResolveOverlay(EZeusAOIOverlay::HandoffLine))
{
// PLACEHOLDER: vetor pra frente. TODO apontar pro centro da cell vizinha.
const FVector End = Loc + Owner->GetActorForwardVector() * AOIRadiusCm;
const float Len = InterestRadiusCm > 0.0f ? InterestRadiusCm : 3000.0f;
const FVector End = Loc + Owner->GetActorForwardVector() * Len;
DrawDebugDirectionalArrow(World, Loc, End, 200.0f, kColorHandoff, false, -1.0f, 0, LineThickness);
}
// ProxyLabels / AuthDrift: TODO (precisam do registry de proxies/snapshots).
@@ -106,19 +173,31 @@ void UZeusAOIComponent::SetOverlayEnabled_Implementation(EZeusAOIOverlay Overlay
switch (Overlay)
{
case EZeusAOIOverlay::AOIRadius: bShowAOIRadius = bEnabled; break;
case EZeusAOIOverlay::SpawnZone: bShowSpawnZone = bEnabled; break;
case EZeusAOIOverlay::DespawnZone: bShowDespawnZone = bEnabled; break;
case EZeusAOIOverlay::CellBounds: bShowCellBounds = bEnabled; break;
case EZeusAOIOverlay::ProxyLabels: bShowProxyLabels = bEnabled; break;
case EZeusAOIOverlay::HandoffLine: bShowHandoffLine = bEnabled; break;
case EZeusAOIOverlay::AuthDrift: bShowAuthDrift = bEnabled; break;
default: break;
}
// Ao ligar uma zona de AOI sem ter os raios ainda, pede a config (loading).
const bool bAoiZone = (Overlay == EZeusAOIOverlay::AOIRadius || Overlay == EZeusAOIOverlay::DespawnZone);
if (bEnabled && bAoiZone && InterestRadiusCm <= 0.0f)
{
RequestAoiConfig();
}
}
void UZeusAOIComponent::SetAllOverlays_Implementation(bool bEnabled)
{
bShowAOIRadius = bShowSpawnZone = bShowCellBounds = bEnabled;
bShowAOIRadius = bShowDespawnZone = bShowCellBounds = bEnabled;
bShowProxyLabels = bShowHandoffLine = bShowAuthDrift = bEnabled;
if (bEnabled && InterestRadiusCm <= 0.0f)
{
RequestAoiConfig();
}
}
bool UZeusAOIComponent::IsOverlayEnabled_Implementation(EZeusAOIOverlay Overlay) const
@@ -127,8 +206,18 @@ bool UZeusAOIComponent::IsOverlayEnabled_Implementation(EZeusAOIOverlay Overlay)
return ResolveOverlay(Overlay);
}
float UZeusAOIComponent::GetInterestRadiusCm_Implementation() const
{
return InterestRadiusCm; // 0 = config do servidor ainda nao chegou (loading)
}
float UZeusAOIComponent::GetDespawnRadiusCm_Implementation() const
{
return DespawnRadiusCm;
}
int32 UZeusAOIComponent::GetEnabledOverlayCount() const
{
return (bShowAOIRadius ? 1 : 0) + (bShowSpawnZone ? 1 : 0) + (bShowCellBounds ? 1 : 0)
return (bShowAOIRadius ? 1 : 0) + (bShowDespawnZone ? 1 : 0) + (bShowCellBounds ? 1 : 0)
+ (bShowProxyLabels ? 1 : 0) + (bShowHandoffLine ? 1 : 0) + (bShowAuthDrift ? 1 : 0);
}

View File

@@ -16,6 +16,12 @@
* DEBUG: overlays via DrawDebug* dirigidos pelo painel admin (plugin) atraves
* de IZeusAOIDebugTarget, e/ou por console vars (zeus.debug.aoi etc.).
*
* As DUAS zonas do AOI (Interesse interna + Despawn externa = histerese) vem do
* SERVIDOR: ao ligar um overlay (ou no BeginPlay) o componente pede a config via
* C_DEBUG_AOI_REQUEST e recebe S_DEBUG_AOI_INFO (delegate OnDebugAoiInfo do
* UZeusNetworkSubsystem) com interestRadiusCm + despawnRadiusCm. Enquanto nao
* chega (raio == 0), nao desenha (loading).
*
* Vive na src do ZMMO (nao no plugin): e' um componente do JOGO. O plugin
* ZeusAdminTools apenas COMUNICA com ele via a interface — direcao da
* dependencia: ZMMO -> plugin (implementa a interface).
@@ -28,6 +34,8 @@ class ZMMO_API UZeusAOIComponent : public UActorComponent, public IZeusAOIDebugT
public:
UZeusAOIComponent();
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void TickComponent(float DeltaTime, ELevelTick TickType,
FActorComponentTickFunction* ThisTickFunction) override;
@@ -35,18 +43,21 @@ public:
virtual void SetOverlayEnabled_Implementation(EZeusAOIOverlay Overlay, bool bEnabled) override;
virtual void SetAllOverlays_Implementation(bool bEnabled) override;
virtual bool IsOverlayEnabled_Implementation(EZeusAOIOverlay Overlay) const override;
virtual float GetInterestRadiusCm_Implementation() const override;
virtual float GetDespawnRadiusCm_Implementation() const override;
// === Flags de debug por overlay ===
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Zeus|AOI Debug|Overlays") bool bShowAOIRadius = false;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Zeus|AOI Debug|Overlays") bool bShowSpawnZone = false;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Zeus|AOI Debug|Overlays") bool bShowAOIRadius = false; // Zona de Interesse
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Zeus|AOI Debug|Overlays") bool bShowDespawnZone = false; // Zona de Despawn
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Zeus|AOI Debug|Overlays") bool bShowCellBounds = false;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Zeus|AOI Debug|Overlays") bool bShowProxyLabels = false;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Zeus|AOI Debug|Overlays") bool bShowHandoffLine = false;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Zeus|AOI Debug|Overlays") bool bShowAuthDrift = false;
// === Parametros ===
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Zeus|AOI Debug|Params") float AOIRadiusCm = 3000.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Zeus|AOI Debug|Params") float SpawnZoneExtentCm = 800.0f;
// Raios reais vem do servidor (S_DEBUG_AOI_INFO). 0 = ainda nao recebido (loading).
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Zeus|AOI Debug|Params") float InterestRadiusCm = 0.0f;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Zeus|AOI Debug|Params") float DespawnRadiusCm = 0.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Zeus|AOI Debug|Params") float CellBoundsExtentCm = 50000.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Zeus|AOI Debug|Params") float LineThickness = 2.0f;
@@ -57,4 +68,14 @@ private:
void DrawOverlays();
bool ResolveOverlay(EZeusAOIOverlay Overlay) const;
bool AnyOverlayActive() const;
/** Pede a config de AOI ao servidor (C_DEBUG_AOI_REQUEST). No-op se ja' temos
* os raios ou se nao houver UZeusNetworkSubsystem conectado. */
void RequestAoiConfig();
/** Bind de UZeusNetworkSubsystem::OnDebugAoiInfo: armazena os raios reais. */
void HandleAoiConfig(float InterestCm, float DespawnCm);
/** Handle do bind do OnDebugAoiInfo (pra remover no EndPlay). */
FDelegateHandle AoiConfigHandle_;
};