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24 Commits
d5402216a2
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GASCombatS
| Author | SHA1 | Date | |
|---|---|---|---|
| 432741af52 | |||
| 84f552b4fa | |||
| 1308338953 | |||
| 21d42d9846 | |||
| 2895889e2b | |||
| 1114ddbb11 | |||
| 9a430dabc3 | |||
| a3f2fa9c06 | |||
| 1f2441bde7 | |||
| 216e580548 | |||
| de294f4075 | |||
| 4d737829f5 | |||
| 341e6895c9 | |||
| 5f4c88637f | |||
| 77d52a703b | |||
| 9f5ccd3a05 | |||
| c0f6d32d95 | |||
| f21d059b67 | |||
| e87b2cec6c | |||
| 9422522d6d | |||
| c3b32bc1a1 | |||
| cda5fea776 | |||
| 16de963301 | |||
| 8d73cc9df8 |
@@ -71,6 +71,13 @@ ScreenSetAsset=/Game/ZMMO/UI/InGame/DA_InGameScreenSet.DA_InGameScreenSet
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; (UWorldSubsystem) subscribe nos delegates do UZeusNetworkSubsystem.
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+ComponentClasses=/Script/ZeusGAS.ZeusGASComponent
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; === GAS Cue paths (Batch 2.5 — S_ABILITY_CUE multicast cosmetico) ===
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; UGameplayCueManager scaneia esses paths no boot pra mapear FGameplayTag
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; -> AGameplayCueNotify_Actor BP. UZeusGASComponent::DispatchAbilityCue chama
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; ASC->ExecuteGameplayCueLocal(CueTag, params) -> manager resolve pelo path.
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[/Script/GameplayAbilities.AbilitySystemGlobals]
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+GameplayCueNotifyPaths="/Game/ZMMO/GAS/Cues"
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[/Script/Engine.AssetManagerSettings]
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-PrimaryAssetTypesToScan=(PrimaryAssetType="Map",AssetBaseClass=/Script/Engine.World,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game/Maps")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown))
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-PrimaryAssetTypesToScan=(PrimaryAssetType="PrimaryAssetLabel",AssetBaseClass=/Script/Engine.PrimaryAssetLabel,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown))
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@@ -84,3 +91,12 @@ bShouldAcquireMissingChunksOnLoad=False
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bShouldWarnAboutInvalidAssets=True
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MetaDataTagsForAssetRegistry=()
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[/Script/GameplayAbilities.AbilitySystemGlobals]
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bUseDebugTargetFromHud=true
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[ConsoleVariables]
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; mostra cooldowns, ativações, falhas
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AbilitySystem.LogAbilityTriggers=1
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; mostra effects aplicados/removidos com magnitude
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AbilitySystem.DebugAbilityTags=1
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19
Config/DefaultZeusV1.ini
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19
Config/DefaultZeusV1.ini
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@@ -0,0 +1,19 @@
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; DefaultZeusV1.ini
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; Config inicial pra UZeusNetworkingClientSubsystem (P9-6/P9-7 plugin).
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; Editar via UE Project Settings -> Plugins -> Zeus V1 OU editar este arquivo
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; e relancar o editor.
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;
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; PORT 7777: ZeusGateway. NodeService popula routes via charId lookup quando
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; cliente conecta (validado: handshake routed charId=7 -> SP_01 cell 0). Fluxo
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; padrao de producao -- UE conecta no Gateway, Gateway resolve cell ownership
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; via lease em Valkey + encaminha pro ZS correto.
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;
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; ALTERNATIVO (debug only -- bug aberto pendente investigacao):
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; ServerPort=9001 conecta DIRETO em SP_01 mas hoje pacote UE nao chega no
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; server (FUdpSocketBuilder + Windows multi-NIC loopback issue). Use 7777.
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[/Script/ZeusNetwork.ZeusNetworkingClientSubsystem]
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ServerHost=127.0.0.1
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ServerPort=7777
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bUseZeusNetworkingV1=True
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bAutoConnectOnStart=True
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114
Config/Tags/ZeusServerTags.ini
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114
Config/Tags/ZeusServerTags.ini
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@@ -0,0 +1,114 @@
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; Gerado por ZeusTool tags sync -- tags do ZeusServer p/ o cliente UE.
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; NAO editar a mao: regenere com `ZeusTool tags sync <json> <ini>`.
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[/Script/GameplayTags.GameplayTagsList]
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GameplayTagList=(Tag="GameplayCue",DevComment="")
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GameplayTagList=(Tag="GameplayCue.Zeus",DevComment="")
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GameplayTagList=(Tag="GameplayCue.Zeus.Melee",DevComment="")
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GameplayTagList=(Tag="GameplayCue.Zeus.Melee.Kick",DevComment="")
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GameplayTagList=(Tag="GameplayCue.Zeus.Combat",DevComment="Categoria root de cues compartilhados por TODO melee (reutilizaveis)")
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GameplayTagList=(Tag="GameplayCue.Zeus.Combat.Hit",DevComment="Familia de cues do impacto de hit")
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GameplayTagList=(Tag="GameplayCue.Zeus.Combat.Hit.Impact",DevComment="Broadcast AOI - SFX impact + VFX sparks na location (todos ouvem)")
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GameplayTagList=(Tag="GameplayCue.Zeus.Combat.Hit.React",DevComment="Broadcast AOI - AnimMontage de hit react no target (todos veem)")
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GameplayTagList=(Tag="GameplayCue.Zeus.Combat.Hit.Self",DevComment="Unicast - feedback privado do alvo (camera shake, hit flash, rumble)")
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GameplayTagList=(Tag="GameplayCue.Zeus.Melee.Kick.Target",DevComment="")
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GameplayTagList=(Tag="GameplayCue.Zeus.Movement",DevComment="")
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GameplayTagList=(Tag="GameplayCue.Zeus.Movement.Dash",DevComment="")
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GameplayTagList=(Tag="Zeus",DevComment="")
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GameplayTagList=(Tag="Zeus.Ability",DevComment="")
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GameplayTagList=(Tag="Zeus.Ability.Casting",DevComment="")
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GameplayTagList=(Tag="Zeus.Ability.Channeling",DevComment="")
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GameplayTagList=(Tag="Zeus.Ability.Melee",DevComment="")
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GameplayTagList=(Tag="Zeus.Ability.Melee.Kick",DevComment="")
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GameplayTagList=(Tag="Zeus.Ability.Movement",DevComment="")
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GameplayTagList=(Tag="Zeus.Ability.Movement.Dash",DevComment="")
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GameplayTagList=(Tag="Zeus.Ability.Recovery",DevComment="")
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GameplayTagList=(Tag="Zeus.Ability.Spell",DevComment="")
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GameplayTagList=(Tag="Zeus.Ability.Spell.FireballRain",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.Agi",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.Aspd",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.Atk",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.BaseExp",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.BaseLevel",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.Crit",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.Def",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.Dex",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.Flee",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.Hit",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.Hp",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.HpRegenRate",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.Int",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.JobExp",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.JobLevel",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.Luk",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.Matk",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.MatkMax",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.MatkMin",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.MaxHp",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.MaxSp",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.Mdef",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.SkillPoint",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.Sp",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.SpRegenRate",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.Stamina",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.StaminaRegenRate",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.StatusPoint",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.Str",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.Vit",DevComment="")
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GameplayTagList=(Tag="Zeus.Combat",DevComment="")
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GameplayTagList=(Tag="Zeus.Combat.Blocking",DevComment="")
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GameplayTagList=(Tag="Zeus.Combat.Dodging",DevComment="")
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GameplayTagList=(Tag="Zeus.Combat.InCombat",DevComment="")
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GameplayTagList=(Tag="Zeus.Combat.LockOn",DevComment="")
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GameplayTagList=(Tag="Zeus.Combo",DevComment="")
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GameplayTagList=(Tag="Zeus.Combo.Slot1",DevComment="")
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GameplayTagList=(Tag="Zeus.Combo.Slot2",DevComment="")
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GameplayTagList=(Tag="Zeus.Combo.Slot3",DevComment="")
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GameplayTagList=(Tag="Zeus.Combo.Window",DevComment="")
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GameplayTagList=(Tag="Zeus.Cooldown",DevComment="")
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GameplayTagList=(Tag="Zeus.Cooldown.FireballRain",DevComment="")
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GameplayTagList=(Tag="Zeus.Damage",DevComment="")
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GameplayTagList=(Tag="Zeus.Damage.Earth",DevComment="")
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GameplayTagList=(Tag="Zeus.Damage.Fire",DevComment="")
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GameplayTagList=(Tag="Zeus.Damage.Holy",DevComment="")
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GameplayTagList=(Tag="Zeus.Damage.Magical",DevComment="")
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GameplayTagList=(Tag="Zeus.Damage.Physical",DevComment="")
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GameplayTagList=(Tag="Zeus.Damage.Poison",DevComment="")
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GameplayTagList=(Tag="Zeus.Damage.Shadow",DevComment="")
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GameplayTagList=(Tag="Zeus.Damage.Water",DevComment="")
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GameplayTagList=(Tag="Zeus.Damage.Wind",DevComment="")
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GameplayTagList=(Tag="Zeus.Effect",DevComment="")
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GameplayTagList=(Tag="Zeus.Effect.Buff",DevComment="")
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GameplayTagList=(Tag="Zeus.Effect.Buff.StrUp",DevComment="")
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GameplayTagList=(Tag="Zeus.Effect.Cooldown",DevComment="")
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GameplayTagList=(Tag="Zeus.Effect.Cooldown.Dash",DevComment="")
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GameplayTagList=(Tag="Zeus.Effect.Cooldown.FireballRain",DevComment="")
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GameplayTagList=(Tag="Zeus.Effect.Cooldown.Kick",DevComment="")
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GameplayTagList=(Tag="Zeus.Effect.Cost",DevComment="")
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GameplayTagList=(Tag="Zeus.Effect.Cost.Sp_10",DevComment="")
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GameplayTagList=(Tag="Zeus.Effect.Cost.Sp_50",DevComment="")
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GameplayTagList=(Tag="Zeus.Effect.Cost.Stamina_5",DevComment="")
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GameplayTagList=(Tag="Zeus.Effect.Damage",DevComment="")
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GameplayTagList=(Tag="Zeus.Effect.Damage.Kick",DevComment="")
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GameplayTagList=(Tag="Zeus.State",DevComment="")
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GameplayTagList=(Tag="Zeus.State.NoHpRegen",DevComment="")
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GameplayTagList=(Tag="Zeus.State.NoRegen",DevComment="")
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GameplayTagList=(Tag="Zeus.State.NoSpRegen",DevComment="")
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GameplayTagList=(Tag="Zeus.State.NoStaminaRegen",DevComment="")
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GameplayTagList=(Tag="Zeus.Status",DevComment="")
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GameplayTagList=(Tag="Zeus.Status.Buff",DevComment="")
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GameplayTagList=(Tag="Zeus.Status.CC",DevComment="")
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GameplayTagList=(Tag="Zeus.Status.CC.Disarmed",DevComment="")
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GameplayTagList=(Tag="Zeus.Status.CC.Feared",DevComment="")
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GameplayTagList=(Tag="Zeus.Status.CC.Frozen",DevComment="")
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GameplayTagList=(Tag="Zeus.Status.CC.KnockedDown",DevComment="")
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GameplayTagList=(Tag="Zeus.Status.CC.Rooted",DevComment="")
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GameplayTagList=(Tag="Zeus.Status.CC.Silenced",DevComment="")
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GameplayTagList=(Tag="Zeus.Status.CC.Stunned",DevComment="")
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GameplayTagList=(Tag="Zeus.Status.Dead",DevComment="")
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GameplayTagList=(Tag="Zeus.Status.Debuff",DevComment="")
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GameplayTagList=(Tag="Zeus.Status.Invulnerable",DevComment="")
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GameplayTagList=(Tag="Zeus.Status.Regen",DevComment="")
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GameplayTagList=(Tag="Zeus.Status.Regen.Blocked",DevComment="")
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GameplayTagList=(Tag="Zeus.Status.Regen.Boosted",DevComment="")
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GameplayTagList=(Tag="Zeus.Status.Regen.Poisoned",DevComment="")
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Content/Input/Actions/IA_Kick.uasset
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Content/ZMMO/Core/Player/BP_PlayerState.uasset
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Content/ZMMO/GAS/Abilities/Kick/Animations/AS_Kick.uasset
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Content/ZMMO/GAS/Cues/GC_Combat_Hit_Self.uasset
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Content/ZMMO/GAS/Cues/GC_Combat_Hit_Self.uasset
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Content/ZMMO/GAS/Cues/GC_Dash.uasset
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Content/ZMMO/GAS/Cues/HitReact/AM_HitReact_Heavy.uasset
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Content/ZMMO/GAS/Cues/HitReact/AM_HitReact_Light.uasset
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Content/ZMMO/GAS/Cues/HitReact/Animations/AS_HitReact.uasset
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@@ -0,0 +1,46 @@
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// Copyright Zeus Server Engine. All rights reserved.
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#include "ZeusAnimNotifyState_BodyHitWindow.h"
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#include "Components/SkeletalMeshComponent.h"
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#include "GameFramework/Actor.h"
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#include "Game/Entity/ZeusCharacter.h"
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void UZeusAnimNotifyState_BodyHitWindow::NotifyBegin(USkeletalMeshComponent* MeshComp,
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UAnimSequenceBase* /*Animation*/, float /*TotalDuration*/,
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const FAnimNotifyEventReference& /*EventReference*/)
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{
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if (!MeshComp) { return; }
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if (AZeusCharacter* Char = Cast<AZeusCharacter>(MeshComp->GetOwner()))
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{
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Char->SetHitColliderEnabled(Source, /*bEnabled*/ true);
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}
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}
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void UZeusAnimNotifyState_BodyHitWindow::NotifyEnd(USkeletalMeshComponent* MeshComp,
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UAnimSequenceBase* /*Animation*/, const FAnimNotifyEventReference& /*EventReference*/)
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{
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if (!MeshComp) { return; }
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if (AZeusCharacter* Char = Cast<AZeusCharacter>(MeshComp->GetOwner()))
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{
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Char->SetHitColliderEnabled(Source, /*bEnabled*/ false);
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}
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}
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#if WITH_EDITOR
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FString UZeusAnimNotifyState_BodyHitWindow::GetNotifyName_Implementation() const
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{
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const TCHAR* SourceLabel;
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switch (Source)
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{
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case EZeusHitSource::FootR: SourceLabel = TEXT("FootR"); break;
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case EZeusHitSource::FootL: SourceLabel = TEXT("FootL"); break;
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case EZeusHitSource::HandR: SourceLabel = TEXT("HandR"); break;
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case EZeusHitSource::HandL: SourceLabel = TEXT("HandL"); break;
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case EZeusHitSource::WeaponR: SourceLabel = TEXT("WeaponR"); break;
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case EZeusHitSource::WeaponL: SourceLabel = TEXT("WeaponL"); break;
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default: SourceLabel = TEXT("?"); break;
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}
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return FString::Printf(TEXT("Zeus Body Hit (%s)"), SourceLabel);
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}
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#endif
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74
Source/ZMMO/Game/Combat/ZeusAnimNotifyState_BodyHitWindow.h
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74
Source/ZMMO/Game/Combat/ZeusAnimNotifyState_BodyHitWindow.h
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// Copyright Zeus Server Engine. All rights reserved.
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|
||||
#pragma once
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||||
#include "CoreMinimal.h"
|
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#include "Animation/AnimNotifies/AnimNotifyState.h"
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#include "Game/Entity/ZeusCharacter.h" // EZeusHitSource
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||||
#include "ZeusAnimNotifyState_BodyHitWindow.generated.h"
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||||
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||||
class USkeletalMeshComponent;
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class UAnimSequenceBase;
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||||
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||||
/**
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||||
* AnimNotifyState que liga o HitCollider de uma parte do corpo durante a sua
|
||||
* janela no montage. NotifyBegin liga + NotifyEnd desliga -- define o HIT
|
||||
* WINDOW do golpe melee/arma branca.
|
||||
*
|
||||
* Generaliza para qualquer parte do corpo via EZeusHitSource:
|
||||
* - FootR / FootL -> chute (capsule attachado em foot_*_Socket)
|
||||
* - HandR / HandL -> soco (capsule em HandGrip_*)
|
||||
* - WeaponR / WeaponL -> arma branca (capsule em weapon_*)
|
||||
*
|
||||
* === Como usar ===
|
||||
*
|
||||
* No editor de um AnimMontage (ex: AM_Kick_Montage):
|
||||
* 1. Encontrar o frame onde o membro comeca o movimento de impacto.
|
||||
* 2. Right-click na track de notifies -> Add Notify State -> Zeus Body Hit Window.
|
||||
* 3. Definir Source = FootR (ou HandR pra soco, WeaponR pra arma, etc).
|
||||
* 4. Arrastar o range pra cobrir o arco completo do golpe (ex: frame 8 a 18
|
||||
* em 30fps = ~330ms de janela).
|
||||
*
|
||||
* Pq AnimNotifyState e nao AnimNotify pontual:
|
||||
* - AnimNotify dispara em UM frame -> nao da' pra detectar entradas no
|
||||
* capsule durante a janela.
|
||||
* - AnimNotifyState tem NotifyBegin/NotifyTick/NotifyEnd. Pra "ligar
|
||||
* collider de frame X ate Y", e' o pattern correto.
|
||||
*
|
||||
* === Replicacao ===
|
||||
*
|
||||
* Roda LOCAL em cada cliente. Cliente do ATIVADOR liga capsule local + reporta
|
||||
* overlap via opcode MELEE_HIT_REPORT pro server. Server valida e aplica dano +
|
||||
* dispatcha cue Kick.Target pra todos no AOI do alvo.
|
||||
*
|
||||
* Proxies de outros clientes tocam o montage via GameplayCue replicado (visual)
|
||||
* mas o capsule deles roda no PROXY que e' Pawn local de outra coisa -- nao
|
||||
* importa, o reportador autoritativo eh quem ativou a ability.
|
||||
*/
|
||||
UCLASS(meta = (DisplayName = "Zeus Body Hit Window"))
|
||||
class ZMMO_API UZeusAnimNotifyState_BodyHitWindow : public UAnimNotifyState
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
/// Qual parte do corpo (capsule) tem o hit ligado durante a janela.
|
||||
/// Default = FootR (chute direito e' o golpe mais comum em montages
|
||||
/// melee unarmed). Trocar pra HandR pra soco, WeaponR pra arma, etc.
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Zeus|Combat")
|
||||
EZeusHitSource Source = EZeusHitSource::FootR;
|
||||
|
||||
// === AnimNotifyState overrides ===
|
||||
|
||||
virtual void NotifyBegin(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation,
|
||||
float TotalDuration, const FAnimNotifyEventReference& EventReference) override;
|
||||
|
||||
virtual void NotifyEnd(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation,
|
||||
const FAnimNotifyEventReference& EventReference) override;
|
||||
|
||||
#if WITH_EDITOR
|
||||
/// Mostra "Zeus Body Hit (FootR/HandL/WeaponR/...)" no editor de montage em
|
||||
/// vez do nome generico da classe -- ajuda a identificar qual parte sem
|
||||
/// abrir details.
|
||||
virtual FString GetNotifyName_Implementation() const override;
|
||||
#endif
|
||||
};
|
||||
@@ -20,9 +20,13 @@
|
||||
#include "GameplayTagContainer.h"
|
||||
#include "GameplayTagsManager.h"
|
||||
#include "ZeusGASComponent.h"
|
||||
#include "ZeusAOIComponent.h"
|
||||
#include "ZeusPlayerState.h"
|
||||
#include "Blueprint/UserWidget.h"
|
||||
#include "GameFramework/PlayerController.h"
|
||||
#include "ZeusWorldSubsystem.h"
|
||||
#include "ZeusNetworkSubsystem.h"
|
||||
#include "ZeusNetworkingClientSubsystem.h"
|
||||
#include "UI/FrontEnd/UIFrontEndFlowSubsystem.h"
|
||||
|
||||
DEFINE_LOG_CATEGORY(LogZeusPlayer);
|
||||
@@ -57,6 +61,14 @@ AZeusCharacter::AZeusCharacter()
|
||||
FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
|
||||
FollowCamera->bUsePawnControlRotation = false;
|
||||
|
||||
// AOI do cliente (+ overlays de debug). Implementa IZeusAOIDebugTarget; o
|
||||
// Zeus Admin Tools acha este componente no pawn e dirige os overlays.
|
||||
AOIComponent = CreateDefaultSubobject<UZeusAOIComponent>(TEXT("ZeusAOIComponent"));
|
||||
|
||||
// AdminPanelClass NAO e' resolvido aqui via FClassFinder: na criacao do CDO
|
||||
// (load do modulo) o asset registry pode nao estar pronto e o static cacheia
|
||||
// null pra sempre. Resolvido lazy em ToggleAdminPanel (LoadClass em runtime).
|
||||
|
||||
// AttributeComponent migrou pro PlayerState (AZeusPlayerState + Component
|
||||
// Registry config-driven). Pawn fica leve — so' movement/input/camera.
|
||||
|
||||
@@ -161,6 +173,12 @@ void AZeusCharacter::Tick(const float DeltaSeconds)
|
||||
|
||||
void AZeusCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
|
||||
{
|
||||
// IMPORTANTE: chamar Super:: pra que BPs filhos consigam auto-bindar
|
||||
// nodes EnhancedInputAction no Event Graph (ex: GA_Kick / IA_Kick no
|
||||
// BP_ThirdPersonCharacter). Sem isso, bindings em BP ficam orfaos --
|
||||
// so' bindings C++ (Move/Look/Jump/Dash abaixo) recebem input.
|
||||
Super::SetupPlayerInputComponent(PlayerInputComponent);
|
||||
|
||||
if (UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(PlayerInputComponent))
|
||||
{
|
||||
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &AZeusCharacter::OnJumpPressed);
|
||||
@@ -181,6 +199,61 @@ void AZeusCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCompo
|
||||
{
|
||||
UE_LOG(LogZeusPlayer, Error, TEXT("'%s' Failed to find an Enhanced Input component."), *GetNameSafe(this));
|
||||
}
|
||||
|
||||
// Debug: F8 abre/fecha o Zeus Admin Tools (AIO Debug). Legacy BindKey
|
||||
// convive com Enhanced Input. Trocar a tecla aqui se conflitar.
|
||||
PlayerInputComponent->BindKey(EKeys::F8, IE_Pressed, this, &AZeusCharacter::ToggleAdminPanel);
|
||||
}
|
||||
|
||||
void AZeusCharacter::ToggleAdminPanel()
|
||||
{
|
||||
APlayerController* PC = Cast<APlayerController>(GetController());
|
||||
if (!PC)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Aberto -> fecha + devolve input pro jogo.
|
||||
if (AdminPanelInstance && AdminPanelInstance->IsInViewport())
|
||||
{
|
||||
AdminPanelInstance->RemoveFromParent();
|
||||
PC->SetInputMode(FInputModeGameOnly());
|
||||
PC->bShowMouseCursor = false;
|
||||
return;
|
||||
}
|
||||
|
||||
// Lazy load (runtime): no F8 o asset ja' esta carregavel; evita o pitfall do
|
||||
// FClassFinder na criacao do CDO. Path do generated class (_C).
|
||||
// A UI vive no CONTENT DO PLUGIN (mount /ZeusAdminTools/), nao no /Game do projeto:
|
||||
// o plugin ZeusAdminTools e' autocontido (C++ + UI no repo Server).
|
||||
if (!AdminPanelClass)
|
||||
{
|
||||
AdminPanelClass = LoadClass<UUserWidget>(nullptr,
|
||||
TEXT("/ZeusAdminTools/UI/WBP_AdminToolsAIO.WBP_AdminToolsAIO_C"));
|
||||
}
|
||||
if (!AdminPanelClass)
|
||||
{
|
||||
UE_LOG(LogZeusPlayer, Warning, TEXT("[AdminPanel] AdminPanelClass nao resolvido (WBP_AdminToolsAIO ausente?)."));
|
||||
return;
|
||||
}
|
||||
|
||||
if (!AdminPanelInstance)
|
||||
{
|
||||
AdminPanelInstance = CreateWidget<UUserWidget>(PC, AdminPanelClass);
|
||||
}
|
||||
if (AdminPanelInstance)
|
||||
{
|
||||
AdminPanelInstance->AddToViewport(1000);
|
||||
|
||||
// UIOnly: trava a acao do jogo enquanto o menu esta aberto e garante que
|
||||
// os cliques vao 100% pra UI (no GameAndUI o viewport rouba o clique).
|
||||
// O mundo continua renderizando + os overlays de debug seguem desenhando.
|
||||
FInputModeUIOnly Mode;
|
||||
Mode.SetWidgetToFocus(AdminPanelInstance->TakeWidget());
|
||||
Mode.SetLockMouseToViewportBehavior(EMouseLockMode::DoNotLock);
|
||||
PC->SetInputMode(Mode);
|
||||
PC->bShowMouseCursor = true;
|
||||
}
|
||||
}
|
||||
|
||||
void AZeusCharacter::Move(const FInputActionValue& Value)
|
||||
@@ -296,7 +369,7 @@ void AZeusCharacter::SetEntityRelevant(bool /*bRelevant*/)
|
||||
|
||||
void AZeusCharacter::ResolveZeusNetworkSubsystem()
|
||||
{
|
||||
if (ZeusNetwork)
|
||||
if (ZeusNetwork && NetClient)
|
||||
{
|
||||
return;
|
||||
}
|
||||
@@ -307,8 +380,15 @@ void AZeusCharacter::ResolveZeusNetworkSubsystem()
|
||||
return;
|
||||
}
|
||||
|
||||
if (!ZeusNetwork)
|
||||
{
|
||||
ZeusNetwork = GI->GetSubsystem<UZeusNetworkSubsystem>();
|
||||
}
|
||||
if (!NetClient)
|
||||
{
|
||||
NetClient = GI->GetSubsystem<UZeusNetworkingClientSubsystem>();
|
||||
}
|
||||
}
|
||||
|
||||
void AZeusCharacter::BindZeusSpawnDelegate()
|
||||
{
|
||||
@@ -316,49 +396,71 @@ void AZeusCharacter::BindZeusSpawnDelegate()
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (!ZeusNetwork)
|
||||
if (!NetClient && !ZeusNetwork)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
ZeusNetwork->OnPlayerSpawned.AddDynamic(this, &AZeusCharacter::HandleZeusPlayerSpawned);
|
||||
// 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);
|
||||
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)
|
||||
{
|
||||
@@ -432,6 +534,17 @@ void AZeusCharacter::HandleZeusCharInfo(const int64 InEntityId, const FString& C
|
||||
TEXT("AZeusCharacter: S_CHAR_INFO recebido EntityId=%lld name=%s guild=%s"),
|
||||
InEntityId, *CharName, *GuildName);
|
||||
|
||||
// 2026-06-03 fix: server envia S_CHAR_INFO de TODOS os players (proprio +
|
||||
// catch-up de proxies pre-existentes). Sem este filtro, o nome do ultimo
|
||||
// proxy recebido sobrescrevia o do pawn local (ex: player Mateuus loga e
|
||||
// ve "Olatudook" em si mesmo porque o catch-up do Olatudook chegou depois
|
||||
// do S_CHAR_INFO proprio). Proxies remotos sao roteados pelo registry no
|
||||
// UZeusWorldSubsystem (futuro nameplate por EntityId).
|
||||
if (ZeusEntityId != 0 && InEntityId != ZeusEntityId)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
APlayerState* PS = GetPlayerState();
|
||||
if (!PS)
|
||||
{
|
||||
@@ -471,7 +584,10 @@ 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;
|
||||
}
|
||||
@@ -480,7 +596,19 @@ 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;
|
||||
@@ -494,6 +622,23 @@ 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;
|
||||
@@ -501,18 +646,55 @@ void AZeusCharacter::FlushInputAxisToServer(const float DeltaSeconds)
|
||||
|
||||
++InputSequence;
|
||||
const int32 ClientTimeMs = static_cast<int32>(FPlatformTime::Seconds() * 1000.0);
|
||||
// ADR 0040: yaw da camara/controller para que o servidor consiga rotar o
|
||||
// input (referencial-camara) para velocidade mundial. Fallback para o yaw
|
||||
// do actor se nao houver controller (e.g. tela de loading).
|
||||
const float ViewYawDeg = (GetController()
|
||||
? static_cast<float>(GetController()->GetControlRotation().Yaw)
|
||||
: static_cast<float>(GetActorRotation().Yaw));
|
||||
// YAW DO CORPO (nao da mira): GetActorRotation().Yaw reflete o orient-to-movement
|
||||
// do CMC (bOrientRotationToMovement=true, RotationRate=(0,500,0)) -> o corpo vira
|
||||
// pra direcao do MOVIMENTO (WASD), suave a 500 deg/s, e o MOUSE nao gira o corpo
|
||||
// (bUseControllerRotationYaw=false). O servidor usa este yaw direto e o proxy nos
|
||||
// outros clientes o replica -> o proxy vira IDENTICO ao corpo do dono.
|
||||
//
|
||||
// (Historico bug 2026-06-13: antes mandava GetControlRotation().Yaw -- a MIRA --
|
||||
// e o servidor fazia atan2(vel) INSTANTANEO quando movia (proxy "virava demais"
|
||||
// 45 graus) e usava a mira quando parado (proxy seguia o mouse). ADR 0040: o
|
||||
// servidor NAO rotaciona mais o input por este yaw (ADR 0041 manda pos+vel
|
||||
// mundiais), entao trocar a mira pelo corpo e' seguro. Quando precisar da MIRA
|
||||
// real (aim/combate), adicionar um campo aimYawDeg dedicado -- nao reusar este.)
|
||||
const float BodyYawDeg = static_cast<float>(GetActorRotation().Yaw);
|
||||
// ADR 0041: cliente autoritativo da posicao XYZ + velocidade XY. O CMC ja
|
||||
// integrou o input local antes deste flush, portanto `GetActorLocation` e
|
||||
// `GetVelocity` reflectem o estado real que o servidor deve replicar para
|
||||
// os outros clientes (sujeito ao clamp anti-cheat).
|
||||
const FVector PosCm = GetActorLocation();
|
||||
const FVector Vel = GetVelocity();
|
||||
if (bV1)
|
||||
{
|
||||
// Sistema novo: INPUT 6077 com a pose absoluta (ADR 0040/0041).
|
||||
const bool bSent = NetClient->EmitInput(
|
||||
PendingMoveForward,
|
||||
PendingMoveRight,
|
||||
bPendingJumpPressed,
|
||||
bPendingJumpReleased,
|
||||
InputSequence,
|
||||
ClientTimeMs,
|
||||
BodyYawDeg,
|
||||
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,
|
||||
@@ -520,11 +702,12 @@ void AZeusCharacter::FlushInputAxisToServer(const float DeltaSeconds)
|
||||
bPendingJumpReleased,
|
||||
InputSequence,
|
||||
ClientTimeMs,
|
||||
ViewYawDeg,
|
||||
BodyYawDeg,
|
||||
PosCm,
|
||||
FVector2D(Vel.X, Vel.Y),
|
||||
bIsFalling,
|
||||
static_cast<float>(Vel.Z));
|
||||
}
|
||||
|
||||
SendAccumulatorSec = 0.0f;
|
||||
TimeSinceLastSendSec = 0.0f;
|
||||
|
||||
@@ -11,6 +11,9 @@ class USpringArmComponent;
|
||||
class UCameraComponent;
|
||||
class UInputAction;
|
||||
class UZeusNetworkSubsystem;
|
||||
class UZeusNetworkingClientSubsystem;
|
||||
class UZeusAOIComponent;
|
||||
class UUserWidget;
|
||||
struct FInputActionValue;
|
||||
|
||||
DECLARE_LOG_CATEGORY_EXTERN(LogZeusPlayer, Log, All);
|
||||
@@ -46,6 +49,10 @@ class ZMMO_API AZeusCharacter : public ACharacter, public IZeusEntityInterface
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true"))
|
||||
UCameraComponent* FollowCamera;
|
||||
|
||||
/** AOI do cliente (+ overlays de debug dirigidos pelo Zeus Admin Tools). */
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Zeus|AOI", meta = (AllowPrivateAccess = "true"))
|
||||
TObjectPtr<UZeusAOIComponent> AOIComponent;
|
||||
|
||||
// GAS Component vive no PlayerState (AZeusPlayerState + Component Registry).
|
||||
// Acesso: GetPlayerState<AZeusPlayerState>()->GetZeusComponent<UZeusGASComponent>().
|
||||
|
||||
@@ -67,6 +74,11 @@ protected:
|
||||
UPROPERTY(EditAnywhere, Category = "Input")
|
||||
UInputAction* DashAction;
|
||||
|
||||
/** Painel Zeus Admin Tools (AIO Debug), aberto/fechado por F8. Default =
|
||||
* WBP_AdminToolsAIO (resolvido no construtor). */
|
||||
UPROPERTY(EditAnywhere, Category = "Zeus|Admin")
|
||||
TSubclassOf<UUserWidget> AdminPanelClass;
|
||||
|
||||
/** Cadencia de envio dos pacotes `C_INPUT_AXIS` (Hz). */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Zeus|Networking", meta = (ClampMin = "1", ClampMax = "120"))
|
||||
int32 InputSendRateHz = 30;
|
||||
@@ -114,6 +126,9 @@ protected:
|
||||
/// + responde S_ABILITY_ACTIVATED (HP/SP atualizado, montage roda local).
|
||||
void OnDashTriggered();
|
||||
|
||||
/** F8: cria/mostra ou esconde o painel Zeus Admin Tools (input mode UI + cursor). */
|
||||
void ToggleAdminPanel();
|
||||
|
||||
public:
|
||||
/** Wrappers expostos a Blueprint (UI / mobile / automation). */
|
||||
UFUNCTION(BlueprintCallable, Category = "Input")
|
||||
@@ -150,6 +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);
|
||||
|
||||
@@ -158,6 +178,14 @@ 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;
|
||||
|
||||
bool bSpawnDelegateBound = false;
|
||||
|
||||
/** Identidade autoritativa atribuida quando o servidor envia S_SPAWN_PLAYER local. */
|
||||
|
||||
@@ -132,11 +132,18 @@ void AZeusPlayerProxy::Tick(const float DeltaSeconds)
|
||||
// conhecida, clampada por `MaxExtrapolationSeconds` para nao deixar
|
||||
// o proxy fugir se a rede ficar muda.
|
||||
const FZeusProxySnapshot& Last = SnapshotBuffer.Last();
|
||||
const float ExtrapSec = FMath::Clamp(
|
||||
static_cast<float>(RenderMs - Last.ServerTimeMs) / 1000.0f,
|
||||
0.0f, MaxExtrapolationSeconds);
|
||||
const float RawExtrapSec =
|
||||
static_cast<float>(RenderMs - Last.ServerTimeMs) / 1000.0f;
|
||||
const float ExtrapSec = FMath::Clamp(RawExtrapSec, 0.0f, MaxExtrapolationSeconds);
|
||||
NewPos = Last.PosCm + Last.VelCmS * ExtrapSec;
|
||||
NewVel = Last.VelCmS;
|
||||
// STARVATION (buffer=1 por muito tempo -- ex: 1o login sem DELTA_BATCH por
|
||||
// segundos): a extrapolacao satura no clamp e a POSE congela, mas manter a
|
||||
// velocidade faz o AnimBP rodar locomocao PARADO ("andar no lugar"/moonwalk
|
||||
// = o "jitter" reportado). Se ja passamos bem do clamp, zera a vel visual
|
||||
// pra o proxy ir pra Idle ate' os deltas voltarem (em vez de animar
|
||||
// andando travado). Quando os deltas chegam, o ramo de interpolacao retoma.
|
||||
const bool bStarved = RawExtrapSec > (MaxExtrapolationSeconds + 0.15f);
|
||||
NewVel = bStarved ? FVector::ZeroVector : Last.VelCmS;
|
||||
bExtrapolating = ExtrapSec > KINDA_SMALL_NUMBER;
|
||||
}
|
||||
else
|
||||
@@ -150,12 +157,32 @@ void AZeusPlayerProxy::Tick(const float DeltaSeconds)
|
||||
NewVel = FMath::Lerp(A.VelCmS, B.VelCmS, InterpAlpha);
|
||||
}
|
||||
|
||||
// Yaw deriva da velocidade interpolada: locomotion mantem face na direcao
|
||||
// do movimento; em idle preserva o yaw atual para nao "snappar".
|
||||
// ORIENTACAO DO CORPO = REPLICA do yaw autoritativo do servidor (Snapshot.YawDeg),
|
||||
// interpolado shortest-path entre os MESMOS A/B da posicao. Esse yaw agora carrega
|
||||
// o yaw do CORPO do dono (orient-to-movement do CMC: vira pra direcao do MOVIMENTO
|
||||
// /WASD, suave a 500 deg/s; parado mantem; o MOUSE nao gira o corpo) -- o cliente
|
||||
// dono manda GetActorRotation().Yaw e o servidor repassa direto. Por isso o proxy
|
||||
// so' REPLICA: vira identico ao corpo do dono, sem re-derivar nada.
|
||||
//
|
||||
// NAO derivamos de Atan2(velocidade): isso era a fonte do bug 2026-06-13 ("virava
|
||||
// demais 45 graus") -- a direcao da velocidade salta, o yaw do corpo nao. A
|
||||
// suavizacao correta ja' aconteceu no CMC do dono; aqui so' interpolamos amostras.
|
||||
//
|
||||
// FUTURO -- Motion Matching/aim: quando "a mira dita a locomocao" (strafe/aim
|
||||
// offset), o servidor passara a mandar um aimYawDeg separado e o AnimBP usara a
|
||||
// velocidade relativa a este yaw pra escolher fwd/back/left/right. Por ORA, 1 yaw.
|
||||
FRotator NewRot = GetActorRotation();
|
||||
if (FVector(NewVel.X, NewVel.Y, 0.0f).SizeSquared() > 1.0f)
|
||||
if (IdxB == INDEX_NONE)
|
||||
{
|
||||
NewRot.Yaw = FMath::RadiansToDegrees(FMath::Atan2(NewVel.Y, NewVel.X));
|
||||
NewRot.Yaw = SnapshotBuffer.Last().YawDeg; // extrapolando: segura o ultimo yaw
|
||||
}
|
||||
else
|
||||
{
|
||||
const float YawA = SnapshotBuffer[IdxB - 1].YawDeg;
|
||||
const float YawB = SnapshotBuffer[IdxB].YawDeg;
|
||||
// FindDeltaAngleDegrees -> menor arco (-180..180); evita girar "o lado longo".
|
||||
const float DeltaYaw = FMath::FindDeltaAngleDegrees(YawA, YawB);
|
||||
NewRot.Yaw = YawA + DeltaYaw * InterpAlpha;
|
||||
}
|
||||
NewRot.Pitch = 0.0f;
|
||||
NewRot.Roll = 0.0f;
|
||||
@@ -207,10 +234,26 @@ 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"),
|
||||
EntityId, SnapshotBuffer.Num(), RenderLagMs, InterpAlpha,
|
||||
bExtrapolating ? 1 : 0, InterpolationDelayMs);
|
||||
// === DIAG PERMANENTE -- jitter por FOME DE DELTAS ========================
|
||||
// Bug investigado/resolvido 2026-06-13 (ver memoria
|
||||
// project_proxy_delta_starvation_jitter). Este Warning FICA DE PROPOSITO
|
||||
// (decisao do dono: NAO rebaixar p/ Verbose nem remover) -- e' a sonda pra
|
||||
// cacar regressao do jitter de proxy. Como ler:
|
||||
// secsSinceSnap = ha quanto tempo o proxy NAO recebe snapshot. Sobe = FOME
|
||||
// (player remoto parado -> ComputeDelta suprime no server -> sem DELTA_BATCH).
|
||||
// newestMs = serverTimeMs do ultimo snapshot; CONGELA na fome (deveria avancar).
|
||||
// renderLagMs = ServerNowMs - newestMs; cresce 1:1 com o wall-clock na fome.
|
||||
// speed=0 na fome = a mitigacao (zera a vel visual -> Idle, sem "moonwalk") agindo.
|
||||
// Ao o player voltar a se mover sai "buffer STALE ... reset+reseed" (anti-stale)
|
||||
// e renderLagMs/secsSinceSnap voltam a ~0 (snap limpo, sem salto/jitter).
|
||||
// =========================================================================
|
||||
const double SecsSinceSnap =
|
||||
(LastSnapshotRecvSec > 0.0) ? (NowSec - LastSnapshotRecvSec) : -1.0;
|
||||
UE_LOG(LogZMMO, Warning,
|
||||
TEXT("ZeusPlayerProxy[%lld] buffer=%d renderLagMs=%lld newestMs=%lld secsSinceSnap=%.1f interpAlpha=%.2f extrap=%d speed=%.0f"),
|
||||
EntityId, SnapshotBuffer.Num(), RenderLagMs, NewestMs, SecsSinceSnap, InterpAlpha,
|
||||
bExtrapolating ? 1 : 0,
|
||||
FVector(VisualVelocity.X, VisualVelocity.Y, 0.0f).Size());
|
||||
}
|
||||
}
|
||||
|
||||
@@ -222,18 +265,65 @@ void AZeusPlayerProxy::SetZeusIdentity(const int64 InEntityId, const EZeusEntity
|
||||
|
||||
void AZeusPlayerProxy::ApplyEntitySnapshot(const FZeusEntitySnapshot& Snapshot)
|
||||
{
|
||||
// Estabiliza o offset de relogio na primeira amostra. Subsequente nao
|
||||
// re-sincroniza para evitar saltos visuais; um esquema mais sofisticado
|
||||
// (ema do offset) cabe quando tivermos ping/RTT estabilizado por sessao.
|
||||
LastSnapshotRecvSec = FPlatformTime::Seconds(); // DIAG: marca chegada (mede a fome no Tick)
|
||||
|
||||
// 2026-06-06 H3 fix — disciplina o ServerClockOffsetMs via EMA com clamp.
|
||||
// Antes: offset congelado na 1a amostra. Em cross-server handoff a fonte
|
||||
// do ServerTimeMs muda (publisher antigo -> novo) e o offset fica
|
||||
// permanentemente skewed, alimentando tremor pos-handoff e drift cumulativo
|
||||
// de clock cliente vs server. Agora cada amostra recalcula candidato e
|
||||
// suaviza (alpha=0.02, ~50 amostras pra convergir) com clamp max 2ms/snapshot
|
||||
// pra evitar salto visual durante transicao.
|
||||
const int64 LocalNowMs = static_cast<int64>(FPlatformTime::Seconds() * 1000.0);
|
||||
const int64 OffsetCandidate = LocalNowMs - Snapshot.ServerTimeMs;
|
||||
|
||||
// Anti-stale (2026-06-13): se este snapshot esta MUITO a frente do mais novo
|
||||
// do buffer, o proxy ficou "mudo" por segundos -- player remoto parado ->
|
||||
// ComputeDelta suprime -> sem DELTA_BATCH novo -> renderLagMs disparou pra
|
||||
// dezenas de segundos. Manter os snapshots velhos faz a interpolacao usar um
|
||||
// span gigante (pose de ~100s atras -> agora) quando o player volta a se mover,
|
||||
// causando rasteio/salto (o jitter reportado). Descarta o buffer obsoleto +
|
||||
// re-bootstrapa o relogio pra a interpolacao recomecar limpa neste keyframe.
|
||||
if (SnapshotBuffer.Num() > 0
|
||||
&& (Snapshot.ServerTimeMs - SnapshotBuffer.Last().ServerTimeMs) > 1000)
|
||||
{
|
||||
UE_LOG(LogZMMO, Warning,
|
||||
TEXT("ZeusPlayerProxy[%lld] buffer STALE gap=%lldms -> reset+reseed"),
|
||||
EntityId, Snapshot.ServerTimeMs - SnapshotBuffer.Last().ServerTimeMs);
|
||||
SnapshotBuffer.Reset();
|
||||
ServerClockOffsetMs = OffsetCandidate;
|
||||
}
|
||||
|
||||
if (SnapshotBuffer.Num() == 0)
|
||||
{
|
||||
const int64 LocalNowMs = static_cast<int64>(FPlatformTime::Seconds() * 1000.0);
|
||||
ServerClockOffsetMs = LocalNowMs - Snapshot.ServerTimeMs;
|
||||
// Primeira amostra: bootstrap direto (nao tem baseline pra suavizar).
|
||||
ServerClockOffsetMs = OffsetCandidate;
|
||||
// DIAG (jitter 1o login): confirma o seed do relogio. serverTimeMs deve ser
|
||||
// != 0 e o offset razoavel; se vier 0 aqui, o keyframe/catch-up corrompeu o
|
||||
// bootstrap (hipotese descartada, mas o log fecha a questao em campo).
|
||||
UE_LOG(LogZMMO, Warning,
|
||||
TEXT("ZeusPlayerProxy[%lld] SEED clock serverTimeMs=%lld localNowMs=%lld offset=%lld"),
|
||||
EntityId, Snapshot.ServerTimeMs, LocalNowMs, ServerClockOffsetMs);
|
||||
}
|
||||
else
|
||||
{
|
||||
const double Alpha = 0.02;
|
||||
const int64 RawTarget = static_cast<int64>(
|
||||
static_cast<double>(ServerClockOffsetMs) * (1.0 - Alpha)
|
||||
+ static_cast<double>(OffsetCandidate) * Alpha);
|
||||
// Clamp max 2ms por amostra — em 30Hz isso converge a 60ms/s, mais que
|
||||
// o suficiente pra absorver drift normal sem causar tremor visual.
|
||||
const int64 Delta = RawTarget - ServerClockOffsetMs;
|
||||
const int64 ClampedDelta = (Delta > 2) ? 2
|
||||
: (Delta < -2) ? -2
|
||||
: Delta;
|
||||
ServerClockOffsetMs += ClampedDelta;
|
||||
}
|
||||
|
||||
FZeusProxySnapshot S;
|
||||
S.PosCm = Snapshot.PositionCm;
|
||||
S.VelCmS = Snapshot.VelocityCmS;
|
||||
S.YawDeg = Snapshot.YawDeg; // yaw do CORPO do dono (orient-to-movement; mouse nao gira)
|
||||
S.bGrounded = Snapshot.bGrounded;
|
||||
S.ServerTimeMs = Snapshot.ServerTimeMs;
|
||||
|
||||
|
||||
@@ -42,6 +42,15 @@ struct FZeusProxySnapshot
|
||||
UPROPERTY()
|
||||
FVector VelCmS = FVector::ZeroVector;
|
||||
|
||||
/** Yaw autoritativo do servidor (graus) = o MESMO yaw que o player LOCAL aplicou
|
||||
* ao virar. O proxy replica EXATAMENTE a viradinha do local (apertou D = mesma
|
||||
* virada nos dois). Sem armazenar isto, o proxy derivava o yaw da velocidade
|
||||
* (Atan2) e "virava totalmente pra direcao do movimento" (bug 2026-06-13).
|
||||
* NAO confundir com "mira dita a locomocao" (strafe / Motion Matching) -- isso
|
||||
* esta' DESABILITADO por ora (ver AVISO em ZeusPlayerProxy.cpp::Tick). */
|
||||
UPROPERTY()
|
||||
float YawDeg = 0.0f;
|
||||
|
||||
UPROPERTY()
|
||||
bool bGrounded = true;
|
||||
|
||||
@@ -140,6 +149,12 @@ protected:
|
||||
*/
|
||||
int64 ServerClockOffsetMs = 0;
|
||||
|
||||
/** DIAG (2026-06-13): instante (s, monotonic) do ultimo snapshot recebido em
|
||||
* ApplyEntitySnapshot. Usado no log do Tick pra medir "secsSinceSnap" = quanto
|
||||
* tempo o proxy ficou MUDO (sem delta). secsSinceSnap grande == fome (player
|
||||
* remoto parado -> ComputeDelta suprime). 0 = nenhum snapshot ainda. */
|
||||
double LastSnapshotRecvSec = 0.0;
|
||||
|
||||
/** Aceleracao derivada (com smoothing) escrita no CMC custom para alimentar
|
||||
* o AnimBP (`ShouldMove`/`Jump_Start` exigem Acceleration!=0). */
|
||||
FVector LastDerivedAccelerationCmS2 = FVector::ZeroVector;
|
||||
|
||||
@@ -5,10 +5,47 @@
|
||||
#include "ZeusPlayerController.h"
|
||||
#include "ZeusPlayerState.h"
|
||||
|
||||
#include "UObject/ConstructorHelpers.h"
|
||||
|
||||
AZeusGameMode::AZeusGameMode()
|
||||
{
|
||||
// DefaultPawnClass: usar o BP filho (BP_ThirdPersonCharacter) em vez do
|
||||
// C++ puro. BPs filhos so' sao instanciados se o pawn possessed for da
|
||||
// classe BP -- caso contrario o engine cria a classe C++ direta e perde
|
||||
// TUDO que o designer fez no BP (EnhancedInputAction events, AnimBP wire,
|
||||
// hooks de ability, componentes adicionados via editor).
|
||||
//
|
||||
// Fallback pra AZeusCharacter pura se o asset BP nao existir (asset
|
||||
// renomeado/deletado por engano -- nao deve acontecer em prod).
|
||||
static ConstructorHelpers::FClassFinder<APawn> DefaultPawnBP(
|
||||
TEXT("/Game/ZMMO/Core/Player/BP_ZeusPlayerCharacter"));
|
||||
if (DefaultPawnBP.Succeeded())
|
||||
{
|
||||
DefaultPawnClass = DefaultPawnBP.Class;
|
||||
}
|
||||
else
|
||||
{
|
||||
DefaultPawnClass = AZeusCharacter::StaticClass();
|
||||
}
|
||||
|
||||
PlayerControllerClass = AZeusPlayerController::StaticClass();
|
||||
|
||||
// PlayerStateClass: usar BP filho pelo mesmo motivo do DefaultPawnClass --
|
||||
// componentes BP-added (ex: UZeusGASComponent listado em DefaultGame.ini
|
||||
// ComponentClasses), eventos no Event Graph e overrides do designer so'
|
||||
// existem na classe BP. C++ direto (AZeusPlayerState) perde tudo isso.
|
||||
// TODO: renomear o asset pra BP_ZeusPlayerState pra alinhar com a convencao
|
||||
// (BP_ZeusPlayerCharacter) -- quando renomear, atualizar o path aqui.
|
||||
static ConstructorHelpers::FClassFinder<APlayerState> PlayerStateBP(
|
||||
TEXT("/Game/ZMMO/Core/Player/BP_PlayerState"));
|
||||
if (PlayerStateBP.Succeeded())
|
||||
{
|
||||
PlayerStateClass = PlayerStateBP.Class;
|
||||
}
|
||||
else
|
||||
{
|
||||
PlayerStateClass = AZeusPlayerState::StaticClass();
|
||||
}
|
||||
|
||||
HUDClass = AZeusHUD::StaticClass();
|
||||
}
|
||||
|
||||
419
Source/ZMMO/Game/Network/ZeusAOIComponent.cpp
Normal file
419
Source/ZMMO/Game/Network/ZeusAOIComponent.cpp
Normal file
@@ -0,0 +1,419 @@
|
||||
// Copyright Zeus Server Engine. All rights reserved.
|
||||
|
||||
#include "ZeusAOIComponent.h"
|
||||
|
||||
#include "ZeusNetworkingClientSubsystem.h" // V1 canonico: OnDebugAoiInfo (6161) + EmitDebugAoiRequest (6160)
|
||||
#include "ZeusFrontierOverlayActor.h" // ator que desenha as paredes de fronteira
|
||||
#include "ZMMONetLog.h" // Batch 2.5: LogZeusAOI (categoria do modulo ZMMO)
|
||||
|
||||
#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 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(
|
||||
TEXT("zeus.debug.proxy"), 0, TEXT("Desenha labels de proxy (TODO)."), ECVF_Default);
|
||||
static TAutoConsoleVariable<int32> CVarShowHandoff(
|
||||
TEXT("zeus.debug.handoff"), 0, TEXT("Desenha a linha de handoff (placeholder)."), ECVF_Default);
|
||||
static TAutoConsoleVariable<int32> CVarShowDrift(
|
||||
TEXT("zeus.debug.drift"), 0, TEXT("Desenha o drift autoritativo (TODO)."), ECVF_Default);
|
||||
static TAutoConsoleVariable<int32> CVarShowFrontier(
|
||||
TEXT("zeus.debug.frontier"), 0, TEXT("Desenha as paredes das fronteiras do mesh (own<->neighbor)."), ECVF_Default);
|
||||
|
||||
namespace
|
||||
{
|
||||
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);
|
||||
|
||||
// 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()
|
||||
{
|
||||
PrimaryComponentTick.bCanEverTick = true;
|
||||
PrimaryComponentTick.bStartWithTickEnabled = true;
|
||||
SetIsReplicatedByDefault(false); // debug/cliente; gameplay AOI real entra depois
|
||||
}
|
||||
|
||||
void UZeusAOIComponent::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
// 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 (UZeusNetworkingClientSubsystem* NetC = GI->GetSubsystem<UZeusNetworkingClientSubsystem>())
|
||||
{
|
||||
AoiConfigHandle_ = NetC->OnDebugAoiInfo.AddUObject(this, &UZeusAOIComponent::HandleAoiConfig);
|
||||
FrontierConfigHandle_ = NetC->OnDebugFrontierInfo.AddUObject(this, &UZeusAOIComponent::HandleFrontierConfig);
|
||||
|
||||
// 1.4 -- visibility tracking. Delegates DYNAMIC do subsystem V1
|
||||
// precisam AddDynamic + UFUNCTION nas handlers (assim como no
|
||||
// ZeusWorldSubsystem que ja faz spawn/despawn de proxies).
|
||||
NetC->OnEntitySpawned.AddDynamic(this, &UZeusAOIComponent::HandleEntitySpawnedV1);
|
||||
NetC->OnEntityDespawned.AddDynamic(this, &UZeusAOIComponent::HandleEntityDespawnedV1);
|
||||
NetC->OnSelfEntityAssigned.AddDynamic(this, &UZeusAOIComponent::HandleSelfEntityAssignedV1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 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() || FrontierConfigHandle_.IsValid())
|
||||
{
|
||||
if (UWorld* World = GetWorld())
|
||||
{
|
||||
if (UGameInstance* GI = World->GetGameInstance())
|
||||
{
|
||||
if (UZeusNetworkingClientSubsystem* NetC = GI->GetSubsystem<UZeusNetworkingClientSubsystem>())
|
||||
{
|
||||
if (AoiConfigHandle_.IsValid()) { NetC->OnDebugAoiInfo.Remove(AoiConfigHandle_); }
|
||||
if (FrontierConfigHandle_.IsValid()) { NetC->OnDebugFrontierInfo.Remove(FrontierConfigHandle_); }
|
||||
// 1.4 -- unbind dos delegates DYNAMIC de tracking.
|
||||
NetC->OnEntitySpawned.RemoveDynamic(this, &UZeusAOIComponent::HandleEntitySpawnedV1);
|
||||
NetC->OnEntityDespawned.RemoveDynamic(this, &UZeusAOIComponent::HandleEntityDespawnedV1);
|
||||
NetC->OnSelfEntityAssigned.RemoveDynamic(this, &UZeusAOIComponent::HandleSelfEntityAssignedV1);
|
||||
}
|
||||
}
|
||||
}
|
||||
AoiConfigHandle_.Reset();
|
||||
FrontierConfigHandle_.Reset();
|
||||
}
|
||||
VisibleEntityIds_.Empty();
|
||||
if (FrontierActor_)
|
||||
{
|
||||
FrontierActor_->Destroy();
|
||||
FrontierActor_ = nullptr;
|
||||
}
|
||||
Super::EndPlay(EndPlayReason);
|
||||
}
|
||||
|
||||
void UZeusAOIComponent::TickComponent(float DeltaTime, ELevelTick TickType,
|
||||
FActorComponentTickFunction* ThisTickFunction)
|
||||
{
|
||||
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
|
||||
|
||||
// Frontier: sincroniza o overlay com o estado atual. Pega o liga/desliga via
|
||||
// CVar zeus.debug.frontier (que nao passa por SetOverlayEnabled) e garante que
|
||||
// ao desligar as paredes sejam REMOVIDAS (UpdateFrontierOverlay -> ClearOverlay).
|
||||
if (ResolveOverlay(EZeusAOIOverlay::FrontierCells) != bFrontierApplied_)
|
||||
{
|
||||
UpdateFrontierOverlay();
|
||||
}
|
||||
|
||||
// Re-pede o frontier periodicamente enquanto ligado -> o overlay reflete
|
||||
// split/merge da topologia dinamica (debug client-side, baixa freq, so' ON).
|
||||
if (ResolveOverlay(EZeusAOIOverlay::FrontierCells))
|
||||
{
|
||||
FrontierRepollAccumSec_ += DeltaTime;
|
||||
if (FrontierRepollAccumSec_ >= FrontierRepollIntervalSec)
|
||||
{
|
||||
FrontierRepollAccumSec_ = 0.0f;
|
||||
RequestFrontierConfig();
|
||||
}
|
||||
}
|
||||
|
||||
if (AnyOverlayActive())
|
||||
{
|
||||
DrawOverlays();
|
||||
}
|
||||
}
|
||||
|
||||
void UZeusAOIComponent::RequestAoiConfig()
|
||||
{
|
||||
if (UWorld* World = GetWorld())
|
||||
{
|
||||
if (UGameInstance* GI = World->GetGameInstance())
|
||||
{
|
||||
if (UZeusNetworkingClientSubsystem* NetC = GI->GetSubsystem<UZeusNetworkingClientSubsystem>())
|
||||
{
|
||||
NetC->EmitDebugAoiRequest(); // V1: no-op se ainda nao Accepted
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UZeusAOIComponent::HandleAoiConfig(float InterestCm, float DespawnCm)
|
||||
{
|
||||
InterestRadiusCm = InterestCm;
|
||||
DespawnRadiusCm = DespawnCm;
|
||||
// K4: log AOI cfg recebido do server (paridade com Net.AOI server-side
|
||||
// "config_applied ZI=... ZD=..."). Cold path (1 por sessao).
|
||||
UE_LOG(LogZeusAOI, Display,
|
||||
TEXT("AOI cfg recv interestCm=%.0f (%.0fm) despawnCm=%.0f (%.0fm)"),
|
||||
InterestCm, InterestCm / 100.0f,
|
||||
DespawnCm, DespawnCm / 100.0f);
|
||||
}
|
||||
|
||||
void UZeusAOIComponent::RequestFrontierConfig()
|
||||
{
|
||||
if (UWorld* World = GetWorld())
|
||||
{
|
||||
if (UGameInstance* GI = World->GetGameInstance())
|
||||
{
|
||||
if (UZeusNetworkingClientSubsystem* NetC = GI->GetSubsystem<UZeusNetworkingClientSubsystem>())
|
||||
{
|
||||
NetC->EmitDebugFrontierRequest(); // V1: no-op se ainda nao Accepted
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UZeusAOIComponent::HandleFrontierConfig(const ZeusV1::FDebugFrontierInfo& Info)
|
||||
{
|
||||
FrontierInfo_ = Info;
|
||||
bFrontierReceived_ = true;
|
||||
UE_LOG(LogZeusAOI, Display,
|
||||
TEXT("Frontier cfg recv own=%d neighbors=%d"),
|
||||
Info.OwnedCells.Num(), Info.NeighborCells.Num());
|
||||
UpdateFrontierOverlay();
|
||||
}
|
||||
|
||||
AZeusFrontierOverlayActor* UZeusAOIComponent::EnsureFrontierActor()
|
||||
{
|
||||
if (FrontierActor_) { return FrontierActor_; }
|
||||
UWorld* World = GetWorld();
|
||||
if (!World) { return nullptr; }
|
||||
FActorSpawnParameters Params;
|
||||
Params.Owner = GetOwner();
|
||||
Params.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
|
||||
FrontierActor_ = World->SpawnActor<AZeusFrontierOverlayActor>(
|
||||
AZeusFrontierOverlayActor::StaticClass(), FVector::ZeroVector, FRotator::ZeroRotator, Params);
|
||||
return FrontierActor_;
|
||||
}
|
||||
|
||||
void UZeusAOIComponent::UpdateFrontierOverlay()
|
||||
{
|
||||
const bool bOn = ResolveOverlay(EZeusAOIOverlay::FrontierCells);
|
||||
bFrontierApplied_ = bOn;
|
||||
if (!bOn)
|
||||
{
|
||||
if (FrontierActor_) { FrontierActor_->ClearOverlay(); }
|
||||
return;
|
||||
}
|
||||
if (!bFrontierReceived_)
|
||||
{
|
||||
// Ainda nao temos as cells; pede e espera o 6163 (HandleFrontierConfig re-chama).
|
||||
RequestFrontierConfig();
|
||||
return;
|
||||
}
|
||||
AZeusFrontierOverlayActor* Actor = EnsureFrontierActor();
|
||||
if (!Actor) { return; }
|
||||
const float AnchorZ = GetOwner() ? GetOwner()->GetActorLocation().Z : 0.0f;
|
||||
Actor->RebuildFromFrontier(FrontierInfo_, AnchorZ);
|
||||
}
|
||||
|
||||
bool UZeusAOIComponent::ResolveOverlay(EZeusAOIOverlay Overlay) const
|
||||
{
|
||||
switch (Overlay)
|
||||
{
|
||||
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;
|
||||
case EZeusAOIOverlay::FrontierCells: return bShowFrontier || CVarShowFrontier.GetValueOnGameThread() > 0;
|
||||
default: return false;
|
||||
}
|
||||
}
|
||||
|
||||
bool UZeusAOIComponent::AnyOverlayActive() const
|
||||
{
|
||||
return ResolveOverlay(EZeusAOIOverlay::AOIRadius)
|
||||
|| ResolveOverlay(EZeusAOIOverlay::DespawnZone)
|
||||
|| ResolveOverlay(EZeusAOIOverlay::CellBounds)
|
||||
|| ResolveOverlay(EZeusAOIOverlay::ProxyLabels)
|
||||
|| ResolveOverlay(EZeusAOIOverlay::HandoffLine)
|
||||
|| ResolveOverlay(EZeusAOIOverlay::AuthDrift)
|
||||
|| ResolveOverlay(EZeusAOIOverlay::FrontierCells);
|
||||
}
|
||||
|
||||
void UZeusAOIComponent::DrawOverlays()
|
||||
{
|
||||
const AActor* Owner = GetOwner();
|
||||
UWorld* World = GetWorld();
|
||||
if (!Owner || !World) { return; }
|
||||
|
||||
const FVector Loc = Owner->GetActorLocation();
|
||||
|
||||
// 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)
|
||||
{
|
||||
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)
|
||||
{
|
||||
const float R = FMath::Min(DespawnRadiusCm, kMaxOverlayRadiusCm);
|
||||
DrawDebugSphere(World, Loc, R, kSphereSegments, kColorDespawn, false, -1.0f, 0, LineThickness);
|
||||
}
|
||||
if (ResolveOverlay(EZeusAOIOverlay::CellBounds))
|
||||
{
|
||||
// PLACEHOLDER: box grande centrada no player. TODO bounds reais da cell.
|
||||
DrawDebugBox(World, Loc, FVector(CellBoundsExtentCm, CellBoundsExtentCm, 2000.0f),
|
||||
kColorCell, false, -1.0f, 0, LineThickness);
|
||||
}
|
||||
if (ResolveOverlay(EZeusAOIOverlay::HandoffLine))
|
||||
{
|
||||
// PLACEHOLDER: vetor pra frente. TODO apontar pro centro da cell vizinha.
|
||||
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).
|
||||
}
|
||||
|
||||
void UZeusAOIComponent::SetOverlayEnabled_Implementation(EZeusAOIOverlay Overlay, bool bEnabled)
|
||||
{
|
||||
switch (Overlay)
|
||||
{
|
||||
case EZeusAOIOverlay::AOIRadius: bShowAOIRadius = 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;
|
||||
case EZeusAOIOverlay::FrontierCells: bShowFrontier = 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();
|
||||
}
|
||||
|
||||
// Frontier: ao ligar pede as cells (6162) e reconstroi; ao desligar limpa as paredes.
|
||||
if (Overlay == EZeusAOIOverlay::FrontierCells)
|
||||
{
|
||||
if (bEnabled) { RequestFrontierConfig(); }
|
||||
UpdateFrontierOverlay();
|
||||
}
|
||||
}
|
||||
|
||||
void UZeusAOIComponent::SetAllOverlays_Implementation(bool bEnabled)
|
||||
{
|
||||
bShowAOIRadius = bShowDespawnZone = bShowCellBounds = bEnabled;
|
||||
bShowProxyLabels = bShowHandoffLine = bShowAuthDrift = bEnabled;
|
||||
bShowFrontier = bEnabled;
|
||||
|
||||
if (bEnabled && InterestRadiusCm <= 0.0f)
|
||||
{
|
||||
RequestAoiConfig();
|
||||
}
|
||||
if (bEnabled) { RequestFrontierConfig(); }
|
||||
UpdateFrontierOverlay();
|
||||
}
|
||||
|
||||
bool UZeusAOIComponent::IsOverlayEnabled_Implementation(EZeusAOIOverlay Overlay) const
|
||||
{
|
||||
// Reflete o estado real (flag OU CVar) p/ a UI mostrar o que esta' desenhando.
|
||||
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) + (bShowDespawnZone ? 1 : 0) + (bShowCellBounds ? 1 : 0)
|
||||
+ (bShowProxyLabels ? 1 : 0) + (bShowHandoffLine ? 1 : 0) + (bShowAuthDrift ? 1 : 0)
|
||||
+ (bShowFrontier ? 1 : 0);
|
||||
}
|
||||
|
||||
// ===========================================================================
|
||||
// Gameplay AOI: visibility tracking (1.4 do roteiro PvP)
|
||||
// ===========================================================================
|
||||
//
|
||||
// Espelha ENT_SPAWN/ENT_DESPAWN do subsystem V1 num TSet local. Fires os
|
||||
// delegates BlueprintAssignable pra game systems escutarem. Self-entity
|
||||
// filtrada (o proprio char nao entra no tracking nem fires).
|
||||
|
||||
void UZeusAOIComponent::HandleSelfEntityAssignedV1(int64 EntityId)
|
||||
{
|
||||
SelfEntityId_ = EntityId;
|
||||
// Se ja' havia "spawnado" antes do SELF chegar (race possivel), remove agora.
|
||||
if (EntityId != 0 && VisibleEntityIds_.Contains(EntityId))
|
||||
{
|
||||
VisibleEntityIds_.Remove(EntityId);
|
||||
OnEntityExitedAOI.Broadcast(EntityId, /*Reason=*/0);
|
||||
}
|
||||
}
|
||||
|
||||
void UZeusAOIComponent::HandleEntitySpawnedV1(int64 EntityId, int32 /*Kind*/,
|
||||
FVector /*PosCm*/, float /*YawDeg*/,
|
||||
FVector /*VelCmS*/, bool /*bGrounded*/,
|
||||
int64 /*ServerTimeMs*/)
|
||||
{
|
||||
if (EntityId == 0) { return; }
|
||||
if (EntityId == SelfEntityId_) { return; } // nunca trackear self
|
||||
|
||||
bool bAdded = false;
|
||||
VisibleEntityIds_.Add(EntityId, &bAdded);
|
||||
if (bAdded)
|
||||
{
|
||||
OnEntityEnteredAOI.Broadcast(EntityId);
|
||||
}
|
||||
// Re-spawn (entity ja' visivel) = no-op silencioso. Pode acontecer em
|
||||
// keyframe pos-handoff cross-server.
|
||||
}
|
||||
|
||||
void UZeusAOIComponent::HandleEntityDespawnedV1(int64 EntityId, int32 Reason)
|
||||
{
|
||||
if (EntityId == 0) { return; }
|
||||
if (VisibleEntityIds_.Remove(EntityId) > 0)
|
||||
{
|
||||
OnEntityExitedAOI.Broadcast(EntityId, Reason);
|
||||
}
|
||||
}
|
||||
|
||||
int32 UZeusAOIComponent::GetVisibleEntityCount() const
|
||||
{
|
||||
return VisibleEntityIds_.Num();
|
||||
}
|
||||
|
||||
TArray<int64> UZeusAOIComponent::GetVisibleEntityIds() const
|
||||
{
|
||||
return VisibleEntityIds_.Array();
|
||||
}
|
||||
|
||||
bool UZeusAOIComponent::IsEntityVisible(int64 EntityId) const
|
||||
{
|
||||
return VisibleEntityIds_.Contains(EntityId);
|
||||
}
|
||||
149
Source/ZMMO/Game/Network/ZeusAOIComponent.h
Normal file
149
Source/ZMMO/Game/Network/ZeusAOIComponent.h
Normal file
@@ -0,0 +1,149 @@
|
||||
// Copyright Zeus Server Engine. All rights reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Components/ActorComponent.h"
|
||||
#include "ZeusAOIDebugTarget.h" // plugin ZeusAdminToolsRuntime: interface + EZeusAOIOverlay
|
||||
#include "ZeusV1Protocol.h" // ZeusV1::FDebugFrontierInfo (overlay de fronteira)
|
||||
#include "ZeusAOIComponent.generated.h"
|
||||
|
||||
class AZeusFrontierOverlayActor;
|
||||
|
||||
// Delegates BlueprintAssignable pra game systems reagirem a entrada/saida de
|
||||
// outras entidades na AOI do player local. Disparados quando ENT_SPAWN /
|
||||
// ENT_DESPAWN chega do servidor (V1 canonico). Self-entity filtrada -- o
|
||||
// proprio char NAO fires aqui.
|
||||
// - Entered: 1 param (EntityId)
|
||||
// - Exited: 2 params (EntityId, Reason). Reason vem do payload ENT_DESPAWN.
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FZeusAOIEntityEnter, int64, EntityId);
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FZeusAOIEntityExit, int64, EntityId, int32, Reason);
|
||||
|
||||
/**
|
||||
* UZeusAOIComponent (cliente / jogo)
|
||||
*
|
||||
* Componente de gameplay do player local. Dominio principal: Area of Interest
|
||||
* do cliente (proxies, despawn coordenado, interpolacao — ver
|
||||
* [[project_aoi_client_component]]). AQUI, alem disso, expoe um "plus" de
|
||||
* 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).
|
||||
*/
|
||||
UCLASS(ClassGroup = (Zeus), meta = (BlueprintSpawnableComponent), DisplayName = "Zeus AOI Component")
|
||||
class ZMMO_API UZeusAOIComponent : public UActorComponent, public IZeusAOIDebugTarget
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UZeusAOIComponent();
|
||||
|
||||
virtual void BeginPlay() override;
|
||||
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
|
||||
virtual void TickComponent(float DeltaTime, ELevelTick TickType,
|
||||
FActorComponentTickFunction* ThisTickFunction) override;
|
||||
|
||||
// === IZeusAOIDebugTarget (dirigido pelo painel admin) ===
|
||||
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; // 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;
|
||||
// Fronteiras do mesh: paredes own<->neighbor com label "Cell <id>", renderizadas
|
||||
// por AZeusFrontierOverlayActor a partir do DEBUG_FRONTIER_INFO (6163).
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Zeus|AOI Debug|Overlays") bool bShowFrontier = false;
|
||||
|
||||
// === Parametros ===
|
||||
// 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;
|
||||
|
||||
UFUNCTION(BlueprintPure, Category = "Zeus|AOI Debug")
|
||||
int32 GetEnabledOverlayCount() const;
|
||||
|
||||
// === Gameplay AOI: visibility tracking (1.4 do roteiro PvP) ============
|
||||
//
|
||||
// Espelha quem o servidor mandou ENT_SPAWN/ENT_DESPAWN pro player local.
|
||||
// Cliente NAO faz histérese própria -- server já filtra com
|
||||
// margem de ~2048cm ([[project_aoi_crossserver_hysteresis]]). Game systems
|
||||
// (HUD, audio, ability target filtering) escutam estes delegates pra
|
||||
// reagir a entrada/saída. Self-entity filtrada (o próprio char
|
||||
// não fires nem entra no tracking).
|
||||
UPROPERTY(BlueprintAssignable, Category = "Zeus|AOI") FZeusAOIEntityEnter OnEntityEnteredAOI;
|
||||
UPROPERTY(BlueprintAssignable, Category = "Zeus|AOI") FZeusAOIEntityExit OnEntityExitedAOI;
|
||||
|
||||
UFUNCTION(BlueprintPure, Category = "Zeus|AOI") int32 GetVisibleEntityCount() const;
|
||||
UFUNCTION(BlueprintPure, Category = "Zeus|AOI") TArray<int64> GetVisibleEntityIds() const;
|
||||
UFUNCTION(BlueprintPure, Category = "Zeus|AOI") bool IsEntityVisible(int64 EntityId) const;
|
||||
UFUNCTION(BlueprintPure, Category = "Zeus|AOI") int64 GetSelfEntityId() const { return SelfEntityId_; }
|
||||
|
||||
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);
|
||||
|
||||
/** Pede o frontier do mesh ao servidor (DEBUG_FRONTIER_REQUEST 6162). */
|
||||
void RequestFrontierConfig();
|
||||
/** Bind de OnDebugFrontierInfo: guarda as cells e (se overlay on) reconstroi as paredes. */
|
||||
void HandleFrontierConfig(const ZeusV1::FDebugFrontierInfo& Info);
|
||||
/** Spawna (lazy) o ator que desenha as paredes + labels. */
|
||||
AZeusFrontierOverlayActor* EnsureFrontierActor();
|
||||
/** Liga / reconstroi / limpa o overlay de fronteira conforme bShowFrontier + dados. */
|
||||
void UpdateFrontierOverlay();
|
||||
|
||||
/** Handle do bind do OnDebugAoiInfo (pra remover no EndPlay). */
|
||||
FDelegateHandle AoiConfigHandle_;
|
||||
|
||||
/** Handle do bind do OnDebugFrontierInfo (frontier overlay). */
|
||||
FDelegateHandle FrontierConfigHandle_;
|
||||
/** Ultimo frontier recebido do server (own cells + neighbors). */
|
||||
ZeusV1::FDebugFrontierInfo FrontierInfo_;
|
||||
bool bFrontierReceived_ = false;
|
||||
/** Estado do overlay JA aplicado (paredes desenhadas). O TickComponent compara
|
||||
* com ResolveOverlay p/ pegar liga/desliga via CVar tambem (nao so' o toggle). */
|
||||
bool bFrontierApplied_ = false;
|
||||
/** Re-poll periodico do frontier enquanto ligado -> overlay reflete split/merge
|
||||
* da topologia dinamica (o 6163 traz o estado atual do topology:current). */
|
||||
float FrontierRepollIntervalSec = 2.0f;
|
||||
float FrontierRepollAccumSec_ = 0.0f;
|
||||
/** Ator que desenha as paredes + labels (spawn lazy ao ligar o overlay). */
|
||||
UPROPERTY() TObjectPtr<AZeusFrontierOverlayActor> FrontierActor_ = nullptr;
|
||||
|
||||
// === Visibility tracking (1.4) ==========================================
|
||||
UFUNCTION() void HandleEntitySpawnedV1(int64 EntityId, int32 Kind, FVector PosCm,
|
||||
float YawDeg, FVector VelCmS, bool bGrounded,
|
||||
int64 ServerTimeMs);
|
||||
UFUNCTION() void HandleEntityDespawnedV1(int64 EntityId, int32 Reason);
|
||||
UFUNCTION() void HandleSelfEntityAssignedV1(int64 EntityId);
|
||||
|
||||
/** EntityIds atualmente visíveis (espelho do server). TSet pra O(1) check.
|
||||
* Não inclui self. Limpo no EndPlay. */
|
||||
TSet<int64> VisibleEntityIds_;
|
||||
/** EntityId do próprio char (recebido via ENT_SELF). 0 = ainda não atribuído. */
|
||||
int64 SelfEntityId_ = 0;
|
||||
};
|
||||
218
Source/ZMMO/Game/Network/ZeusFrontierOverlayActor.cpp
Normal file
218
Source/ZMMO/Game/Network/ZeusFrontierOverlayActor.cpp
Normal file
@@ -0,0 +1,218 @@
|
||||
// Copyright Zeus Server Engine. All rights reserved.
|
||||
|
||||
#include "ZeusFrontierOverlayActor.h"
|
||||
|
||||
#include "ZMMONetLog.h" // LogZeusAOI (categoria do modulo ZMMO)
|
||||
|
||||
#include "ProceduralMeshComponent.h"
|
||||
#include "Materials/MaterialInterface.h"
|
||||
#include "Engine/World.h"
|
||||
#include "DrawDebugHelpers.h"
|
||||
#include "UObject/ConstructorHelpers.h"
|
||||
|
||||
namespace
|
||||
{
|
||||
const TCHAR* kWallMaterialPath =
|
||||
TEXT("/Game/ZMMO/Materials/VFX/Portal/GridBoundary/Instancia/MI_VFX_Portal_GridBoundary_01.MI_VFX_Portal_GridBoundary_01");
|
||||
|
||||
const FColor kLabelAlive(93, 213, 255); // ciano -- server online
|
||||
const FColor kLabelDead(255, 90, 90); // vermelho -- server offline / cell vazia
|
||||
|
||||
// Decodifica o cellId na notacao "raiz fora, splits no array" da k-d tree
|
||||
// binaria: raiz pura -> "0"; derivada -> "0,[0,1]". Espelha o layout
|
||||
// bit-packed de Server/ZeusServices/Shared/types/src/cell-id.ts:
|
||||
// bit 30 = flag (1 = cell derivada de split)
|
||||
// bits 29..26 = depth (profundidade de split)
|
||||
// bits 25..15 = rootId (cell raiz do baseGrid)
|
||||
// bits 14..0 = path (1 bit por nivel, MSB-first)
|
||||
FString DecodeCellPath(uint32 CellId)
|
||||
{
|
||||
constexpr uint32 kFlagBit = 1u << 30;
|
||||
if ((CellId & kFlagBit) == 0u)
|
||||
{
|
||||
return FString::Printf(TEXT("%u"), CellId); // raiz pura
|
||||
}
|
||||
const uint32 Depth = (CellId >> 26) & 0xFu;
|
||||
const uint32 Root = (CellId >> 15) & 0x7FFu;
|
||||
const uint32 Packed = CellId & 0x7FFFu;
|
||||
FString Path;
|
||||
for (uint32 i = 0; i < Depth; ++i)
|
||||
{
|
||||
if (i > 0)
|
||||
{
|
||||
Path += TEXT(",");
|
||||
}
|
||||
Path += ((Packed >> (14u - i)) & 1u) ? TEXT("1") : TEXT("0");
|
||||
}
|
||||
return FString::Printf(TEXT("%u,[%s]"), Root, *Path);
|
||||
}
|
||||
|
||||
// Aresta compartilhada entre dois retangulos axis-aligned (no plano XY).
|
||||
bool SharedEdge(float aMinX, float aMinY, float aMaxX, float aMaxY,
|
||||
float bMinX, float bMinY, float bMaxX, float bMaxY,
|
||||
float Eps, FVector2D& OutA, FVector2D& OutB)
|
||||
{
|
||||
const float yLo = FMath::Max(aMinY, bMinY), yHi = FMath::Min(aMaxY, bMaxY);
|
||||
const float xLo = FMath::Max(aMinX, bMinX), xHi = FMath::Min(aMaxX, bMaxX);
|
||||
|
||||
if (FMath::Abs(aMaxX - bMinX) <= Eps && yHi > yLo) { OutA = {aMaxX, yLo}; OutB = {aMaxX, yHi}; return true; }
|
||||
if (FMath::Abs(aMinX - bMaxX) <= Eps && yHi > yLo) { OutA = {aMinX, yLo}; OutB = {aMinX, yHi}; return true; }
|
||||
if (FMath::Abs(aMaxY - bMinY) <= Eps && xHi > xLo) { OutA = {xLo, aMaxY}; OutB = {xHi, aMaxY}; return true; }
|
||||
if (FMath::Abs(aMinY - bMaxY) <= Eps && xHi > xLo) { OutA = {xLo, aMinY}; OutB = {xHi, aMinY}; return true; }
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
AZeusFrontierOverlayActor::AZeusFrontierOverlayActor()
|
||||
{
|
||||
PrimaryActorTick.bCanEverTick = true;
|
||||
PrimaryActorTick.bStartWithTickEnabled = true;
|
||||
|
||||
WallMesh = CreateDefaultSubobject<UProceduralMeshComponent>(TEXT("WallMesh"));
|
||||
SetRootComponent(WallMesh);
|
||||
WallMesh->bUseAsyncCooking = false;
|
||||
WallMesh->SetCollisionEnabled(ECollisionEnabled::NoCollision);
|
||||
WallMesh->SetCastShadow(false);
|
||||
|
||||
static ConstructorHelpers::FObjectFinder<UMaterialInterface> MatFinder(kWallMaterialPath);
|
||||
if (MatFinder.Succeeded())
|
||||
{
|
||||
WallMaterial = MatFinder.Object;
|
||||
}
|
||||
}
|
||||
|
||||
void AZeusFrontierOverlayActor::RebuildFromFrontier(const ZeusV1::FDebugFrontierInfo& Info, float AnchorZCm)
|
||||
{
|
||||
if (!WallMesh) { return; }
|
||||
AnchorZ_ = AnchorZCm;
|
||||
|
||||
// 1) Junta own + neighbors numa lista unica de cells (grid inteiro). Dedup por cellId.
|
||||
Cells_.Reset();
|
||||
auto AddCell = [this](uint32 CellId, int32 MinX, int32 MinY, int32 MaxX, int32 MaxY,
|
||||
const FString& InOwner, bool bIsDead)
|
||||
{
|
||||
for (const FCellView& Ex : Cells_) { if (Ex.CellId == CellId) { return; } }
|
||||
FCellView V;
|
||||
V.CellId = CellId;
|
||||
V.MinX = static_cast<float>(MinX); V.MinY = static_cast<float>(MinY);
|
||||
V.MaxX = static_cast<float>(MaxX); V.MaxY = static_cast<float>(MaxY);
|
||||
V.Owner = InOwner; V.bDead = bIsDead;
|
||||
Cells_.Add(MoveTemp(V));
|
||||
};
|
||||
for (const ZeusV1::FFrontierOwnCell& C : Info.OwnedCells)
|
||||
{
|
||||
AddCell(C.CellId, C.MinXCm, C.MinYCm, C.MaxXCm, C.MaxYCm, C.OwnerName, false);
|
||||
}
|
||||
for (const ZeusV1::FFrontierNeighborCell& Nb : Info.NeighborCells)
|
||||
{
|
||||
AddCell(Nb.CellId, Nb.MinXCm, Nb.MinYCm, Nb.MaxXCm, Nb.MaxYCm, Nb.OwnerName, Nb.bDead);
|
||||
}
|
||||
|
||||
// 2) Paredes: 1 quad por aresta compartilhada entre QUALQUER par (i<j -> dedup).
|
||||
const float BaseZ = AnchorZCm - WallHeightCm * 0.5f;
|
||||
const float TopZ = AnchorZCm + WallHeightCm * 0.5f;
|
||||
|
||||
TArray<FVector> Verts;
|
||||
TArray<int32> Tris;
|
||||
TArray<FVector> Normals;
|
||||
TArray<FVector2D> UVs;
|
||||
TArray<FProcMeshTangent> Tangents;
|
||||
TArray<FLinearColor> Colors;
|
||||
|
||||
for (int32 i = 0; i < Cells_.Num(); ++i)
|
||||
{
|
||||
for (int32 j = i + 1; j < Cells_.Num(); ++j)
|
||||
{
|
||||
const FCellView& A = Cells_[i];
|
||||
const FCellView& B = Cells_[j];
|
||||
FVector2D P0, P1;
|
||||
if (!SharedEdge(A.MinX, A.MinY, A.MaxX, A.MaxY,
|
||||
B.MinX, B.MinY, B.MaxX, B.MaxY, EdgeEpsilonCm, P0, P1))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
const int32 Base = Verts.Num();
|
||||
Verts.Add(FVector(P0.X, P0.Y, BaseZ));
|
||||
Verts.Add(FVector(P1.X, P1.Y, BaseZ));
|
||||
Verts.Add(FVector(P1.X, P1.Y, TopZ));
|
||||
Verts.Add(FVector(P0.X, P0.Y, TopZ));
|
||||
|
||||
const FVector2D Dir2D = (P1 - P0).GetSafeNormal();
|
||||
const FVector N(-Dir2D.Y, Dir2D.X, 0.f);
|
||||
Normals.Add(N); Normals.Add(N); Normals.Add(N); Normals.Add(N);
|
||||
|
||||
UVs.Add(FVector2D(0.f, 1.f));
|
||||
UVs.Add(FVector2D(1.f, 1.f));
|
||||
UVs.Add(FVector2D(1.f, 0.f));
|
||||
UVs.Add(FVector2D(0.f, 0.f));
|
||||
|
||||
const FProcMeshTangent Tan(FVector(Dir2D.X, Dir2D.Y, 0.f), false);
|
||||
Tangents.Add(Tan); Tangents.Add(Tan); Tangents.Add(Tan); Tangents.Add(Tan);
|
||||
|
||||
const FLinearColor C = (A.bDead || B.bDead) ? FLinearColor(kLabelDead) : FLinearColor(kLabelAlive);
|
||||
Colors.Add(C); Colors.Add(C); Colors.Add(C); Colors.Add(C);
|
||||
|
||||
Tris.Add(Base + 0); Tris.Add(Base + 1); Tris.Add(Base + 2);
|
||||
Tris.Add(Base + 0); Tris.Add(Base + 2); Tris.Add(Base + 3);
|
||||
Tris.Add(Base + 0); Tris.Add(Base + 2); Tris.Add(Base + 1);
|
||||
Tris.Add(Base + 0); Tris.Add(Base + 3); Tris.Add(Base + 2);
|
||||
}
|
||||
}
|
||||
|
||||
WallMesh->ClearAllMeshSections();
|
||||
WallMesh->SetVisibility(true);
|
||||
if (Verts.Num() > 0)
|
||||
{
|
||||
WallMesh->CreateMeshSection_LinearColor(
|
||||
/*SectionIndex=*/0, Verts, Tris, Normals, UVs, Colors, Tangents, /*bCreateCollision=*/false);
|
||||
if (WallMaterial) { WallMesh->SetMaterial(0, WallMaterial); }
|
||||
}
|
||||
bHasOverlay_ = (Cells_.Num() > 0);
|
||||
|
||||
UE_LOG(LogZeusAOI, Display,
|
||||
TEXT("Frontier overlay rebuilt: cells=%d walls=%d anchorZ=%.0f%s"),
|
||||
Cells_.Num(), Verts.Num() / 4, AnchorZCm,
|
||||
WallMaterial ? TEXT("") : TEXT(" [WARN: material nula]"));
|
||||
}
|
||||
|
||||
void AZeusFrontierOverlayActor::ClearOverlay()
|
||||
{
|
||||
if (WallMesh)
|
||||
{
|
||||
WallMesh->ClearAllMeshSections();
|
||||
WallMesh->SetVisibility(false);
|
||||
}
|
||||
Cells_.Reset();
|
||||
bHasOverlay_ = false;
|
||||
}
|
||||
|
||||
void AZeusFrontierOverlayActor::DrawCellLabels()
|
||||
{
|
||||
if (!bHasOverlay_ || Cells_.Num() == 0) { return; }
|
||||
UWorld* World = GetWorld();
|
||||
if (!World) { return; }
|
||||
|
||||
for (const FCellView& C : Cells_)
|
||||
{
|
||||
const float Cx = (C.MinX + C.MaxX) * 0.5f;
|
||||
const float Cy = (C.MinY + C.MaxY) * 0.5f;
|
||||
const FVector Pos(Cx, Cy, AnchorZ_ + LabelHeightCm);
|
||||
|
||||
// "Cell 0" / "Cell 0,2" (notacao da quadtree) + nome do server dono.
|
||||
FString Txt = FString::Printf(TEXT("Cell %s"), *DecodeCellPath(C.CellId));
|
||||
if (!C.Owner.IsEmpty()) { Txt += TEXT("\n") + C.Owner; }
|
||||
const FColor Col = C.bDead ? kLabelDead : kLabelAlive;
|
||||
|
||||
// DrawDebugString: billboard de tela (visivel de qualquer lado, nao gira,
|
||||
// tamanho de tela constante). Re-desenhado a cada frame (Duration 0).
|
||||
DrawDebugString(World, Pos, Txt, /*TestBaseActor=*/nullptr, Col,
|
||||
/*Duration=*/0.0f, /*bDrawShadow=*/true, LabelFontScale);
|
||||
}
|
||||
}
|
||||
|
||||
void AZeusFrontierOverlayActor::Tick(float DeltaSeconds)
|
||||
{
|
||||
Super::Tick(DeltaSeconds);
|
||||
DrawCellLabels();
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user