12 Commits

Author SHA1 Message Date
c0f6d32d95 feat(zmmo-client): logs AOI categorias + K4 cfg recv
Rodando sem Jitter visivel.

- DECLARE/DEFINE LogZeusHandoff/AOI/Proxy/HaloTransition no modulo
  ZMMO (nao no plugin) por causa do adaptive non-unity build do UBT
  que usa git status do repo do cliente -- plugin em outro repo nao
  dispara rebuild quando edit so o header dele.
- ZeusAOIComponent::HandleAoiConfig loga raios recebidos do server
  pra cruzar com Net.AOI server-side ("AOI cfg recv interestCm=6000
  (60m) despawnCm=8000 (80m)").
- Parte da milestone 2026-06-11: proxy/PIE estaveis apos fix de
  double-emit AOI no server (AOIRegistry::ForceTickNow).
2026-06-11 18:01:32 -03:00
f21d059b67 fix(zmmo-client): ZeusPlayerProxy clock offset EMA + asset cleanup L_TestWorld
ZeusPlayerProxy.cpp -- H3 fix (2026-06-06): EMA com clamp para
ServerClockOffsetMs
================================================================
Antes: offset congelado na 1a amostra de ApplyEntitySnapshot. Em
cross-server handoff, a fonte do ServerTimeMs muda (publisher antigo
emitia 12340000, novo emite 12351000) e o offset fica permanentemente
skewed. Causa tremor pos-handoff + drift cumulativo de clock cliente
vs server.

Depois: cada amostra recalcula candidato (LocalNowMs - Snapshot.ServerTimeMs)
e suaviza via EMA com alpha=0.02 (~50 amostras para convergir) + clamp
max 2ms por amostra (a 30Hz isso converge a 60ms/s, suficiente para
absorver drift normal sem causar tremor visual). 1a amostra continua
bootstrap direto.

Trecho:
  const double Alpha = 0.02;
  const int64 RawTarget = ServerClockOffsetMs*(1-Alpha) + OffsetCandidate*Alpha;
  const int64 Delta = RawTarget - ServerClockOffsetMs;
  const int64 ClampedDelta = clamp(Delta, -2, 2);
  ServerClockOffsetMs += ClampedDelta;

Asset cleanup L_TestWorld
==========================
DT_Maps.uasset modificado + 3 ExternalActors deletados (provavelmente
limpeza no UE editor ao reorganizar mapa). Empacotado junto pra branch
ficar limpa.

* Content/ZMMO/Data/World/DT_Maps.uasset (M)
* Content/__ExternalActors__/ZMMO/Maps/World/L_TestWorld/2/BR/38W34OMKW0W3L1PGS3Y98G.uasset (D)
* Content/__ExternalActors__/ZMMO/Maps/World/L_TestWorld/4/8L/X3PMRJRGAACIU1WG1P1KJ0.uasset (D)
* Content/__ExternalActors__/ZMMO/Maps/World/L_TestWorld/8/L1/C6M65Q91PG5E7ML91VQZX3.uasset (D)

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-11 14:52:39 -03:00
e87b2cec6c fix(zmmo-client): guard HandlePlayerSpawned ignore proprio entityId + ZeusV1 config
Acompanha commit server 54f2f9a (P10-FIX-LEGACY). Resolve bug "vejo proxy
de UM mas o outro NAO ve" + "proxy fantasma do proprio player" -- causado
por server emitir S_SPAWN_PLAYER local=0 do proprio entityId via AOI re-emit
(workflow wcyeqgrad finding).

Source/ZMMO/Game/Network/ZeusWorldSubsystem.cpp
================================================
HandlePlayerSpawned guard novo logo apos EntityId==0 check:

  if (LocalEntityId != 0 && EntityId == LocalEntityId)
  {
      UE_LOG(LogZMMO, Verbose,
          TEXT("ignoring S_SPAWN_PLAYER for own LocalEntityId=%lld (bIsLocal=%d)"),
          LocalEntityId, bIsLocal ? 1 : 0);
      return;
  }

Sem o guard, server re-emit S_SPAWN_PLAYER local=0 do proprio entityId
(via AOI SetOnEnter callback em catch-up cross-server ou recompute pos-
handoff) criava proxy fantasma do proprio player. GAS/HUD/PlayerArray
roteava via fantasma e o pawn real perdia vinculo de identidade visivel
pros outros players.

Defesa em profundidade -- complementa fix server-side
(AoiReplicationHelpers.cpp:28 SendSpawnPlayerToConn agora tem skip-self
guard antes de construir payload) + SpawnKey dedupe sem IsLocal no plugin
(ZeusNetworkSubsystem.cpp:949 removeu IsLocal do hash).

Config/DefaultZeusV1.ini
=========================
Config inicial para UZeusNetworkingClientSubsystem (P9-6/P9-7 plugin V1).
Aponta para Gateway 127.0.0.1:7777 (fluxo padrao producao). Documenta
alternativa de direct connect 9001 (debug only -- bug Windows multi-NIC
loopback). bUseZeusNetworkingV1=True ativa V1 plugin em paralelo ao
legacy (transport V1 hoje quebrado via Gateway -- channelId nao eh
routing key, Phase 12 territory; gameplay continua via legacy ate la).

Validado smoke 2 PIE 2026-06-08 20:32
======================================
* SP_01: players=2 conns=2 + AOI players=2 maxSet=1 enters=5 hyst=92 stable
* UE: [PIE0] e [PIE1] prefix funcionando (commit server 54f2f9a ZNET_PIE_PREFIX)
* "S_SPAWN_PLAYER duplicate ignored" dedupe pegando re-emit (Batch 2)
* S_CHAR_INFO trocado correto: PIE0 ve Olatudook, PIE1 ve Mateuus
* Saida limpa: UnregisterViewer + Broadcast S_DESPAWN_PLAYER targets=1

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-08 20:33:41 -03:00
c3b32bc1a1 feat(admin-tools): UZeusAOIComponent desenha as 2 zonas reais de AOI
Recebe a config de AOI do servidor (S_DEBUG_AOI_INFO via OnDebugAoiInfo) e
desenha 2 esferas com os raios REAIS: Zona de Interesse (interna, cyan) e
Zona de Despawn (AOI) (externa/histerese, laranja). Pede a config no BeginPlay
e ao ligar o overlay; nao desenha enquanto o raio == 0 (loading).

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

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

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-04 17:53:46 -03:00
cda5fea776 feat(admin-tools): consumidor client do painel debug (F8 + UZeusAOIComponent)
- UZeusAOIComponent (Game/Network): componente de gameplay do player local com
  plus de debug. Overlays via DrawDebug* (esfera AOI real; spawn/cell/handoff
  placeholders) dirigidos pela UI via IZeusAOIDebugTarget + console vars. Estado
  persiste no componente entre aberturas do menu (IsOverlayEnabled).
- AZeusCharacter: anexa o componente + abre/fecha o painel no F8 (UIOnly trava o
  jogo; Esc/F8 fecham); LoadClass lazy do painel no content do PLUGIN
  (/ZeusAdminTools/UI/WBP_AdminToolsAIO).
- ZMMO.Build.cs: depende de ZeusAdminToolsRuntime.
- UIProgressBar_Base: rename EaseOutCubic -> EaseOutCubicPB (fix unity-build).
- ZMMO.uproject: remove entrada NwiroIntegrationKit.

A UI e o C++ do plugin ZeusAdminTools vivem no repo Server (plugin autocontido).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-04 16:19:37 -03:00
16de963301 fix(net): S_CHAR_INFO so' aplica em si mesmo (anti name overwrite por proxy)
Bug: handler aceitava qualquer S_CHAR_INFO do server (proprio + catch-up de
proxies pre-existentes) e sobrescrevia o PlayerState local. Resultado: nome
do ultimo proxy recebido virava o nome do char local na tela.

Fix: bail se InEntityId != ZeusEntityId (proxies remotos sao roteados pelo
registry no UZeusWorldSubsystem; nameplate por EntityId fica pra futuro).
2026-06-03 21:56:49 -03:00
8d73cc9df8 feat(gas): SM6 client EntityId u64 + M8 cue assets + UI/data tweaks (sessao 1+2) 2026-06-03 18:18:02 -03:00
d5402216a2 feat(gas): AZeusPlayerState implementa IAbilitySystemInterface
UE5 GAS nodes BP ("Get Ability System Component", "Apply Gameplay Effect To
Target", etc.) precisam que o PlayerState exponha o ASC via
IAbilitySystemInterface. Pattern Lyra: PlayerState dona a interface; ASC vive
como subobject do UZeusGASComponent (Component Registry).

Tres acessos:
- GetAbilitySystemComponent (interface, retorna base UAbilitySystemComponent)
- GetZeusAbilitySystemComponent (BlueprintPure, retorna UZeusAbilitySystemComponent
  custom com 12 overrides ZeusNetwork)
- GetZeusAttributeSet (BlueprintPure, helper pro AttributeSet tipado)

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-03 11:39:37 -03:00
ff75ad92eb feat(gas): Batch 2 - Vertical slice Dash client (input bind + assets)
ZeusCharacter:
- DashAction UPROPERTY + load /Game/Input/Actions/IA_Dash.IA_Dash no ctor.
- SetupPlayerInputComponent: BindAction(DashAction, Triggered) -> OnDashTriggered.
- OnDashTriggered: resolve UZeusGASComponent via PlayerState -> chama
  RequestActivateAbilityByTag(Zeus.Ability.Movement.Dash). Bridge envia
  C_ABILITY_TRY_ACTIVATE pro server (handle, tagHash) e o ASC local executa
  ActivateAbility (LaunchCharacter) quando server confirma S_ABILITY_ACTIVATED.

Assets (criados via MCP):
- DT_Abilities (/Game/ZMMO/Data/Abilities/) — row "Zeus.Ability.Movement.Dash"
  apontando pro BP_GA_Dash_C. Row name = tag canonica (hash bate com server).
- BP_GA_Dash (/Game/ZMMO/GAS/Abilities/) — parent UZeusGameplayAbility_Dash.
- IA_Dash (/Game/Input/Actions/) — Boolean InputAction.
- IMC_Default — bind LeftShift -> IA_Dash com trigger Pressed (13a mapping).

Fluxo completo (apos rebuild + server na branch GameplayAbilitySystem):
  LShift -> OnDashTriggered -> RequestActivateAbilityByTag ->
  C_ABILITY_TRY_ACTIVATE -> server valida cost SP/cooldown ->
  S_ABILITY_ACTIVATED + S_ATTRIBUTE_HP_SP_UPDATE (-10 SP) ->
  ASC.TryActivateAbility(local) -> BP_GA_Dash::ActivateAbility ->
  LaunchCharacter(forward * 2400 cm/s) + HUD SP cai 10 + cooldown 3s.

Branch GameplayAbilitySystem (criada a partir do main pro escopo GAS).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-03 03:02:51 -03:00
98dce2f855 feat(zeus-gas): M7 - migrate HUD/Status to UZeusGASComponent + delete legacy
- ZeusHudWidget: porta de UZeusAttributeComponent legacy pra UZeusGASComponent
  (delegate OnSnapshotAppliedRaw via AddUObject; FZeusAttributesSnapshot
  construido pelo helper estatico FromPayload do plugin ZeusGAS). Logs
  diagnosticos no bind.
- UIPlayerStatus_Window: mesmo porte (snapshot raw + StatAllocReply). Lock
  de spam-click preservado.
- ZeusHudHpSpWidget: movido do plugin ZeusAttributes (deletado) pra ZMMO
  /Game/UI/InGame/. API preservada (WBP filhos nao precisam mudar).
- ZeusCharacter: tira o dual-seed legacy; so' seedea UZeusGASComponent
  via FindComponentByClass no HandleLocalSpawnReady.
- ZeusPlayerState/ZeusCharacter: comentarios atualizados pra refletir o
  UZeusGASComponent como dono unico.
- ZMMO.Build.cs: remove dep "ZeusAttributes", adiciona "ZeusGAS" +
  "GameplayAbilities".
- ZMMO.uproject: remove module "ZeusAttributes" (delete completo).
- DefaultGame.ini: remove linha legacy comentada do Component Registry.
- DefaultEngine.ini: adiciona [CoreRedirects] pra:
  * ZMMOJobs module + ZMMOJobDataAsset class (Package+Class) — 7 DA_Job_*
  * ZMMO.ZMMOMapDef struct (DT_Maps row)
  * ZMMO.ZMMOLoadingTipRow struct (DT_LoadingTips row)
  * ZMMO.ZMMOLoadingProfile/StepDef structs + EZMMOLoadingContext/StepStatus
    enums (DA_LoadingProfiles)
- DELETE: Source/ZeusAttributes/ inteiro (5 .cpp + 5 .h + Build.cs +
  module.json).

Pegadinha aprendida: ActiveClassRedirects so' renomeia classe (sem
package); CoreRedirects (ClassRedirects/StructRedirects/EnumRedirects/
PackageRedirects) e' obrigatorio quando muda modulo OU quando o asset
referencia USTRUCT/UENUM. Tipo errado nao da erro mas tambem nao funciona.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-03 01:26:04 -03:00
94442feca5 chore(uproject): rename plugin ZeusAbilities -> ZeusGAS
Servidor-side plugin foi renomeado de ZeusAbilities pra ZeusGAS (vai
absorver atributos + abilities + bridge ZeusNetwork). .uproject precisa
seguir o novo nome senao plugin deixa de carregar.

Server-side commit: ver Server repo branch GameplayAbilitySystem,
commit refactor(plugin): R.7 - rename plugin ZeusAbilities -> ZeusGAS.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 23:23:04 -03:00
6a6a28a086 refactor: prefixo ZMMO -> Zeus em classes/módulos C++ do cliente
- Renomeia ~50 classes UCLASS/USTRUCT/UENUM/UINTERFACE pra Zeus*
  (AZeusGameMode, AZeusCharacter, UZeusGameInstance, IZeusEntityInterface,
  UZeusWorldSubsystem, FZeusEntitySnapshot, etc.)
- Encurta AZMMOPlayerCharacter -> AZeusCharacter
- Renomeia módulos satélite ZMMOAttributes -> ZeusAttributes e
  ZMMOJobs -> ZeusJobs (pasta + .Build.cs + .uproject)
- Mantém módulo principal ZMMO (renomeia depois quando jogo ganhar nome)
- DefaultEngine.ini: ActiveClassRedirects ZMMOX -> ZeusX (preserva BPs/assets)
- DefaultGame.ini: sections atualizadas pra ZeusThemeSubsystem/ZeusPlayerState
- Category="ZMMO|..." -> "Zeus|..." em UPROPERTYs
- Preserva LogZMMO, ZMMO_API, /Script/ZMMO., /Game/ZMMO/, classes Target

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 17:24:38 -03:00
185 changed files with 2149 additions and 1990 deletions

View File

@@ -2,9 +2,9 @@
GameDefaultMap=/Game/ZMMO/Maps/FrontEnd/L_FrontEnd.L_FrontEnd
EditorStartupMap=/Game/ZMMO/Maps/FrontEnd/L_FrontEnd.L_FrontEnd
; GameMode/PlayerController/PlayerCharacter agora moram em C++ (Game/Modes/Entity/Controller).
; O motor pode spawnar AZMMOGameMode directamente; um BP filho continua opcional.
GlobalDefaultGameMode=/Script/ZMMO.ZMMOGameMode
GameInstanceClass=/Script/ZMMO.ZMMOGameInstance
; O motor pode spawnar AZeusGameMode directamente; um BP filho continua opcional.
GlobalDefaultGameMode=/Script/ZMMO.ZeusGameMode
GameInstanceClass=/Script/ZMMO.ZeusGameInstance
[/Script/Engine.RendererSettings]
r.ReflectionMethod=1
@@ -80,12 +80,30 @@ GameViewportClientClassName=/Script/CommonUI.CommonGameViewportClient
+ActiveGameNameRedirects=(OldGameName="TP_ThirdPerson",NewGameName="/Script/ZMMO")
+ActiveGameNameRedirects=(OldGameName="/Script/TP_ThirdPerson",NewGameName="/Script/ZMMO")
; Redirects do template antigo para a nova arquitectura (Game/Modes/Entity/Controller).
; ZMMOCharacter foi reescrito como ZMMOPlayerCharacter (ACharacter local com CMC livre).
+ActiveClassRedirects=(OldClassName="TP_ThirdPersonPlayerController",NewClassName="ZMMOPlayerController")
+ActiveClassRedirects=(OldClassName="TP_ThirdPersonGameMode",NewClassName="ZMMOGameMode")
+ActiveClassRedirects=(OldClassName="TP_ThirdPersonCharacter",NewClassName="ZMMOPlayerCharacter")
+ActiveClassRedirects=(OldClassName="ZMMOCharacter",NewClassName="ZMMOPlayerCharacter")
; Pipeline: TP_ThirdPerson* -> ZMMO* (legado) -> Zeus* (atual). Os redirects de
; ZMMO*->Zeus* preservam asset/BP refs criadas durante o periodo ZMMO* (Batches 1-3).
+ActiveClassRedirects=(OldClassName="TP_ThirdPersonPlayerController",NewClassName="ZeusPlayerController")
+ActiveClassRedirects=(OldClassName="TP_ThirdPersonGameMode",NewClassName="ZeusGameMode")
+ActiveClassRedirects=(OldClassName="TP_ThirdPersonCharacter",NewClassName="ZeusCharacter")
+ActiveClassRedirects=(OldClassName="ZMMOCharacter",NewClassName="ZeusCharacter")
+ActiveClassRedirects=(OldClassName="ZMMOPlayerCharacter",NewClassName="ZeusCharacter")
+ActiveClassRedirects=(OldClassName="ZMMOPlayerController",NewClassName="ZeusPlayerController")
+ActiveClassRedirects=(OldClassName="ZMMOFrontEndPlayerController",NewClassName="ZeusFrontEndPlayerController")
+ActiveClassRedirects=(OldClassName="ZMMOGameMode",NewClassName="ZeusGameMode")
+ActiveClassRedirects=(OldClassName="ZMMOFrontEndGameMode",NewClassName="ZeusFrontEndGameMode")
+ActiveClassRedirects=(OldClassName="ZMMOGameInstance",NewClassName="ZeusGameInstance")
+ActiveClassRedirects=(OldClassName="ZMMOHUD",NewClassName="ZeusHUD")
+ActiveClassRedirects=(OldClassName="ZMMOPlayerState",NewClassName="ZeusPlayerState")
+ActiveClassRedirects=(OldClassName="ZMMOEntity",NewClassName="ZeusEntity")
+ActiveClassRedirects=(OldClassName="ZMMOPlayerProxy",NewClassName="ZeusPlayerProxy")
+ActiveClassRedirects=(OldClassName="ZMMOProxyMovementComponent",NewClassName="ZeusProxyMovementComponent")
+ActiveClassRedirects=(OldClassName="ZMMOWorldSubsystem",NewClassName="ZeusWorldSubsystem")
+ActiveClassRedirects=(OldClassName="ZMMOThemeDataAsset",NewClassName="ZeusThemeDataAsset")
+ActiveClassRedirects=(OldClassName="ZMMOThemeSubsystem",NewClassName="ZeusThemeSubsystem")
+ActiveClassRedirects=(OldClassName="ZMMOLoginSaveGame",NewClassName="ZeusLoginSaveGame")
+ActiveClassRedirects=(OldClassName="ZMMOHudWidget",NewClassName="ZeusHudWidget")
+ActiveClassRedirects=(OldClassName="ZMMOHudPlayerVitalsWidget",NewClassName="ZeusHudPlayerVitalsWidget")
+ActiveClassRedirects=(OldClassName="ZMMOLoadingProfilesDataAsset",NewClassName="ZeusLoadingProfilesDataAsset")
[CoreRedirects]
; Migração v1→v2 do FUIStylePanel: TMap<EUIPanelTexture,...> (Enum) → TMap<FName,...>.
; Os campos *_DEPRECATED preservam a leitura do asset antigo; PostSerialize copia
@@ -95,6 +113,27 @@ GameViewportClientClassName=/Script/CommonUI.CommonGameViewportClient
+PropertyRedirects=(OldName="/Script/ZMMO.UIStylePanel.PanelOutline",NewName="/Script/ZMMO.UIStylePanel.PanelOutline_DEPRECATED")
+PropertyRedirects=(OldName="/Script/ZMMO.UIStylePanel.PanelOutlineEffect",NewName="/Script/ZMMO.UIStylePanel.PanelOutlineEffect_DEPRECATED")
; --- M7: Modulo cliente "ZMMOJobs" foi renomeado pra "ZeusJobs" + classe
; UZMMOJobDataAsset -> UZeusJobDataAsset. Os 7 DA_Job_* em /Game/ZMMO/Data/Jobs/
; foram salvos apontando pra /Script/ZMMOJobs.ZMMOJobDataAsset (modulo + classe
; antigos). ActiveClassRedirects so' troca o NOME da classe, nao o package;
; precisamos de CoreRedirects com path completo + PackageRedirect.
+PackageRedirects=(OldName="/Script/ZMMOJobs",NewName="/Script/ZeusJobs")
+ClassRedirects=(OldName="/Script/ZMMOJobs.ZMMOJobDataAsset",NewName="/Script/ZeusJobs.ZeusJobDataAsset")
; --- M7: USTRUCTs renomeadas (mesmo modulo ZMMO). DTs salvos com Row Structure
; apontando pro nome antigo (ZMMOMapDef, ZMMOLoadingTipRow). USTRUCT usa
; +StructRedirects (nao +ClassRedirects).
+StructRedirects=(OldName="/Script/ZMMO.ZMMOMapDef",NewName="/Script/ZMMO.ZeusMapDef")
+StructRedirects=(OldName="/Script/ZMMO.ZMMOLoadingTipRow",NewName="/Script/ZMMO.ZeusLoadingTipRow")
; DA_LoadingProfiles salvo com TMap<EZMMOLoadingContext, FZMMOLoadingProfile>;
; FZMMOLoadingProfile contem TArray<FZMMOLoadingStepDef>. Precisa de 3 redirects
; (1 enum + 2 struct) pra carregar sem warnings nem perda de dados.
+EnumRedirects=(OldName="/Script/ZMMO.EZMMOLoadingContext",NewName="/Script/ZMMO.EZeusLoadingContext")
+EnumRedirects=(OldName="/Script/ZMMO.EZMMOLoadingStepStatus",NewName="/Script/ZMMO.EZeusLoadingStepStatus")
+StructRedirects=(OldName="/Script/ZMMO.ZMMOLoadingProfile",NewName="/Script/ZMMO.ZeusLoadingProfile")
+StructRedirects=(OldName="/Script/ZMMO.ZMMOLoadingStepDef",NewName="/Script/ZMMO.ZeusLoadingStepDef")
[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
bEnablePlugin=True
bAllowNetworkConnection=True

View File

@@ -3,10 +3,10 @@ ProjectID=FC3E256F43B2AFD43009F4949B0814BE
ProjectName=Third Person Game Template
; -----------------------------------------------------------------------------
; ZMMO Theme subsystem (see Source/ZMMO/Game/UI/ZMMOThemeSubsystem.h and
; ZMMO Theme subsystem (see Source/ZMMO/Game/UI/ZeusThemeSubsystem.h and
; ARQUITETURA.md §1.10 / §4.7).
;
; - DefaultThemeAsset is the fallback theme (must define every EZMMOThemeKey).
; - DefaultThemeAsset is the fallback theme (must define every EZeusThemeKey).
; - ThemeRegistry maps ThemeId -> seasonal DA_Theme_* asset.
; - CalendarTable points to DT_ThemeCalendar (FThemeCalendarRow rows).
; - UIStyleTable points to DT_UI_Styles (FUIStyleRow rows): tokens de estilo
@@ -18,7 +18,7 @@ ProjectName=Third Person Game Template
; assets are actually created in the editor.
; -----------------------------------------------------------------------------
[/Script/ZMMO.ZMMOThemeSubsystem]
[/Script/ZMMO.ZeusThemeSubsystem]
;DefaultThemeAsset=/Game/ZMMO/UI/Themes/DA_Theme_Default.DA_Theme_Default
;+ThemeRegistry=(("Christmas", "/Game/ZMMO/UI/Themes/DA_Theme_Christmas.DA_Theme_Christmas"))
;+ThemeRegistry=(("Halloween", "/Game/ZMMO/UI/Themes/DA_Theme_Halloween.DA_Theme_Halloween"))
@@ -33,20 +33,20 @@ ScreenSetAsset=/Game/ZMMO/UI/FrontEnd/DA_FrontEndScreenSet.DA_FrontEndScreenSet
; Fase 4 — char spawn DB-driven. DT_Maps espelha o `maps_config.json` do
; server (Server/ZeusServerEngine/Config/DataTables/maps_config.json) — o
; cliente resolve `mapId -> ClientLevel/spawns` via FZMMOMapDef rows.
; cliente resolve `mapId -> ClientLevel/spawns` via FZeusMapDef rows.
MapsTableAsset=/Game/ZMMO/Data/World/DT_Maps.DT_Maps
; Loading dinâmico (etapas + dicas). DA_LoadingProfiles tem 1 perfil por
; contexto (EZMMOLoadingContext); DT_LoadingTips rotaciona durante o load.
; contexto (EZeusLoadingContext); DT_LoadingTips rotaciona durante o load.
; Cliente local marca etapas via eventos (sem opcode novo).
LoadingProfilesAsset=/Game/ZMMO/Data/UI/Loading/DA_LoadingProfiles.DA_LoadingProfiles
LoadingTipsAsset=/Game/ZMMO/Data/UI/Loading/DT_LoadingTips.DT_LoadingTips
; -----------------------------------------------------------------------------
; UI in-game (PR 19+). Espelho do front-end pattern:
; - ScreenSetAsset mapeia EZMMOInGameUIState -> WBP (Playing -> WBP_HUD,
; - ScreenSetAsset mapeia EZeusInGameUIState -> WBP (Playing -> WBP_HUD,
; StatusWindow -> WBP_StatusWindow, etc.)
; - Subsystem orquestra: AZMMOHUD::BeginPlay chama StartInGame que vai pra
; - Subsystem orquestra: AZeusHUD::BeginPlay chama StartInGame que vai pra
; Playing.
; Asset criado via MCP em /Game/ZMMO/UI/InGame/DA_InGameScreenSet.
; -----------------------------------------------------------------------------
@@ -56,16 +56,27 @@ ScreenSetAsset=/Game/ZMMO/UI/InGame/DA_InGameScreenSet.DA_InGameScreenSet
; -----------------------------------------------------------------------------
; PlayerState Component Registry (PR 19+). Cada módulo MMO registra seus
; UActorComponent aqui. O AZMMOPlayerState lê esta lista no construtor e
; UActorComponent aqui. O AZeusPlayerState lê esta lista no construtor e
; instancia cada classe como subobject — pattern Open-Closed: adicionar
; Inventory/Skills/Guild = mais uma linha aqui, sem editar AZMMOPlayerState.
; Inventory/Skills/Guild = mais uma linha aqui, sem editar AZeusPlayerState.
;
; Convenção: usa o path /Script/<Module>.<ClassName> (sem o "U" do prefixo
; C++; UClass resolve pelo nome curto).
; -----------------------------------------------------------------------------
[/Script/ZMMO.ZMMOPlayerState]
+ComponentClasses=/Script/ZMMOAttributes.ZMMOAttributeComponent
[/Script/ZMMO.ZeusPlayerState]
; UZeusGASComponent (plugin ZeusGAS) — dono unico dos atributos do char (M7).
; Owns UZeusAbilitySystemComponent + UZeusAttributeSet (26 atributos
; espelhados do server CharAttributeSet). Bridge via UZeusGASNetworkHandler
; (UWorldSubsystem) subscribe nos delegates do UZeusNetworkSubsystem.
+ComponentClasses=/Script/ZeusGAS.ZeusGASComponent
; === GAS Cue paths (Batch 2.5 — S_ABILITY_CUE multicast cosmetico) ===
; UGameplayCueManager scaneia esses paths no boot pra mapear FGameplayTag
; -> AGameplayCueNotify_Actor BP. UZeusGASComponent::DispatchAbilityCue chama
; ASC->ExecuteGameplayCueLocal(CueTag, params) -> manager resolve pelo path.
[/Script/GameplayAbilities.AbilitySystemGlobals]
+GameplayCueNotifyPaths="/Game/ZMMO/GAS/Cues"
[/Script/Engine.AssetManagerSettings]
-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))

19
Config/DefaultZeusV1.ini Normal file
View File

@@ -0,0 +1,19 @@
; DefaultZeusV1.ini
; Config inicial pra UZeusNetworkingClientSubsystem (P9-6/P9-7 plugin).
; Editar via UE Project Settings -> Plugins -> Zeus V1 OU editar este arquivo
; e relancar o editor.
;
; PORT 7777: ZeusGateway. NodeService popula routes via charId lookup quando
; cliente conecta (validado: handshake routed charId=7 -> SP_01 cell 0). Fluxo
; padrao de producao -- UE conecta no Gateway, Gateway resolve cell ownership
; via lease em Valkey + encaminha pro ZS correto.
;
; ALTERNATIVO (debug only -- bug aberto pendente investigacao):
; ServerPort=9001 conecta DIRETO em SP_01 mas hoje pacote UE nao chega no
; server (FUdpSocketBuilder + Windows multi-NIC loopback issue). Use 7777.
[/Script/ZeusNetwork.ZeusNetworkingClientSubsystem]
ServerHost=127.0.0.1
ServerPort=7777
bUseZeusNetworkingV1=True
bAutoConnectOnStart=True

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@@ -10,17 +10,17 @@
*
* Fluxo: Boot → Connecting → Login → ServerSelect → Lobby → EnteringWorld
* → InWorld. O Lobby é o hub principal logado; suas páginas internas são
* EZMMOLobbyPage (não são estados de topo — ver ARQUITETURA.md §4.8).
* EZeusLobbyPage (não são estados de topo — ver ARQUITETURA.md §4.8).
*/
UENUM(BlueprintType)
enum class EZMMOFrontEndState : uint8
enum class EZeusFrontEndState : uint8
{
None,
Boot, // splash inicial enquanto subsistemas sobem
Connecting, // conectando ao servidor Zeus (UDP)
Login, // autenticação
ServerSelect, // escolha de servidor/realm
Lobby, // hub principal logado (host das EZMMOLobbyPage)
Lobby, // hub principal logado (host das EZeusLobbyPage)
EnteringWorld, // loading/handoff: OpenLevel do mapa de mundo
InWorld // no mundo (HUD de gameplay assume)
};
@@ -30,7 +30,7 @@ enum class EZMMOFrontEndState : uint8
* de Lobby ("Switch principal"), não pelo fluxo de topo.
*/
UENUM(BlueprintType)
enum class EZMMOLobbyPage : uint8
enum class EZeusLobbyPage : uint8
{
None,
CharacterSelect,

View File

@@ -7,7 +7,7 @@
* Estados da UI in-game. Dirigidos pelo UUIInGameFlowSubsystem; cada estado
* resolve uma tela (UCommonActivatableWidget) via DA_InGameScreenSet.
*
* Espelha simetricamente EZMMOFrontEndState (Data/UI/FrontEndTypes.h):
* Espelha simetricamente EZeusFrontEndState (Data/UI/FrontEndTypes.h):
* - Front-end usa estados pra Login/ServerSelect/Lobby (UI.Layer.Menu)
* - In-game usa estados pra HUD/Status/Inventory/Skills (UI.Layer.Game + GameMenu)
*
@@ -22,7 +22,7 @@
* Layer.GameMenu por cima dele.
*/
UENUM(BlueprintType)
enum class EZMMOInGameUIState : uint8
enum class EZeusInGameUIState : uint8
{
None, ///< Antes do player local spawnar; UI in-game inativa.
Playing, ///< HUD principal visivel (HP/SP/level/etc).

View File

@@ -5,14 +5,14 @@
/**
* Contexto do loading screen genérico. Cada contexto resolve um perfil
* (lista de etapas) no UZMMOLoadingProfilesDataAsset.
* (lista de etapas) no UZeusLoadingProfilesDataAsset.
*
* Cliente local rastreia o progresso assinando eventos próprios
* (HandlePostLoadMap, OnPlayerSpawned, etc) — server não envia opcode de
* progresso, ver decisão em [[project_ui_loading_dynamic]].
*/
UENUM(BlueprintType)
enum class EZMMOLoadingContext : uint8
enum class EZeusLoadingContext : uint8
{
None,
FrontEndEnteringWorld, ///< FrontEnd → mundo (handoff CharServer→WorldServer + spawn).
@@ -21,7 +21,7 @@ enum class EZMMOLoadingContext : uint8
};
UENUM(BlueprintType)
enum class EZMMOLoadingStepStatus : uint8
enum class EZeusLoadingStepStatus : uint8
{
Pending, ///< Ainda não começou.
Running, ///< Em andamento (o "barber pole").
@@ -34,7 +34,7 @@ enum class EZMMOLoadingStepStatus : uint8
* pra chamar MarkStepDone(StepId); Label é o texto localizado mostrado.
*/
USTRUCT(BlueprintType)
struct FZMMOLoadingStepDef
struct FZeusLoadingStepDef
{
GENERATED_BODY()
@@ -52,13 +52,13 @@ struct FZMMOLoadingStepDef
* consulta StepId pra avançar etapa.
*/
USTRUCT(BlueprintType)
struct FZMMOLoadingProfile
struct FZeusLoadingProfile
{
GENERATED_BODY()
/** Etapas em ordem. ProgressBar = #Done / #Steps. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Loading")
TArray<FZMMOLoadingStepDef> Steps;
TArray<FZeusLoadingStepDef> Steps;
/** Título da tela (vazio = usa default da classe). */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Loading")

View File

@@ -4,7 +4,7 @@
#include "ThemeKeys.generated.h"
UENUM(BlueprintType)
enum class EZMMOThemeKey : uint8
enum class EZeusThemeKey : uint8
{
// HUD
HUD_Frame UMETA(DisplayName = "HUD - Frame"),

View File

@@ -1,6 +1,6 @@
#include "UI/UILayerTags.h"
namespace ZMMOUITags
namespace ZeusUITags
{
UE_DEFINE_GAMEPLAY_TAG(UI_Layer_Game, "UI.Layer.Game");
UE_DEFINE_GAMEPLAY_TAG(UI_Layer_GameMenu, "UI.Layer.GameMenu");

View File

@@ -12,7 +12,7 @@
* UI.Layer.Menu — front-end (Boot/Login/ServerSelect/Lobby)
* UI.Layer.Modal — diálogos/loading por cima de tudo
*/
namespace ZMMOUITags
namespace ZeusUITags
{
ZMMO_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(UI_Layer_Game);
ZMMO_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(UI_Layer_GameMenu);

View File

@@ -73,7 +73,7 @@ struct ZMMO_API FUIStyle
/**
* Linha de DT_UI_Styles. O Row Name é o ThemeId (ex.: "Default", "RPG"),
* espelhando DT_ThemeCalendar e ThemeRegistry — assim a camada de estilo
* é consumidora do ThemeId já resolvido pelo UZMMOThemeSubsystem.
* é consumidora do ThemeId já resolvido pelo UZeusThemeSubsystem.
*/
USTRUCT(BlueprintType)
struct ZMMO_API FUIStyleRow : public FTableRowBase
@@ -87,7 +87,7 @@ struct ZMMO_API FUIStyleRow : public FTableRowBase
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style")
EUITheme Theme = EUITheme::None;
/** Ponte para o ThemeId resolvido pelo UZMMOThemeSubsystem. */
/** Ponte para o ThemeId resolvido pelo UZeusThemeSubsystem. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style")
FName ThemeId;

View File

@@ -7,7 +7,7 @@
* Enums do sistema de UI Style (tokens de tema visual).
*
* Espelha ThemeKeys.h: enums fortes, BlueprintType, primeiro valor None.
* O conceito de "tema ativo" continua sendo do UZMMOThemeSubsystem
* O conceito de "tema ativo" continua sendo do UZeusThemeSubsystem
* (resolvido por FName ThemeId). EUITheme é apenas validação tipada de
* design-time ao preencher DT_UI_Styles — não é a chave de runtime.
*/

View File

@@ -7,7 +7,7 @@
#include "MapDef.generated.h"
/**
* FZMMOMapSpawn
* FZeusMapSpawn
*
* Ponto de spawn dentro de um mapa, identificado por `Tag`. Usado pelo
* server pra decidir onde materializar um char quando ele entra:
@@ -15,12 +15,12 @@
* - Char saindo de raid: pode pedir tag="raid_return"
* - Char morto: pode pedir tag="graveyard"
*
* ZeusEditorTools pode auto-popular o `Spawns[]` do FZMMOMapDef varrendo
* todos APlayerStart (ou ator custom AZMMOMapSpawnPoint) presentes no
* ZeusEditorTools pode auto-popular o `Spawns[]` do FZeusMapDef varrendo
* todos APlayerStart (ou ator custom AZeusMapSpawnPoint) presentes no
* `.umap` do `ClientLevel` — botao "Sync from level".
*/
USTRUCT(BlueprintType)
struct ZMMO_API FZMMOMapSpawn
struct ZMMO_API FZeusMapSpawn
{
GENERATED_BODY()
@@ -38,7 +38,7 @@ struct ZMMO_API FZMMOMapSpawn
};
/**
* FZMMOMapDef
* FZeusMapDef
*
* Definicao canonica de um mapa do MMO. Linha da DT_Maps no cliente.
* Exportada para `Server/ZeusServerEngine/Config/DataTables/maps_config.json`
@@ -55,7 +55,7 @@ struct ZMMO_API FZMMOMapSpawn
* `mapName` (string), evitando ~10-30 bytes por handoff.
*/
USTRUCT(BlueprintType)
struct ZMMO_API FZMMOMapDef : public FTableRowBase
struct ZMMO_API FZeusMapDef : public FTableRowBase
{
GENERATED_BODY()
@@ -77,7 +77,7 @@ struct ZMMO_API FZMMOMapDef : public FTableRowBase
* Pelo menos um com Tag="default" e esperado.
*/
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Map|Spawns")
TArray<FZMMOMapSpawn> Spawns;
TArray<FZeusMapSpawn> Spawns;
/** Regras PvP/Safe/Dungeon. Reusa enum de FZoneRow. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Map")

View File

@@ -1,14 +1,14 @@
#include "ZMMOFrontEndPlayerController.h"
#include "ZeusFrontEndPlayerController.h"
#include "UIFrontEndFlowSubsystem.h"
#include "Engine/GameInstance.h"
AZMMOFrontEndPlayerController::AZMMOFrontEndPlayerController()
AZeusFrontEndPlayerController::AZeusFrontEndPlayerController()
{
bShowMouseCursor = true;
}
void AZMMOFrontEndPlayerController::BeginPlay()
void AZeusFrontEndPlayerController::BeginPlay()
{
Super::BeginPlay();

View File

@@ -2,24 +2,24 @@
#include "CoreMinimal.h"
#include "GameFramework/PlayerController.h"
#include "ZMMOFrontEndPlayerController.generated.h"
#include "ZeusFrontEndPlayerController.generated.h"
/**
* AZMMOFrontEndPlayerController
* AZeusFrontEndPlayerController
*
* Controller do mapa de front-end. Não herda de AZMMOPlayerController (sem
* Controller do mapa de front-end. Não herda de AZeusPlayerController (sem
* Enhanced Input de gameplay/touch). Em BeginPlay arranca o fluxo de
* front-end (UUIFrontEndFlowSubsystem) feito aqui, e não no
* GameInstance::Init, porque os subsistemas existem neste ponto (ver
* aviso no header do ZeusNetworkSubsystem).
*/
UCLASS(Blueprintable, BlueprintType)
class ZMMO_API AZMMOFrontEndPlayerController : public APlayerController
class ZMMO_API AZeusFrontEndPlayerController : public APlayerController
{
GENERATED_BODY()
public:
AZMMOFrontEndPlayerController();
AZeusFrontEndPlayerController();
protected:
virtual void BeginPlay() override;

View File

@@ -1,4 +1,4 @@
#include "ZMMOPlayerController.h"
#include "ZeusPlayerController.h"
#include "Blueprint/UserWidget.h"
#include "Components/InputComponent.h"
@@ -13,11 +13,11 @@
#include "UI/InGame/UIInGameFlowSubsystem.h"
#include "UI/InGameTypes.h"
AZMMOPlayerController::AZMMOPlayerController()
AZeusPlayerController::AZeusPlayerController()
{
// Defaults dos Input Mapping Contexts (alinhados ao ZClientMMO). Permitem
// instanciar AZMMOPlayerController directamente como
// `PlayerControllerClass` do AZMMOGameMode sem exigir um BP filho. Se o
// instanciar AZeusPlayerController directamente como
// `PlayerControllerClass` do AZeusGameMode sem exigir um BP filho. Se o
// projeto adicionar mais IMCs, podemos extender via BP filho ou via
// arquivos de Config (UPROPERTY EditAnywhere abaixo).
static ConstructorHelpers::FObjectFinder<UInputMappingContext> DefaultImc(
@@ -35,7 +35,7 @@ AZMMOPlayerController::AZMMOPlayerController()
}
}
void AZMMOPlayerController::BeginPlay()
void AZeusPlayerController::BeginPlay()
{
Super::BeginPlay();
@@ -43,7 +43,7 @@ void AZMMOPlayerController::BeginPlay()
{
// Limpa estado de input herdado da UI do FrontEnd (UIManagerSubsystem
// e LocalPlayerSubsystem — sobrevive ao travel, e o controller anterior
// (AZMMOFrontEndPlayerController) tinha setado FInputModeUIOnly +
// (AZeusFrontEndPlayerController) tinha setado FInputModeUIOnly +
// bShowMouseCursor=true). Sem este reset, WASD/Look podem nao chegar
// ao pawn porque o Slate ainda esta com foco no widget antigo.
FInputModeGameOnly InputMode;
@@ -67,7 +67,7 @@ void AZMMOPlayerController::BeginPlay()
}
}
void AZMMOPlayerController::SetupInputComponent()
void AZeusPlayerController::SetupInputComponent()
{
Super::SetupInputComponent();
@@ -101,7 +101,7 @@ void AZMMOPlayerController::SetupInputComponent()
FInputKeyBinding& Binding = InputComponent->BindKey(
FInputChord(EKeys::A, /*bShift*/ false, /*bCtrl*/ false, /*bAlt*/ true, /*bCmd*/ false),
IE_Pressed,
this, &AZMMOPlayerController::ToggleStatusWindow);
this, &AZeusPlayerController::ToggleStatusWindow);
Binding.bConsumeInput = true;
Binding.bExecuteWhenPaused = true; // dispara mesmo com StatusWindow aberto (CommonUI menu mode)
@@ -109,35 +109,35 @@ void AZMMOPlayerController::SetupInputComponent()
FInputKeyBinding& JobBinding = InputComponent->BindKey(
FInputChord(EKeys::J, /*bShift*/ false, /*bCtrl*/ false, /*bAlt*/ false, /*bCmd*/ false),
IE_Pressed,
this, &AZMMOPlayerController::ToggleJobChangePanel);
this, &AZeusPlayerController::ToggleJobChangePanel);
JobBinding.bConsumeInput = true;
JobBinding.bExecuteWhenPaused = true;
}
}
void AZMMOPlayerController::ToggleStatusWindow()
void AZeusPlayerController::ToggleStatusWindow()
{
if (UGameInstance* GI = GetGameInstance())
{
if (UUIInGameFlowSubsystem* Flow = GI->GetSubsystem<UUIInGameFlowSubsystem>())
{
Flow->ToggleScreen(EZMMOInGameUIState::StatusWindow);
Flow->ToggleScreen(EZeusInGameUIState::StatusWindow);
}
}
}
void AZMMOPlayerController::ToggleJobChangePanel()
void AZeusPlayerController::ToggleJobChangePanel()
{
if (UGameInstance* GI = GetGameInstance())
{
if (UUIInGameFlowSubsystem* Flow = GI->GetSubsystem<UUIInGameFlowSubsystem>())
{
Flow->ToggleScreen(EZMMOInGameUIState::JobChangePanel);
Flow->ToggleScreen(EZeusInGameUIState::JobChangePanel);
}
}
}
bool AZMMOPlayerController::ShouldUseTouchControls() const
bool AZeusPlayerController::ShouldUseTouchControls() const
{
return SVirtualJoystick::ShouldDisplayTouchInterface() || bForceTouchControls;
}

View File

@@ -2,26 +2,26 @@
#include "CoreMinimal.h"
#include "GameFramework/PlayerController.h"
#include "ZMMOPlayerController.generated.h"
#include "ZeusPlayerController.generated.h"
class UInputMappingContext;
class UUserWidget;
/**
* AZMMOPlayerController
* AZeusPlayerController
*
* Player controller do cliente Zeus MMO. Responsavel apenas pela camada de
* input do Unreal (Enhanced Input Mapping Contexts e widget opcional de
* controlos touch). Toda a logica de identidade Zeus, envio de input e
* reconciliacao vive em `AZMMOPlayerCharacter`.
* reconciliacao vive em `AZeusCharacter`.
*/
UCLASS(Blueprintable, BlueprintType)
class ZMMO_API AZMMOPlayerController : public APlayerController
class ZMMO_API AZeusPlayerController : public APlayerController
{
GENERATED_BODY()
public:
AZMMOPlayerController();
AZeusPlayerController();
protected:
/** Mapping contexts default (sempre adicionados). */

View File

@@ -1,25 +0,0 @@
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "ZMMOProxyMovementComponent.generated.h"
/**
* CMC customizado para AZMMOPlayerProxy. Expõe escrita direta de Acceleration
* (protected na base) para que o AnimBP veja Acceleration!=0 quando o proxy
* recebe snapshots, alimentando a fórmula ShouldMove e a transição Jump_Start
* do ABP_Unarmed (ambas dependem de aceleração não-nula). Espelha
* UZeusProxyMovementComponent do ZClientMMO.
*/
UCLASS(ClassGroup = (ZMMO), meta = (BlueprintSpawnableComponent))
class ZMMO_API UZMMOProxyMovementComponent : public UCharacterMovementComponent
{
GENERATED_BODY()
public:
void SetZMMOExternalAcceleration(const FVector& InAccelerationCmS2)
{
Acceleration = InAccelerationCmS2;
}
};

View File

@@ -1,4 +1,4 @@
#include "ZMMOPlayerCharacter.h"
#include "ZeusCharacter.h"
#include "Animation/AnimInstance.h"
#include "Camera/CameraComponent.h"
@@ -17,15 +17,20 @@
#include "Subsystems/WorldSubsystem.h"
#include "UObject/ConstructorHelpers.h"
#include "ZMMO.h"
#include "ZMMOAttributeComponent.h"
#include "ZMMOPlayerState.h"
#include "ZMMOWorldSubsystem.h"
#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 "UI/FrontEnd/UIFrontEndFlowSubsystem.h"
DEFINE_LOG_CATEGORY(LogZMMOPlayer);
DEFINE_LOG_CATEGORY(LogZeusPlayer);
AZMMOPlayerCharacter::AZMMOPlayerCharacter()
AZeusCharacter::AZeusCharacter()
{
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.bStartWithTickEnabled = true;
@@ -55,13 +60,20 @@ AZMMOPlayerCharacter::AZMMOPlayerCharacter()
FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
FollowCamera->bUsePawnControlRotation = false;
// AttributeComponent migrou pro PlayerState (AZMMOPlayerState + Component
// 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.
// Defaults visuais (mesh + AnimBP) — alinhados ao ZClientMMO. Permitem ao
// motor spawnar AZMMOPlayerCharacter directamente como DefaultPawnClass do
// AZMMOGameMode sem exigir um BP filho. Um BP filho continua opcional para
// trocar mesh/AnimBP por mapa.
// Defaults visuais (mesh + AnimBP). Permitem ao motor spawnar AZeusCharacter
// directamente como DefaultPawnClass do AZeusGameMode sem exigir um BP filho.
// Um BP filho continua opcional para trocar mesh/AnimBP por mapa.
if (USkeletalMeshComponent* MeshComponent = GetMesh())
{
static ConstructorHelpers::FObjectFinder<USkeletalMesh> QuinnMesh(
@@ -77,7 +89,7 @@ AZMMOPlayerCharacter::AZMMOPlayerCharacter()
}
else
{
UE_LOG(LogZMMOPlayer, Warning, TEXT("Default mesh SKM_Quinn_Simple not found for AZMMOPlayerCharacter."));
UE_LOG(LogZeusPlayer, Warning, TEXT("Default mesh SKM_Quinn_Simple not found for AZeusCharacter."));
}
if (QuinnAnimBp.Succeeded())
@@ -87,12 +99,12 @@ AZMMOPlayerCharacter::AZMMOPlayerCharacter()
}
else
{
UE_LOG(LogZMMOPlayer, Warning, TEXT("Default anim blueprint ABP_Unarmed not found for AZMMOPlayerCharacter."));
UE_LOG(LogZeusPlayer, Warning, TEXT("Default anim blueprint ABP_Unarmed not found for AZeusCharacter."));
}
}
// Input Actions defaults (Enhanced Input) — IMCs sao adicionados pelo
// AZMMOPlayerController. As IAs aqui resolvem o asset por path; um BP filho
// AZeusPlayerController. As IAs aqui resolvem o asset por path; um BP filho
// pode sobrescrever caso queira inputs custom.
static ConstructorHelpers::FObjectFinder<UInputAction> MoveActionAsset(
TEXT("/Game/Input/Actions/IA_Move.IA_Move"));
@@ -102,14 +114,17 @@ AZMMOPlayerCharacter::AZMMOPlayerCharacter()
TEXT("/Game/Input/Actions/IA_MouseLook.IA_MouseLook"));
static ConstructorHelpers::FObjectFinder<UInputAction> JumpActionAsset(
TEXT("/Game/Input/Actions/IA_Jump.IA_Jump"));
static ConstructorHelpers::FObjectFinder<UInputAction> DashActionAsset(
TEXT("/Game/Input/Actions/IA_Dash.IA_Dash"));
if (MoveActionAsset.Succeeded()) { MoveAction = MoveActionAsset.Object; }
if (LookActionAsset.Succeeded()) { LookAction = LookActionAsset.Object; }
if (MouseLookActionAsset.Succeeded()) { MouseLookAction = MouseLookActionAsset.Object; }
if (JumpActionAsset.Succeeded()) { JumpAction = JumpActionAsset.Object; }
if (DashActionAsset.Succeeded()) { DashAction = DashActionAsset.Object; }
}
void AZMMOPlayerCharacter::BeginPlay()
void AZeusCharacter::BeginPlay()
{
Super::BeginPlay();
ResolveZeusNetworkSubsystem();
@@ -134,77 +149,171 @@ void AZMMOPlayerCharacter::BeginPlay()
{
C->SetControlRotation(NewRot);
}
UE_LOG(LogZMMOPlayer, Log,
TEXT("AZMMOPlayerCharacter: pawn reposicionado pra pos do DB (%s) yaw=%.1f"),
UE_LOG(LogZeusPlayer, Log,
TEXT("AZeusCharacter: pawn reposicionado pra pos do DB (%s) yaw=%.1f"),
*PosCm.ToString(), YawDeg);
}
}
}
}
void AZMMOPlayerCharacter::EndPlay(const EEndPlayReason::Type EndPlayReason)
void AZeusCharacter::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
UnbindZeusSpawnDelegate();
ZeusNetwork = nullptr;
Super::EndPlay(EndPlayReason);
}
void AZMMOPlayerCharacter::Tick(const float DeltaSeconds)
void AZeusCharacter::Tick(const float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
FlushInputAxisToServer(DeltaSeconds);
}
void AZMMOPlayerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
void AZeusCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
if (UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(PlayerInputComponent))
{
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &AZMMOPlayerCharacter::OnJumpPressed);
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &AZMMOPlayerCharacter::OnJumpReleased);
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &AZeusCharacter::OnJumpPressed);
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &AZeusCharacter::OnJumpReleased);
EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AZMMOPlayerCharacter::Move);
EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Completed, this, &AZMMOPlayerCharacter::MoveCompleted);
EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AZeusCharacter::Move);
EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Completed, this, &AZeusCharacter::MoveCompleted);
EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AZMMOPlayerCharacter::Look);
EnhancedInputComponent->BindAction(MouseLookAction, ETriggerEvent::Triggered, this, &AZMMOPlayerCharacter::Look);
EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AZeusCharacter::Look);
EnhancedInputComponent->BindAction(MouseLookAction, ETriggerEvent::Triggered, this, &AZeusCharacter::Look);
if (DashAction)
{
EnhancedInputComponent->BindAction(DashAction, ETriggerEvent::Triggered, this, &AZeusCharacter::OnDashTriggered);
}
}
else
{
UE_LOG(LogZMMOPlayer, Error, TEXT("'%s' Failed to find an Enhanced Input component."), *GetNameSafe(this));
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 AZMMOPlayerCharacter::Move(const FInputActionValue& Value)
void AZeusCharacter::Move(const FInputActionValue& Value)
{
const FVector2D MovementVector = Value.Get<FVector2D>();
DoMove(MovementVector.X, MovementVector.Y);
}
void AZMMOPlayerCharacter::MoveCompleted(const FInputActionValue& Value)
void AZeusCharacter::MoveCompleted(const FInputActionValue& Value)
{
(void)Value;
DoMove(0.0f, 0.0f);
}
void AZMMOPlayerCharacter::Look(const FInputActionValue& Value)
void AZeusCharacter::Look(const FInputActionValue& Value)
{
const FVector2D LookAxisVector = Value.Get<FVector2D>();
DoLook(LookAxisVector.X, LookAxisVector.Y);
}
void AZMMOPlayerCharacter::OnJumpPressed()
void AZeusCharacter::OnJumpPressed()
{
bPendingJumpPressed = true;
DoJumpStart();
}
void AZMMOPlayerCharacter::OnJumpReleased()
void AZeusCharacter::OnJumpReleased()
{
bPendingJumpReleased = true;
DoJumpEnd();
}
void AZMMOPlayerCharacter::DoMove(const float Right, const float Forward)
void AZeusCharacter::OnDashTriggered()
{
// Resolve UZeusGASComponent do PlayerState. Component vive la' via
// AZeusPlayerState Component Registry (config-driven). Sem el, ASC ausente
// e RequestActivateAbilityByTag falha — log warning.
const APlayerState* PS = GetPlayerState();
if (!PS)
{
UE_LOG(LogZeusPlayer, Warning, TEXT("OnDashTriggered: PlayerState nullptr — ignorado"));
return;
}
UZeusGASComponent* Comp = PS->FindComponentByClass<UZeusGASComponent>();
if (!Comp)
{
UE_LOG(LogZeusPlayer, Warning, TEXT("OnDashTriggered: UZeusGASComponent nao achado"));
return;
}
// Tag canonica casa com row do DT + JSON do server. Hash FNV calculado
// dentro do componente (RequestActivateAbilityByTag).
const FGameplayTag DashTag = UGameplayTagsManager::Get().RequestGameplayTag(
FName(TEXT("Zeus.Ability.Movement.Dash")));
if (!DashTag.IsValid())
{
UE_LOG(LogZeusPlayer, Warning,
TEXT("OnDashTriggered: tag Zeus.Ability.Movement.Dash nao registrada no cliente"));
return;
}
const bool bSent = Comp->RequestActivateAbilityByTag(DashTag);
UE_LOG(LogZeusPlayer, Log, TEXT("OnDashTriggered -> RequestActivateAbilityByTag = %s"),
bSent ? TEXT("OK (C_ABILITY_TRY_ACTIVATE enviado)") : TEXT("FALHOU"));
}
void AZeusCharacter::DoMove(const float Right, const float Forward)
{
PendingMoveRight = FMath::Clamp(Right, -1.0f, 1.0f);
PendingMoveForward = FMath::Clamp(Forward, -1.0f, 1.0f);
@@ -220,7 +329,7 @@ void AZMMOPlayerCharacter::DoMove(const float Right, const float Forward)
}
}
void AZMMOPlayerCharacter::DoLook(const float Yaw, const float Pitch)
void AZeusCharacter::DoLook(const float Yaw, const float Pitch)
{
if (GetController() != nullptr)
{
@@ -229,29 +338,29 @@ void AZMMOPlayerCharacter::DoLook(const float Yaw, const float Pitch)
}
}
void AZMMOPlayerCharacter::DoJumpStart()
void AZeusCharacter::DoJumpStart()
{
Jump();
}
void AZMMOPlayerCharacter::DoJumpEnd()
void AZeusCharacter::DoJumpEnd()
{
StopJumping();
}
void AZMMOPlayerCharacter::ApplyEntitySnapshot(const FZMMOEntitySnapshot& /*Snapshot*/)
void AZeusCharacter::ApplyEntitySnapshot(const FZeusEntitySnapshot& /*Snapshot*/)
{
// Cliente local solto: o servidor nao reconcilia posicao em V0 (ADR 0038).
// Quando colisao de objetos chegar, podemos ligar uma reconciliacao opcional
// horizontal aqui (XY only), preservando o Z do CMC local.
}
void AZMMOPlayerCharacter::SetEntityRelevant(bool /*bRelevant*/)
void AZeusCharacter::SetEntityRelevant(bool /*bRelevant*/)
{
// Nunca despawnamos o jogador local via AOI.
}
void AZMMOPlayerCharacter::ResolveZeusNetworkSubsystem()
void AZeusCharacter::ResolveZeusNetworkSubsystem()
{
if (ZeusNetwork)
{
@@ -267,7 +376,7 @@ void AZMMOPlayerCharacter::ResolveZeusNetworkSubsystem()
ZeusNetwork = GI->GetSubsystem<UZeusNetworkSubsystem>();
}
void AZMMOPlayerCharacter::BindZeusSpawnDelegate()
void AZeusCharacter::BindZeusSpawnDelegate()
{
if (bSpawnDelegateBound || !IsLocallyControlled())
{
@@ -278,24 +387,24 @@ void AZMMOPlayerCharacter::BindZeusSpawnDelegate()
return;
}
ZeusNetwork->OnPlayerSpawned.AddDynamic(this, &AZMMOPlayerCharacter::HandleZeusPlayerSpawned);
ZeusNetwork->OnCharInfoReceived.AddDynamic(this, &AZMMOPlayerCharacter::HandleZeusCharInfo);
ZeusNetwork->OnPlayerSpawned.AddDynamic(this, &AZeusCharacter::HandleZeusPlayerSpawned);
ZeusNetwork->OnCharInfoReceived.AddDynamic(this, &AZeusCharacter::HandleZeusCharInfo);
bSpawnDelegateBound = true;
}
void AZMMOPlayerCharacter::UnbindZeusSpawnDelegate()
void AZeusCharacter::UnbindZeusSpawnDelegate()
{
if (!bSpawnDelegateBound || !ZeusNetwork)
{
bSpawnDelegateBound = false;
return;
}
ZeusNetwork->OnPlayerSpawned.RemoveDynamic(this, &AZMMOPlayerCharacter::HandleZeusPlayerSpawned);
ZeusNetwork->OnCharInfoReceived.RemoveDynamic(this, &AZMMOPlayerCharacter::HandleZeusCharInfo);
ZeusNetwork->OnPlayerSpawned.RemoveDynamic(this, &AZeusCharacter::HandleZeusPlayerSpawned);
ZeusNetwork->OnCharInfoReceived.RemoveDynamic(this, &AZeusCharacter::HandleZeusCharInfo);
bSpawnDelegateBound = false;
}
void AZMMOPlayerCharacter::TryRegisterLocalEntityFromCachedSpawn()
void AZeusCharacter::TryRegisterLocalEntityFromCachedSpawn()
{
if (!ZeusNetwork)
{
@@ -316,19 +425,19 @@ void AZMMOPlayerCharacter::TryRegisterLocalEntityFromCachedSpawn()
TryApplyCachedCharInfo();
}
void AZMMOPlayerCharacter::HandleZeusPlayerSpawned(const int64 InEntityId, const bool bIsLocal,
void AZeusCharacter::HandleZeusPlayerSpawned(const int64 InEntityId, const bool bIsLocal,
const FVector PosCm, const float YawDeg, const int64 ServerTimeMs)
{
if (!bIsLocal)
{
// Remote spawns sao tratados pelo `UZMMOWorldSubsystem`; aqui so reagimos
// Remote spawns sao tratados pelo `UZeusWorldSubsystem`; aqui so reagimos
// ao spawn do pawn possessivel local (S_SPAWN_PLAYER com bIsLocal=true).
return;
}
HandleLocalSpawnReady(InEntityId, PosCm, YawDeg, ServerTimeMs);
}
void AZMMOPlayerCharacter::HandleLocalSpawnReady(const int64 InEntityId, const FVector PosCm,
void AZeusCharacter::HandleLocalSpawnReady(const int64 InEntityId, const FVector PosCm,
const float YawDeg, const int64 ServerTimeMs)
{
if (InEntityId == 0)
@@ -337,57 +446,69 @@ void AZMMOPlayerCharacter::HandleLocalSpawnReady(const int64 InEntityId, const F
}
// PR-HANDOFF-007 — InEntityId é int64 (era int32)
if (ZMMOEntityId == InEntityId)
if (ZeusEntityId == InEntityId)
{
return;
}
ZMMOEntityId = InEntityId;
ZeusEntityId = InEntityId;
UE_LOG(LogZMMOPlayer, Log,
TEXT("AZMMOPlayerCharacter: local spawn captured EntityId=%lld pos=(%s) yaw=%.1f t=%lld"),
UE_LOG(LogZeusPlayer, Log,
TEXT("AZeusCharacter: local spawn captured EntityId=%lld pos=(%s) yaw=%.1f t=%lld"),
InEntityId, *PosCm.ToString(), YawDeg, ServerTimeMs);
if (UWorld* World = GetWorld())
{
if (UZMMOWorldSubsystem* WorldSubsystem = World->GetSubsystem<UZMMOWorldSubsystem>())
if (UZeusWorldSubsystem* WorldSubsystem = World->GetSubsystem<UZeusWorldSubsystem>())
{
WorldSubsystem->RegisterLocalEntity(InEntityId, this);
}
}
// Identidade publica (EntityId) + seed no AttributeComponent. CharName/Guild
// vem separado via S_CHAR_INFO -> HandleZeusCharInfo. AttributeComponent vive
// como subobject e recebe seed pra que o ZMMOAttributeNetworkHandler consiga
// rotear o snapshot por EntityId desde o primeiro pacote.
// Identidade publica (EntityId) + seed no GAS Component. CharName/Guild
// vem separado via S_CHAR_INFO -> HandleZeusCharInfo. UZeusGASComponent
// vive como subobject do PlayerState (Component Registry) e recebe seed
// pra que o UZeusGASNetworkHandler consiga rotear o snapshot por
// EntityId desde o primeiro pacote.
if (APlayerState* PS = GetPlayerState())
{
if (AZMMOPlayerState* ZMMOPs = Cast<AZMMOPlayerState>(PS))
if (AZeusPlayerState* ZeusPs = Cast<AZeusPlayerState>(PS))
{
ZMMOPs->SetPublicIdentity(InEntityId, /*CharId*/ FString(),
ZeusPs->SetPublicIdentity(InEntityId, /*CharId*/ FString(),
/*BaseLevel*/ 1, /*ClassId*/ 0);
}
if (UZMMOAttributeComponent* AttrComp = PS->FindComponentByClass<UZMMOAttributeComponent>())
if (UZeusGASComponent* GASComp = PS->FindComponentByClass<UZeusGASComponent>())
{
AttrComp->SeedEntityId(InEntityId);
GASComp->SeedEntityId(InEntityId);
}
}
// Aplica char info cacheada (caso S_CHAR_INFO tenha chegado antes do PS existir).
TryApplyCachedCharInfo();
// UI in-game e' responsabilidade do AZMMOHUD (GameMode.HUDClass), nao do
// UI in-game e' responsabilidade do AZeusHUD (GameMode.HUDClass), nao do
// Pawn. AHUD::BeginPlay chama UUIInGameFlowSubsystem::StartInGame, que
// pushea WBP_HUD em UI.Layer.Game. UZMMOHudWidget::NativeOnActivated auto-binda
// no UZMMOAttributeComponent via PlayerState.
// pushea WBP_HUD em UI.Layer.Game. UZeusHudWidget::NativeOnActivated auto-binda
// no UZeusGASComponent via PlayerState.
}
void AZMMOPlayerCharacter::HandleZeusCharInfo(const int64 InEntityId, const FString& CharName, const FString& GuildName)
void AZeusCharacter::HandleZeusCharInfo(const int64 InEntityId, const FString& CharName, const FString& GuildName)
{
UE_LOG(LogZMMOPlayer, Log,
TEXT("AZMMOPlayerCharacter: S_CHAR_INFO recebido EntityId=%lld name=%s guild=%s"),
UE_LOG(LogZeusPlayer, Log,
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)
{
@@ -396,13 +517,13 @@ void AZMMOPlayerCharacter::HandleZeusCharInfo(const int64 InEntityId, const FStr
// HandleLocalSpawnReady ou em outra oportunidade.
return;
}
if (AZMMOPlayerState* ZMMOPs = Cast<AZMMOPlayerState>(PS))
if (AZeusPlayerState* ZeusPs = Cast<AZeusPlayerState>(PS))
{
ZMMOPs->SetCharInfo(CharName, GuildName);
ZeusPs->SetCharInfo(CharName, GuildName);
}
}
void AZMMOPlayerCharacter::TryApplyCachedCharInfo()
void AZeusCharacter::TryApplyCachedCharInfo()
{
if (!ZeusNetwork)
{
@@ -417,14 +538,14 @@ void AZMMOPlayerCharacter::TryApplyCachedCharInfo()
}
if (APlayerState* PS = GetPlayerState())
{
if (AZMMOPlayerState* ZMMOPs = Cast<AZMMOPlayerState>(PS))
if (AZeusPlayerState* ZeusPs = Cast<AZeusPlayerState>(PS))
{
ZMMOPs->SetCharInfo(CachedCharName, CachedGuildName);
ZeusPs->SetCharInfo(CachedCharName, CachedGuildName);
}
}
}
void AZMMOPlayerCharacter::FlushInputAxisToServer(const float DeltaSeconds)
void AZeusCharacter::FlushInputAxisToServer(const float DeltaSeconds)
{
ResolveZeusNetworkSubsystem();
if (!ZeusNetwork || !ZeusNetwork->IsConnected())

View File

@@ -3,23 +3,24 @@
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "Logging/LogMacros.h"
#include "ZMMOEntityInterface.h"
#include "ZMMOEntityTypes.h"
#include "ZMMOPlayerCharacter.generated.h"
#include "ZeusEntityInterface.h"
#include "ZeusEntityTypes.h"
#include "ZeusCharacter.generated.h"
class USpringArmComponent;
class UCameraComponent;
class UInputAction;
class UZeusNetworkSubsystem;
class UZeusAOIComponent;
class UUserWidget;
struct FInputActionValue;
DECLARE_LOG_CATEGORY_EXTERN(LogZMMOPlayer, Log, All);
DECLARE_LOG_CATEGORY_EXTERN(LogZeusPlayer, Log, All);
/**
* AZMMOPlayerCharacter
* AZeusCharacter
*
* Personagem do jogador local. Diferente do template `ThirdPersonCharacter`
* e do antigo `AZMMOCharacter`, este ator e parte do pipeline de rede Zeus:
* Personagem do jogador local. Parte do pipeline de rede Zeus:
*
* - Continua a usar o `UCharacterMovementComponent` LIVRE para correr a
* fisica do landscape (ADR 0038): o cliente e autoritativo localmente
@@ -27,15 +28,15 @@ DECLARE_LOG_CATEGORY_EXTERN(LogZMMOPlayer, Log, All);
* - Envia `C_INPUT_AXIS` ao `UZeusNetworkSubsystem` na cadencia
* `InputSendRateHz` (com heartbeat 5 Hz quando parado para evitar
* starvation do `MovementSystem` no servidor).
* - Implementa `IZMMOEntityInterface` para participar do registry do
* `UZMMOWorldSubsystem`, mas `ApplyEntitySnapshot` e `SetEntityRelevant`
* - Implementa `IZeusEntityInterface` para participar do registry do
* `UZeusWorldSubsystem`, mas `ApplyEntitySnapshot` e `SetEntityRelevant`
* sao no-op em V0 o cliente local nao reconcilia (cliente solto).
*
* TODO V1: reconciliacao opcional XY quando colisao de objetos chegar; AOI
* debug spheres; visual smoothing apos correcao do servidor.
*/
UCLASS(Blueprintable, BlueprintType)
class ZMMO_API AZMMOPlayerCharacter : public ACharacter, public IZMMOEntityInterface
class ZMMO_API AZeusCharacter : public ACharacter, public IZeusEntityInterface
{
GENERATED_BODY()
@@ -47,8 +48,12 @@ class ZMMO_API AZMMOPlayerCharacter : public ACharacter, public IZMMOEntityInter
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true"))
UCameraComponent* FollowCamera;
// AttributeComponent vive no PlayerState (AZMMOPlayerState + Component Registry).
// Acesso: GetPlayerState<AZMMOPlayerState>()->GetZMMOComponent<UZMMOAttributeComponent>().
/** 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>().
protected:
UPROPERTY(EditAnywhere, Category = "Input")
@@ -63,8 +68,18 @@ protected:
UPROPERTY(EditAnywhere, Category = "Input")
UInputAction* MouseLookAction;
/// IA_Dash — dispara C_ABILITY_TRY_ACTIVATE pra Zeus.Ability.Movement.Dash
/// via UZeusGASComponent. Bind padrao no IMC_Default: LeftShift -> Pressed.
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 = "ZMMO|Networking", meta = (ClampMin = "1", ClampMax = "120"))
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Zeus|Networking", meta = (ClampMin = "1", ClampMax = "120"))
int32 InputSendRateHz = 30;
/**
@@ -73,22 +88,22 @@ protected:
* evitar starvation do servidor caso pacotes sejam perdidos. Em movimento
* o envio segue `InputSendRateHz` (30 Hz).
*/
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ZMMO|Networking", meta = (ClampMin = "0.05", ClampMax = "5.0"))
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Zeus|Networking", meta = (ClampMin = "0.05", ClampMax = "5.0"))
float HeartbeatIntervalSec = 0.2f;
public:
AZMMOPlayerCharacter();
AZeusCharacter();
virtual void Tick(float DeltaSeconds) override;
// --- IZMMOEntityInterface ---
virtual int64 GetZMMOEntityId() const override { return ZMMOEntityId; }
virtual EZMMOEntityType GetZMMOEntityType() const override { return EZMMOEntityType::Player; }
virtual void ApplyEntitySnapshot(const FZMMOEntitySnapshot& Snapshot) override;
// --- IZeusEntityInterface ---
virtual int64 GetZeusEntityId() const override { return ZeusEntityId; }
virtual EZeusEntityType GetZeusEntityType() const override { return EZeusEntityType::Player; }
virtual void ApplyEntitySnapshot(const FZeusEntitySnapshot& Snapshot) override;
virtual void SetEntityRelevant(bool bRelevant) override;
UFUNCTION(BlueprintCallable, Category = "ZMMO|Entity")
void SetZMMOEntityId(int64 InEntityId) { ZMMOEntityId = InEntityId; }
UFUNCTION(BlueprintCallable, Category = "Zeus|Entity")
void SetZeusEntityId(int64 InEntityId) { ZeusEntityId = InEntityId; }
FORCEINLINE USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
FORCEINLINE UCameraComponent* GetFollowCamera() const { return FollowCamera; }
@@ -105,6 +120,14 @@ protected:
void OnJumpPressed();
void OnJumpReleased();
/// IA_Dash Triggered -> resolve UZeusGASComponent do PlayerState e chama
/// RequestActivateAbilityByTag("Zeus.Ability.Movement.Dash"). Server valida
/// + 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")
@@ -131,7 +154,7 @@ private:
void TryRegisterLocalEntityFromCachedSpawn();
/**
* Memoriza `EntityId` autoritativo e regista o pawn no `UZMMOWorldSubsystem`
* Memoriza `EntityId` autoritativo e regista o pawn no `UZeusWorldSubsystem`
* para o registry partilhado por proxies remotos (filtra snapshots locais).
* Metadados publicos do char (Name/Guild) chegam via S_CHAR_INFO em
* HandleZeusCharInfo (servidor envia ANTES de S_SPAWN_PLAYER).
@@ -149,11 +172,15 @@ private:
UPROPERTY()
TObjectPtr<UZeusNetworkSubsystem> ZeusNetwork;
/** 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. */
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "ZMMO|Entity", meta = (AllowPrivateAccess = "true"))
int64 ZMMOEntityId = 0;
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "Zeus|Entity", meta = (AllowPrivateAccess = "true"))
int64 ZeusEntityId = 0;
float PendingMoveForward = 0.0f;
float PendingMoveRight = 0.0f;

View File

@@ -1,31 +1,31 @@
#include "ZMMOEntity.h"
#include "ZeusEntity.h"
AZMMOEntity::AZMMOEntity()
AZeusEntity::AZeusEntity()
{
PrimaryActorTick.bCanEverTick = false;
bReplicates = false;
}
void AZMMOEntity::SetZMMOIdentity(const int64 InEntityId, const EZMMOEntityType InEntityType)
void AZeusEntity::SetZeusIdentity(const int64 InEntityId, const EZeusEntityType InEntityType)
{
EntityId = InEntityId;
EntityType = InEntityType;
}
void AZMMOEntity::ApplyEntitySnapshot(const FZMMOEntitySnapshot& Snapshot)
void AZeusEntity::ApplyEntitySnapshot(const FZeusEntitySnapshot& Snapshot)
{
const FRotator NewRotation(0.0f, Snapshot.YawDeg, 0.0f);
SetActorLocationAndRotation(Snapshot.PositionCm, NewRotation);
}
void AZMMOEntity::SetEntityRelevant(const bool bRelevant)
void AZeusEntity::SetEntityRelevant(const bool bRelevant)
{
if (bIsZMMORelevant == bRelevant)
if (bIsZeusRelevant == bRelevant)
{
return;
}
bIsZMMORelevant = bRelevant;
bIsZeusRelevant = bRelevant;
SetActorHiddenInGame(!bRelevant);
SetActorEnableCollision(bRelevant);
SetActorTickEnabled(bRelevant);

View File

@@ -2,22 +2,22 @@
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "ZMMOEntityInterface.h"
#include "ZMMOEntityTypes.h"
#include "ZMMOEntity.generated.h"
#include "ZeusEntityInterface.h"
#include "ZeusEntityTypes.h"
#include "ZeusEntity.generated.h"
/**
* AZMMOEntity
* AZeusEntity
*
* Classe base para entidades replicadas pelo servidor que NAO precisam de
* capsula + `UCharacterMovementComponent` tipicamente NPCs estaticos,
* objetos dinamicos do mundo, mobs simples sem locomotion fisica.
*
* Para personagens com capsula + CMC (proxy de jogador, mobs com locomotion
* por capsula), use `AZMMOPlayerProxy` ou uma futura `AZMMOMob` que herde
* por capsula), use `AZeusPlayerProxy` ou uma futura `AZeusMob` que herde
* de `ACharacter`.
*
* Implementa `IZMMOEntityInterface` com:
* Implementa `IZeusEntityInterface` com:
* - getters para `EntityId` / `EntityType`;
* - `ApplyEntitySnapshot` default: `SetActorLocationAndRotation` (sem
* interpolacao temporal V1 podera adicionar ring-buffer + lerp);
@@ -25,33 +25,33 @@
* desativa tick (preserva o ator no mundo para futuro pooling).
*/
UCLASS(Blueprintable, BlueprintType)
class ZMMO_API AZMMOEntity : public AActor, public IZMMOEntityInterface
class ZMMO_API AZeusEntity : public AActor, public IZeusEntityInterface
{
GENERATED_BODY()
public:
AZMMOEntity();
AZeusEntity();
// --- IZMMOEntityInterface ---
virtual int64 GetZMMOEntityId() const override { return EntityId; }
virtual EZMMOEntityType GetZMMOEntityType() const override { return EntityType; }
virtual void ApplyEntitySnapshot(const FZMMOEntitySnapshot& Snapshot) override;
// --- IZeusEntityInterface ---
virtual int64 GetZeusEntityId() const override { return EntityId; }
virtual EZeusEntityType GetZeusEntityType() const override { return EntityType; }
virtual void ApplyEntitySnapshot(const FZeusEntitySnapshot& Snapshot) override;
virtual void SetEntityRelevant(bool bRelevant) override;
/** Setter usado pelo `UZMMOWorldSubsystem` apos o spawn para registrar a identidade. */
UFUNCTION(BlueprintCallable, Category = "ZMMO|Entity")
void SetZMMOIdentity(int64 InEntityId, EZMMOEntityType InEntityType);
/** Setter usado pelo `UZeusWorldSubsystem` apos o spawn para registrar a identidade. */
UFUNCTION(BlueprintCallable, Category = "Zeus|Entity")
void SetZeusIdentity(int64 InEntityId, EZeusEntityType InEntityType);
protected:
/** Identificador autoritativo do servidor. Atribuido em `SetZMMOIdentity`. */
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "ZMMO|Entity")
/** Identificador autoritativo do servidor. Atribuido em `SetZeusIdentity`. */
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "Zeus|Entity")
int64 EntityId = 0;
/** Categoria autoritativa (Player/Mob/NPC/Object). */
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "ZMMO|Entity")
EZMMOEntityType EntityType = EZMMOEntityType::Object;
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "Zeus|Entity")
EZeusEntityType EntityType = EZeusEntityType::Object;
/** Estado de relevancia atual (espelha as transicoes Hidden<->Relevant do servidor). */
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "ZMMO|Entity")
bool bIsZMMORelevant = true;
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "Zeus|Entity")
bool bIsZeusRelevant = true;
};

View File

@@ -2,27 +2,27 @@
#include "CoreMinimal.h"
#include "UObject/Interface.h"
#include "ZMMOEntityTypes.h"
#include "ZMMOEntityInterface.generated.h"
#include "ZeusEntityTypes.h"
#include "ZeusEntityInterface.generated.h"
/**
* UZMMOEntityInterface
* UZeusEntityInterface
*
* Marcador `UInterface` necessario para o sistema de reflexao da Unreal. Todo o
* contrato vive em `IZMMOEntityInterface` (puro C++).
* contrato vive em `IZeusEntityInterface` (puro C++).
*/
UINTERFACE(BlueprintType, MinimalAPI, meta = (CannotImplementInterfaceInBlueprint))
class UZMMOEntityInterface : public UInterface
class UZeusEntityInterface : public UInterface
{
GENERATED_BODY()
};
/**
* IZMMOEntityInterface
* IZeusEntityInterface
*
* Contrato comum de todas as entidades replicadas pelo Zeus Server (player
* local, players remotos, mobs, NPCs, objetos). Inspirado em `IZeusEntityInterface`
* (ZeusV1) e adaptado para o nosso modelo "cliente solto + servidor valida input".
* local, players remotos, mobs, NPCs, objetos). Adaptado para o nosso modelo
* "cliente solto + servidor valida input".
*
* Decisoes:
* 1. **Identidade autoritativa**: `EntityId` e `EntityType` vem do servidor; o
@@ -30,28 +30,28 @@ class UZMMOEntityInterface : public UInterface
* 2. **Visibilidade gated por AOI**: o servidor envia spawn/despawn quando o
* target entra/sai da area de interesse. O cliente reage via
* `SetEntityRelevant(bool)`.
* 3. **Player local nao reconcilia em V0**: para o `AZMMOPlayerCharacter` o
* 3. **Player local nao reconcilia em V0**: para o `AZeusCharacter` o
* `ApplyEntitySnapshot` e no-op (cliente solto controla landscape). Quando
* a colisao de objetos chegar no servidor podemos ligar reconciliacao
* horizontal opcional.
*
* Por que UInterface (e nao heranca classica)?
* - `AZMMOPlayerCharacter` ja herda de `ACharacter`. Forcar uma classe base
* `AZMMOEntity : AActor` para todos perderia o `ACharacter` gratuito.
* - `AZeusCharacter` ja herda de `ACharacter`. Forcar uma classe base
* `AZeusEntity : AActor` para todos perderia o `ACharacter` gratuito.
* A interface permite que o player local (`ACharacter`), o proxy remoto
* (`ACharacter`) e entidades genericas (`AActor`) implementem o mesmo
* contrato sem heranca multipla concreta.
*/
class ZMMO_API IZMMOEntityInterface
class ZMMO_API IZeusEntityInterface
{
GENERATED_BODY()
public:
/** Identificador autoritativo da entidade no servidor. */
virtual int64 GetZMMOEntityId() const = 0;
virtual int64 GetZeusEntityId() const = 0;
/** Categoria da entidade (Player, Mob, NPC, Object). */
virtual EZMMOEntityType GetZMMOEntityType() const = 0;
virtual EZeusEntityType GetZeusEntityType() const = 0;
/**
* Aplica um snapshot autoritativo. Implementacoes podem extender com
@@ -61,7 +61,7 @@ public:
* fisica do landscape de forma autoritativa local, e o servidor apenas
* valida input/velocidade (ADR 0038).
*/
virtual void ApplyEntitySnapshot(const FZMMOEntitySnapshot& Snapshot) = 0;
virtual void ApplyEntitySnapshot(const FZeusEntitySnapshot& Snapshot) = 0;
/**
* Alterna entre estado visivel/ativo (`true`) e oculto/desativado (`false`).

View File

@@ -1,14 +1,14 @@
#pragma once
#include "CoreMinimal.h"
#include "ZMMOEntityTypes.generated.h"
#include "ZeusEntityTypes.generated.h"
/**
* Categoria autoritativa replicada pelo servidor. Determina que classe de ator
* o `UZMMOWorldSubsystem` deve spawnar para um snapshot recebido.
* o `UZeusWorldSubsystem` deve spawnar para um snapshot recebido.
*/
UENUM(BlueprintType)
enum class EZMMOEntityType : uint8
enum class EZeusEntityType : uint8
{
Player UMETA(DisplayName = "Player"),
Mob UMETA(DisplayName = "Mob"),
@@ -17,48 +17,48 @@ enum class EZMMOEntityType : uint8
};
/**
* Snapshot autoritativo aplicado por `IZMMOEntityInterface::ApplyEntitySnapshot`.
* Snapshot autoritativo aplicado por `IZeusEntityInterface::ApplyEntitySnapshot`.
*
* Construido pelo `UZMMOWorldSubsystem` a partir dos delegates do
* Construido pelo `UZeusWorldSubsystem` a partir dos delegates do
* `UZeusNetworkSubsystem` (`OnPlayerStateUpdate` em V0; opcodes para mobs/NPCs
* em V1+). Mantemos os campos minimos que o servidor ja replica hoje
* (`S_PLAYER_STATE`); novos campos sao adicionados aqui sempre que o protocolo
* evoluir, sem mexer nas classes de proxy.
*/
USTRUCT(BlueprintType)
struct FZMMOEntitySnapshot
struct FZeusEntitySnapshot
{
GENERATED_BODY()
/** EntityId autoritativo do servidor. */
UPROPERTY(BlueprintReadOnly, Category = "ZMMO|Entity")
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Entity")
int64 EntityId = 0;
/** Categoria do ator (define qual proxy class spawnar). */
UPROPERTY(BlueprintReadOnly, Category = "ZMMO|Entity")
EZMMOEntityType EntityType = EZMMOEntityType::Player;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Entity")
EZeusEntityType EntityType = EZeusEntityType::Player;
/** Sequencia de input processada no servidor (so faz sentido para players). */
UPROPERTY(BlueprintReadOnly, Category = "ZMMO|Entity")
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Entity")
int32 LastProcessedInputSeq = 0;
/** Posicao mundo (cm). */
UPROPERTY(BlueprintReadOnly, Category = "ZMMO|Entity")
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Entity")
FVector PositionCm = FVector::ZeroVector;
/** Velocidade mundo (cm/s) — usada para network smoothing e drivers de animacao. */
UPROPERTY(BlueprintReadOnly, Category = "ZMMO|Entity")
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Entity")
FVector VelocityCmS = FVector::ZeroVector;
/** Yaw em graus (orientacao visual). */
UPROPERTY(BlueprintReadOnly, Category = "ZMMO|Entity")
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Entity")
float YawDeg = 0.0f;
/** Indica se o servidor considera o ator em solo. */
UPROPERTY(BlueprintReadOnly, Category = "ZMMO|Entity")
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Entity")
bool bGrounded = false;
/** Tempo do servidor (ms desde epoch) quando este snapshot foi gerado. */
UPROPERTY(BlueprintReadOnly, Category = "ZMMO|Entity")
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Entity")
int64 ServerTimeMs = 0;
};

View File

@@ -1,4 +1,4 @@
#include "ZMMOPlayerProxy.h"
#include "ZeusPlayerProxy.h"
#include "Animation/AnimInstance.h"
#include "Components/CapsuleComponent.h"
@@ -8,10 +8,10 @@
#include "GameFramework/CharacterMovementComponent.h"
#include "UObject/ConstructorHelpers.h"
#include "ZMMO.h"
#include "ZMMOProxyMovementComponent.h"
#include "ZeusProxyMovementComponent.h"
AZMMOPlayerProxy::AZMMOPlayerProxy(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer.SetDefaultSubobjectClass<UZMMOProxyMovementComponent>(ACharacter::CharacterMovementComponentName))
AZeusPlayerProxy::AZeusPlayerProxy(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer.SetDefaultSubobjectClass<UZeusProxyMovementComponent>(ACharacter::CharacterMovementComponentName))
{
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.bStartWithTickEnabled = true;
@@ -43,7 +43,7 @@ AZMMOPlayerProxy::AZMMOPlayerProxy(const FObjectInitializer& ObjectInitializer)
CMC->BrakingFrictionFactor = 0.0f;
}
// Defaults visuais (mesh + AnimBP) em paridade com `AZMMOPlayerCharacter`.
// Defaults visuais (mesh + AnimBP) em paridade com `AZeusCharacter`.
if (USkeletalMeshComponent* MeshComponent = GetMesh())
{
static ConstructorHelpers::FObjectFinder<USkeletalMesh> QuinnMesh(
@@ -60,7 +60,7 @@ AZMMOPlayerProxy::AZMMOPlayerProxy(const FObjectInitializer& ObjectInitializer)
else
{
UE_LOG(LogZMMO, Warning,
TEXT("AZMMOPlayerProxy: SKM_Quinn_Simple nao encontrado em /Game/Characters/Mannequins/Meshes."));
TEXT("AZeusPlayerProxy: SKM_Quinn_Simple nao encontrado em /Game/Characters/Mannequins/Meshes."));
}
if (QuinnAnimBp.Succeeded())
@@ -71,7 +71,7 @@ AZMMOPlayerProxy::AZMMOPlayerProxy(const FObjectInitializer& ObjectInitializer)
else
{
UE_LOG(LogZMMO, Warning,
TEXT("AZMMOPlayerProxy: ABP_Unarmed nao encontrado em /Game/Characters/Mannequins/Anims/Unarmed."));
TEXT("AZeusPlayerProxy: ABP_Unarmed nao encontrado em /Game/Characters/Mannequins/Anims/Unarmed."));
}
}
@@ -80,7 +80,7 @@ AZMMOPlayerProxy::AZMMOPlayerProxy(const FObjectInitializer& ObjectInitializer)
bUseControllerRotationRoll = false;
}
void AZMMOPlayerProxy::BeginPlay()
void AZeusPlayerProxy::BeginPlay()
{
Super::BeginPlay();
@@ -94,7 +94,7 @@ void AZMMOPlayerProxy::BeginPlay()
}
}
void AZMMOPlayerProxy::Tick(const float DeltaSeconds)
void AZeusPlayerProxy::Tick(const float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
@@ -131,7 +131,7 @@ void AZMMOPlayerProxy::Tick(const float DeltaSeconds)
// Sem snapshot futuro: extrapolacao curta com a ultima velocidade
// conhecida, clampada por `MaxExtrapolationSeconds` para nao deixar
// o proxy fugir se a rede ficar muda.
const FZMMOProxySnapshot& Last = SnapshotBuffer.Last();
const FZeusProxySnapshot& Last = SnapshotBuffer.Last();
const float ExtrapSec = FMath::Clamp(
static_cast<float>(RenderMs - Last.ServerTimeMs) / 1000.0f,
0.0f, MaxExtrapolationSeconds);
@@ -141,8 +141,8 @@ void AZMMOPlayerProxy::Tick(const float DeltaSeconds)
}
else
{
const FZMMOProxySnapshot& A = SnapshotBuffer[IdxB - 1];
const FZMMOProxySnapshot& B = SnapshotBuffer[IdxB];
const FZeusProxySnapshot& A = SnapshotBuffer[IdxB - 1];
const FZeusProxySnapshot& B = SnapshotBuffer[IdxB];
const double Span = FMath::Max<double>(1.0, static_cast<double>(B.ServerTimeMs - A.ServerTimeMs));
InterpAlpha = static_cast<float>(FMath::Clamp(
static_cast<double>(RenderMs - A.ServerTimeMs) / Span, 0.0, 1.0));
@@ -208,30 +208,50 @@ void AZMMOPlayerProxy::Tick(const float DeltaSeconds)
const int64 NewestMs = SnapshotBuffer.Last().ServerTimeMs;
const int64 RenderLagMs = ServerNowMs - NewestMs;
UE_LOG(LogZMMO, Verbose,
TEXT("ZMMOPlayerProxy[%lld] buffer=%d renderLagMs=%lld interpAlpha=%.2f extrap=%d delayMs=%.0f"),
TEXT("ZeusPlayerProxy[%lld] buffer=%d renderLagMs=%lld interpAlpha=%.2f extrap=%d delayMs=%.0f"),
EntityId, SnapshotBuffer.Num(), RenderLagMs, InterpAlpha,
bExtrapolating ? 1 : 0, InterpolationDelayMs);
}
}
void AZMMOPlayerProxy::SetZMMOIdentity(const int64 InEntityId, const EZMMOEntityType InEntityType)
void AZeusPlayerProxy::SetZeusIdentity(const int64 InEntityId, const EZeusEntityType InEntityType)
{
EntityId = InEntityId;
EntityType = InEntityType;
}
void AZMMOPlayerProxy::ApplyEntitySnapshot(const FZMMOEntitySnapshot& Snapshot)
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.
// 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;
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;
}
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;
}
FZMMOProxySnapshot S;
FZeusProxySnapshot S;
S.PosCm = Snapshot.PositionCm;
S.VelCmS = Snapshot.VelocityCmS;
S.bGrounded = Snapshot.bGrounded;
@@ -282,20 +302,20 @@ void AZMMOPlayerProxy::ApplyEntitySnapshot(const FZMMOEntitySnapshot& Snapshot)
ApplyCollisionPolicy();
}
void AZMMOPlayerProxy::SetEntityRelevant(const bool bRelevant)
void AZeusPlayerProxy::SetEntityRelevant(const bool bRelevant)
{
if (bIsZMMORelevant == bRelevant)
if (bIsZeusRelevant == bRelevant)
{
return;
}
bIsZMMORelevant = bRelevant;
bIsZeusRelevant = bRelevant;
SetActorHiddenInGame(!bRelevant);
SetActorTickEnabled(bRelevant);
ApplyCollisionPolicy();
}
void AZMMOPlayerProxy::RefreshAnimationDrivers()
void AZeusPlayerProxy::RefreshAnimationDrivers()
{
UCharacterMovementComponent* CMC = GetCharacterMovement();
if (!CMC)
@@ -314,13 +334,13 @@ void AZMMOPlayerProxy::RefreshAnimationDrivers()
// Acceleration externa via CMC custom — alimenta `Get Current Acceleration`
// que o AnimBP do Quinn usa em `ShouldMove` e nas transições de Jump_Start.
if (UZMMOProxyMovementComponent* ProxyCMC = Cast<UZMMOProxyMovementComponent>(CMC))
if (UZeusProxyMovementComponent* ProxyCMC = Cast<UZeusProxyMovementComponent>(CMC))
{
ProxyCMC->SetZMMOExternalAcceleration(LastDerivedAccelerationCmS2);
ProxyCMC->SetZeusExternalAcceleration(LastDerivedAccelerationCmS2);
}
}
void AZMMOPlayerProxy::ApplyCollisionPolicy()
void AZeusPlayerProxy::ApplyCollisionPolicy()
{
UCapsuleComponent* Capsule = GetCapsuleComponent();
if (!Capsule)
@@ -328,6 +348,6 @@ void AZMMOPlayerProxy::ApplyCollisionPolicy()
return;
}
const bool bShouldCollide = bIsZMMORelevant && bHasFirstSnapshot;
const bool bShouldCollide = bIsZeusRelevant && bHasFirstSnapshot;
Capsule->SetCollisionEnabled(bShouldCollide ? ECollisionEnabled::QueryOnly : ECollisionEnabled::NoCollision);
}

View File

@@ -2,19 +2,18 @@
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "ZMMOEntityInterface.h"
#include "ZMMOEntityTypes.h"
#include "ZMMOPlayerProxy.generated.h"
#include "ZeusEntityInterface.h"
#include "ZeusEntityTypes.h"
#include "ZeusPlayerProxy.generated.h"
/**
* AZMMOPlayerProxy
* AZeusPlayerProxy
*
* Proxy visual para jogadores remotos (e, no futuro, mobs com locomotion
* por capsula) cuja posicao vem 100% do servidor via snapshots
* (`UZeusNetworkSubsystem::OnPlayerStateUpdate`).
*
* Inspirado em `AZeusRemoteCharacter` (ZeusV1). Diferencas chave vs.
* `AZMMOPlayerCharacter` (jogador local):
* Diferencas chave vs. `AZeusCharacter` (jogador local):
* - SEM `EnhancedInput`, sem envio de `C_INPUT_AXIS`.
* - SEM buffer de pending inputs nem reconciliacao.
* - Posicao aplicada por snapshot (`ApplyEntitySnapshot`); a `ACharacter`
@@ -22,19 +21,18 @@
* mas o CMC fica em modo "kinematic-ish" (nao integra fisica).
*
* Animacao no AnimBP do Quinn (`ABP_Unarmed`): a formula `ShouldMove` exige
* `Acceleration != 0`. Como proxies nao tem input, adoptamos a mesma
* estrategia do ZClientMMO: CMC custom (`UZMMOProxyMovementComponent`) com
* escrita externa de `Acceleration`, alimentada pela derivada da velocidade
* entre snapshots. Tick do proxy roda **antes** do mesh tick para que
* Velocity+Acceleration estejam populados quando o `NativeUpdateAnimation`
* do AnimBP os ler.
* `Acceleration != 0`. Como proxies nao tem input, adoptamos a estrategia
* de CMC custom (`UZeusProxyMovementComponent`) com escrita externa de
* `Acceleration`, alimentada pela derivada da velocidade entre snapshots.
* Tick do proxy roda **antes** do mesh tick para que Velocity+Acceleration
* estejam populados quando o `NativeUpdateAnimation` do AnimBP os ler.
*/
/**
* Snapshot bruto guardado no buffer de interpolacao. Mantido como struct privada
* ao .h porque so o proxy (e debugging local) precisa olhar para ele.
*/
USTRUCT()
struct FZMMOProxySnapshot
struct FZeusProxySnapshot
{
GENERATED_BODY()
@@ -53,37 +51,37 @@ struct FZMMOProxySnapshot
};
UCLASS(Blueprintable, BlueprintType)
class ZMMO_API AZMMOPlayerProxy : public ACharacter, public IZMMOEntityInterface
class ZMMO_API AZeusPlayerProxy : public ACharacter, public IZeusEntityInterface
{
GENERATED_BODY()
public:
AZMMOPlayerProxy(const FObjectInitializer& ObjectInitializer);
AZeusPlayerProxy(const FObjectInitializer& ObjectInitializer);
virtual void BeginPlay() override;
virtual void Tick(float DeltaSeconds) override;
// --- IZMMOEntityInterface ---
virtual int64 GetZMMOEntityId() const override { return EntityId; }
virtual EZMMOEntityType GetZMMOEntityType() const override { return EntityType; }
virtual void ApplyEntitySnapshot(const FZMMOEntitySnapshot& Snapshot) override;
// --- IZeusEntityInterface ---
virtual int64 GetZeusEntityId() const override { return EntityId; }
virtual EZeusEntityType GetZeusEntityType() const override { return EntityType; }
virtual void ApplyEntitySnapshot(const FZeusEntitySnapshot& Snapshot) override;
virtual void SetEntityRelevant(bool bRelevant) override;
UFUNCTION(BlueprintCallable, Category = "ZMMO|Entity")
void SetZMMOIdentity(int64 InEntityId, EZMMOEntityType InEntityType);
UFUNCTION(BlueprintCallable, Category = "Zeus|Entity")
void SetZeusIdentity(int64 InEntityId, EZeusEntityType InEntityType);
protected:
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "ZMMO|Entity")
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "Zeus|Entity")
int64 EntityId = 0;
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "ZMMO|Entity")
EZMMOEntityType EntityType = EZMMOEntityType::Player;
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "Zeus|Entity")
EZeusEntityType EntityType = EZeusEntityType::Player;
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "ZMMO|Entity")
bool bIsZMMORelevant = true;
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "Zeus|Entity")
bool bIsZeusRelevant = true;
/** True apos o primeiro snapshot ser aplicado — antes disso o ator pode ficar oculto. */
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "ZMMO|Entity")
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "Zeus|Entity")
bool bHasFirstSnapshot = false;
/**
@@ -91,15 +89,15 @@ protected:
* de `InterpolatedPosCm` (visual) separar os dois e essencial para
* comparar drift autoritativo vs visual via debug overlay/logs.
*/
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "ZMMO|Entity")
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "Zeus|Entity")
FVector AuthoritativePosCm = FVector::ZeroVector;
/** Posicao **visual** atual (resultado da interpolacao do tick). */
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "ZMMO|Entity")
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "Zeus|Entity")
FVector InterpolatedPosCm = FVector::ZeroVector;
/** Compat: alias para `AuthoritativePosCm` (preserva binding de Blueprint, se houver). */
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "ZMMO|Entity")
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "Zeus|Entity")
FVector LastSnapshotPosition = FVector::ZeroVector;
/**
@@ -108,7 +106,7 @@ protected:
* em cada `Tick` para manter os drivers de animacao alimentados entre
* updates de rede.
*/
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "ZMMO|Entity")
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "Zeus|Entity")
FVector VisualVelocity = FVector::ZeroVector;
/**
@@ -116,23 +114,23 @@ protected:
* expresso no dominio do tempo do servidor. Padrao 100 ms (~3 snapshots a 30 Hz)
* cobre 1 perda + 1 jitter sem extrapolar.
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ZMMO|Network",
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Zeus|Network",
meta = (ClampMin = "0.0", ClampMax = "500.0"))
double InterpolationDelayMs = 100.0;
/** Tamanho maximo do buffer (em snapshots). Cobre ~270 ms a 30 Hz. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ZMMO|Network",
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Zeus|Network",
meta = (ClampMin = "2", ClampMax = "32"))
int32 SnapshotBufferCapacity = 8;
/** Limite duro de extrapolacao (s) quando nao ha snapshot futuro. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ZMMO|Network",
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Zeus|Network",
meta = (ClampMin = "0.0", ClampMax = "0.5"))
float MaxExtrapolationSeconds = 0.1f;
/** Buffer ordenado por `ServerTimeMs` ascendente. */
UPROPERTY()
TArray<FZMMOProxySnapshot> SnapshotBuffer;
TArray<FZeusProxySnapshot> SnapshotBuffer;
/**
* Offset entre o relogio local (`FPlatformTime::Seconds * 1000`) e o

View File

@@ -0,0 +1,24 @@
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "ZeusProxyMovementComponent.generated.h"
/**
* CMC customizado para AZeusPlayerProxy. Expõe escrita direta de Acceleration
* (protected na base) para que o AnimBP veja Acceleration!=0 quando o proxy
* recebe snapshots, alimentando a fórmula ShouldMove e a transição Jump_Start
* do ABP_Unarmed (ambas dependem de aceleração não-nula).
*/
UCLASS(ClassGroup = (Zeus), meta = (BlueprintSpawnableComponent))
class ZMMO_API UZeusProxyMovementComponent : public UCharacterMovementComponent
{
GENERATED_BODY()
public:
void SetZeusExternalAcceleration(const FVector& InAccelerationCmS2)
{
Acceleration = InAccelerationCmS2;
}
};

View File

@@ -1,10 +0,0 @@
#include "ZMMOFrontEndGameMode.h"
#include "ZMMOFrontEndPlayerController.h"
AZMMOFrontEndGameMode::AZMMOFrontEndGameMode()
{
// UI pura: sem pawn. O controller cria o root layout e arranca o fluxo.
DefaultPawnClass = nullptr;
PlayerControllerClass = AZMMOFrontEndPlayerController::StaticClass();
}

View File

@@ -1,14 +0,0 @@
#include "ZMMOGameMode.h"
#include "ZMMOHUD.h"
#include "ZMMOPlayerCharacter.h"
#include "ZMMOPlayerController.h"
#include "ZMMOPlayerState.h"
AZMMOGameMode::AZMMOGameMode()
{
DefaultPawnClass = AZMMOPlayerCharacter::StaticClass();
PlayerControllerClass = AZMMOPlayerController::StaticClass();
PlayerStateClass = AZMMOPlayerState::StaticClass();
HUDClass = AZMMOHUD::StaticClass();
}

View File

@@ -1,100 +0,0 @@
#include "ZMMOPlayerState.h"
#include "Components/ActorComponent.h"
#include "Misc/ConfigCacheIni.h"
#include "Net/UnrealNetwork.h"
#include "ZMMO.h"
AZMMOPlayerState::AZMMOPlayerState()
{
// Component Registry: instancia cada classe declarada em
// DefaultGame.ini::[/Script/ZMMO.ZMMOPlayerState]+ComponentClasses=...
//
// Le manualmente via GConfig para evitar timing do UPROPERTY(Config),
// que requer LoadConfig() ja ter rodado no CDO antes da instance ser
// construida. Pra propriedades em arrays config com `+` syntax, lendo
// direto e mais previsivel.
if (ComponentClasses.Num() == 0 && GConfig)
{
TArray<FString> ClassPaths;
GConfig->GetArray(TEXT("/Script/ZMMO.ZMMOPlayerState"),
TEXT("ComponentClasses"),
ClassPaths,
GGameIni);
for (const FString& Path : ClassPaths)
{
if (UClass* C = LoadClass<UActorComponent>(nullptr, *Path))
{
ComponentClasses.Add(C);
}
else
{
UE_LOG(LogZMMO, Warning,
TEXT("ZMMOPlayerState: ComponentClasses path nao resolveu: %s"), *Path);
}
}
}
UE_LOG(LogZMMO, Log,
TEXT("AZMMOPlayerState ctor: %d componente(s) no registry (instance=%s)"),
ComponentClasses.Num(), *GetName());
int32 SubobjectIndex = 0;
for (const TSubclassOf<UActorComponent>& CompClassRef : ComponentClasses)
{
UClass* CompClass = CompClassRef.Get();
if (!CompClass)
{
UE_LOG(LogZMMO, Warning,
TEXT("ZMMOPlayerState: ComponentClass null em ComponentClasses[%d]"),
SubobjectIndex);
++SubobjectIndex;
continue;
}
const FName CompName = MakeUniqueObjectName(this, CompClass,
FName(*FString::Printf(TEXT("ZMMOComp_%d_%s"), SubobjectIndex, *CompClass->GetName())));
// Overload runtime de CreateDefaultSubobject retorna UObject* (sem template) —
// precisa cast para UActorComponent.
UActorComponent* Comp = Cast<UActorComponent>(CreateDefaultSubobject(CompName, CompClass, CompClass,
/*bIsRequired*/ false, /*bIsTransient*/ false));
if (Comp)
{
UE_LOG(LogZMMO, Log,
TEXT("ZMMOPlayerState: componente registrado [%d] %s"),
SubobjectIndex, *CompClass->GetName());
}
else
{
UE_LOG(LogZMMO, Warning,
TEXT("ZMMOPlayerState: CreateDefaultSubobject falhou para %s"),
*CompClass->GetName());
}
++SubobjectIndex;
}
}
void AZMMOPlayerState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AZMMOPlayerState, ZMMOEntityId);
DOREPLIFETIME(AZMMOPlayerState, CharId);
DOREPLIFETIME(AZMMOPlayerState, CharName);
DOREPLIFETIME(AZMMOPlayerState, BaseLevel);
DOREPLIFETIME(AZMMOPlayerState, ClassId);
DOREPLIFETIME(AZMMOPlayerState, GuildName);
}
void AZMMOPlayerState::SetPublicIdentity(int64 InEntityId, const FString& InCharId,
int32 InBaseLevel, int32 InClassId)
{
ZMMOEntityId = InEntityId;
CharId = InCharId;
BaseLevel = InBaseLevel;
ClassId = InClassId;
}
void AZMMOPlayerState::SetCharInfo(const FString& InCharName, const FString& InGuildName)
{
CharName = InCharName;
GuildName = InGuildName;
}

View File

@@ -0,0 +1,10 @@
#include "ZeusFrontEndGameMode.h"
#include "ZeusFrontEndPlayerController.h"
AZeusFrontEndGameMode::AZeusFrontEndGameMode()
{
// UI pura: sem pawn. O controller cria o root layout e arranca o fluxo.
DefaultPawnClass = nullptr;
PlayerControllerClass = AZeusFrontEndPlayerController::StaticClass();
}

View File

@@ -2,21 +2,21 @@
#include "CoreMinimal.h"
#include "GameFramework/GameModeBase.h"
#include "ZMMOFrontEndGameMode.generated.h"
#include "ZeusFrontEndGameMode.generated.h"
/**
* AZMMOFrontEndGameMode
* AZeusFrontEndGameMode
*
* GameMode do mapa de front-end (L_FrontEnd): UI, sem pawn nem network
* play. NÃO é o GameMode global (esse continua AZMMOGameMode para mapas de
* play. NÃO é o GameMode global (esse continua AZeusGameMode para mapas de
* mundo) aplicado via override no World Settings de L_FrontEnd
* (ARQUITETURA.md §3.3 / decisão de mapa dedicado).
*/
UCLASS(Blueprintable, BlueprintType)
class ZMMO_API AZMMOFrontEndGameMode : public AGameModeBase
class ZMMO_API AZeusFrontEndGameMode : public AGameModeBase
{
GENERATED_BODY()
public:
AZMMOFrontEndGameMode();
AZeusFrontEndGameMode();
};

View File

@@ -1,13 +1,13 @@
#include "ZMMOGameInstance.h"
#include "ZeusGameInstance.h"
#include "ZMMO.h"
#include "ZeusNetworkSubsystem.h"
void UZMMOGameInstance::Init()
void UZeusGameInstance::Init()
{
Super::Init();
UE_LOG(LogZMMO, Log, TEXT("ZMMOGameInstance::Init AutoConnect=%s Host=%s Port=%d"),
UE_LOG(LogZMMO, Log, TEXT("ZeusGameInstance::Init AutoConnect=%s Host=%s Port=%d"),
bAutoConnectOnStart ? TEXT("true") : TEXT("false"),
*ZeusServerHost,
ZeusServerPort);
@@ -15,7 +15,7 @@ void UZMMOGameInstance::Init()
UZeusNetworkSubsystem* ZeusNet = GetZeusNetwork();
if (!ZeusNet)
{
UE_LOG(LogZMMO, Warning, TEXT("ZMMOGameInstance: ZeusNetworkSubsystem unavailable; ZeusNetwork plugin enabled?"));
UE_LOG(LogZMMO, Warning, TEXT("ZeusGameInstance: ZeusNetworkSubsystem unavailable; ZeusNetwork plugin enabled?"));
return;
}
@@ -29,7 +29,7 @@ void UZMMOGameInstance::Init()
ZeusNet->ConnectToZeusServer(ZeusServerHost, ZeusServerPort);
}
void UZMMOGameInstance::Shutdown()
void UZeusGameInstance::Shutdown()
{
if (UZeusNetworkSubsystem* ZeusNet = GetZeusNetwork())
{
@@ -43,55 +43,55 @@ void UZMMOGameInstance::Shutdown()
Super::Shutdown();
}
UZeusNetworkSubsystem* UZMMOGameInstance::GetZeusNetwork() const
UZeusNetworkSubsystem* UZeusGameInstance::GetZeusNetwork() const
{
return GetSubsystem<UZeusNetworkSubsystem>();
}
void UZMMOGameInstance::BindZeusDelegates(UZeusNetworkSubsystem* Zeus)
void UZeusGameInstance::BindZeusDelegates(UZeusNetworkSubsystem* Zeus)
{
if (!Zeus)
{
return;
}
Zeus->OnConnected.AddDynamic(this, &UZMMOGameInstance::HandleZeusConnected);
Zeus->OnConnectionFailed.AddDynamic(this, &UZMMOGameInstance::HandleZeusConnectionFailed);
Zeus->OnDisconnected.AddDynamic(this, &UZMMOGameInstance::HandleZeusDisconnected);
Zeus->OnConnected.AddDynamic(this, &UZeusGameInstance::HandleZeusConnected);
Zeus->OnConnectionFailed.AddDynamic(this, &UZeusGameInstance::HandleZeusConnectionFailed);
Zeus->OnDisconnected.AddDynamic(this, &UZeusGameInstance::HandleZeusDisconnected);
// OnNetworkLog: NAO assinamos. Plugin ja loga em LogZeusNetwork (console)
// + arquivo proprio em Saved/Logs/ZeusNetwork/. Forwarding em LogZMMO era
// diagnostico inicial (sessao 2026-05-07); agora gera duplicacao de cada
// linha. Remova esta nota e descomente abaixo se quiser ver no LogZMMO:
// Zeus->OnNetworkLog.AddDynamic(this, &UZMMOGameInstance::HandleZeusNetworkLog);
// Zeus->OnNetworkLog.AddDynamic(this, &UZeusGameInstance::HandleZeusNetworkLog);
}
void UZMMOGameInstance::UnbindZeusDelegates(UZeusNetworkSubsystem* Zeus)
void UZeusGameInstance::UnbindZeusDelegates(UZeusNetworkSubsystem* Zeus)
{
if (!Zeus)
{
return;
}
Zeus->OnConnected.RemoveDynamic(this, &UZMMOGameInstance::HandleZeusConnected);
Zeus->OnConnectionFailed.RemoveDynamic(this, &UZMMOGameInstance::HandleZeusConnectionFailed);
Zeus->OnDisconnected.RemoveDynamic(this, &UZMMOGameInstance::HandleZeusDisconnected);
Zeus->OnConnected.RemoveDynamic(this, &UZeusGameInstance::HandleZeusConnected);
Zeus->OnConnectionFailed.RemoveDynamic(this, &UZeusGameInstance::HandleZeusConnectionFailed);
Zeus->OnDisconnected.RemoveDynamic(this, &UZeusGameInstance::HandleZeusDisconnected);
// OnNetworkLog: nao foi assinado (ver BindZeusDelegates) — nada a remover.
}
void UZMMOGameInstance::HandleZeusConnected()
void UZeusGameInstance::HandleZeusConnected()
{
UE_LOG(LogZMMO, Log, TEXT("[Zeus] Connected to server %s:%d"), *ZeusServerHost, ZeusServerPort);
}
void UZMMOGameInstance::HandleZeusConnectionFailed(FString Reason)
void UZeusGameInstance::HandleZeusConnectionFailed(FString Reason)
{
UE_LOG(LogZMMO, Warning, TEXT("[Zeus] Connection failed: %s"), *Reason);
}
void UZMMOGameInstance::HandleZeusDisconnected()
void UZeusGameInstance::HandleZeusDisconnected()
{
UE_LOG(LogZMMO, Log, TEXT("[Zeus] Disconnected."));
}
void UZMMOGameInstance::HandleZeusNetworkLog(FString Message)
void UZeusGameInstance::HandleZeusNetworkLog(FString Message)
{
UE_LOG(LogZMMO, Log, TEXT("[Zeus] %s"), *Message);
}

View File

@@ -2,12 +2,12 @@
#include "CoreMinimal.h"
#include "Engine/GameInstance.h"
#include "ZMMOGameInstance.generated.h"
#include "ZeusGameInstance.generated.h"
class UZeusNetworkSubsystem;
/**
* UZMMOGameInstance
* UZeusGameInstance
*
* Game instance do cliente Zeus MMO. O `UZeusNetworkSubsystem` (do plugin
* `ZeusNetwork`) e um `UGameInstanceSubsystem` e portanto e criado
@@ -22,7 +22,7 @@ class UZeusNetworkSubsystem;
* overrides de configuracao por build (dev / staging / prod).
*/
UCLASS(Blueprintable, BlueprintType)
class ZMMO_API UZMMOGameInstance : public UGameInstance
class ZMMO_API UZeusGameInstance : public UGameInstance
{
GENERATED_BODY()
@@ -36,20 +36,20 @@ public:
* dirigida pelo `UUIFrontEndFlowSubsystem` (fluxo BootConnectingLogin).
* Pôr `true` apenas para smoke test legado sem front-end.
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Config, Category = "ZMMO|Network")
UPROPERTY(EditAnywhere, BlueprintReadWrite, Config, Category = "Zeus|Network")
bool bAutoConnectOnStart = false;
/** Host (IPv4 ou hostname) do servidor Zeus. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Config, Category = "ZMMO|Network")
UPROPERTY(EditAnywhere, BlueprintReadWrite, Config, Category = "Zeus|Network")
FString ZeusServerHost = TEXT("127.0.0.1");
/** Porta UDP do servidor Zeus (1..65535). */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Config, Category = "ZMMO|Network", meta = (ClampMin = "1", ClampMax = "65535"))
UPROPERTY(EditAnywhere, BlueprintReadWrite, Config, Category = "Zeus|Network", meta = (ClampMin = "1", ClampMax = "65535"))
int32 ZeusServerPort = 27777;
protected:
/** Devolve o subsystem Zeus desta game instance (criado automaticamente pelo plugin). */
UFUNCTION(BlueprintPure, Category = "ZMMO|Network")
UFUNCTION(BlueprintPure, Category = "Zeus|Network")
UZeusNetworkSubsystem* GetZeusNetwork() const;
void BindZeusDelegates(UZeusNetworkSubsystem* Zeus);

View File

@@ -0,0 +1,14 @@
#include "ZeusGameMode.h"
#include "ZeusHUD.h"
#include "ZeusCharacter.h"
#include "ZeusPlayerController.h"
#include "ZeusPlayerState.h"
AZeusGameMode::AZeusGameMode()
{
DefaultPawnClass = AZeusCharacter::StaticClass();
PlayerControllerClass = AZeusPlayerController::StaticClass();
PlayerStateClass = AZeusPlayerState::StaticClass();
HUDClass = AZeusHUD::StaticClass();
}

View File

@@ -2,24 +2,24 @@
#include "CoreMinimal.h"
#include "GameFramework/GameModeBase.h"
#include "ZMMOGameMode.generated.h"
#include "ZeusGameMode.generated.h"
/**
* AZMMOGameMode
* AZeusGameMode
*
* Game mode do cliente Zeus MMO. Configura `AZMMOPlayerCharacter` como
* `DefaultPawnClass` e `AZMMOPlayerController` como `PlayerControllerClass`.
* Game mode do cliente Zeus MMO. Configura `AZeusCharacter` como
* `DefaultPawnClass` e `AZeusPlayerController` como `PlayerControllerClass`.
*
* A classe e instanciavel directamente (apontada por
* `GlobalDefaultGameMode=/Script/ZMMO.ZMMOGameMode` em
* `GlobalDefaultGameMode=/Script/ZMMO.ZeusGameMode` em
* `Config/DefaultEngine.ini`); um BP filho e opcional para overrides
* por mapa / build (skeletal mesh, AnimBP custom, etc.).
*/
UCLASS(Blueprintable, BlueprintType)
class ZMMO_API AZMMOGameMode : public AGameModeBase
class ZMMO_API AZeusGameMode : public AGameModeBase
{
GENERATED_BODY()
public:
AZMMOGameMode();
AZeusGameMode();
};

View File

@@ -1,16 +1,16 @@
#include "ZMMOHUD.h"
#include "ZeusHUD.h"
#include "Engine/GameInstance.h"
#include "ZMMO.h"
#include "UI/InGame/UIInGameFlowSubsystem.h"
AZMMOHUD::AZMMOHUD()
AZeusHUD::AZeusHUD()
{
// AHUD nao precisa tick — toda atualizacao vem via UMG (delegates +
// CommonUI). PrimaryActorTick default e' off; mantemos.
}
void AZMMOHUD::BeginPlay()
void AZeusHUD::BeginPlay()
{
Super::BeginPlay();
@@ -25,12 +25,12 @@ void AZMMOHUD::BeginPlay()
else
{
UE_LOG(LogZMMO, Warning,
TEXT("AZMMOHUD: UUIInGameFlowSubsystem nao encontrado — HUD nao sera spawnado"));
TEXT("AZeusHUD: UUIInGameFlowSubsystem nao encontrado — HUD nao sera spawnado"));
}
}
}
void AZMMOHUD::EndPlay(const EEndPlayReason::Type EndPlayReason)
void AZeusHUD::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
// UUIInGameFlowSubsystem persiste no GameInstance entre OpenLevel — nao
// limpamos UI in-game aqui (o front-end flow vai tomar conta na proxima

View File

@@ -2,7 +2,7 @@
#include "CoreMinimal.h"
#include "GameFramework/HUD.h"
#include "ZMMOHUD.generated.h"
#include "ZeusHUD.generated.h"
/**
* HUD do MMO. Pattern UE5 idiomatico: o GameMode atribui `HUDClass`, o
@@ -14,21 +14,21 @@
* subsystem cuida do cleanup.
*
* Separacao de responsabilidades:
* - AZMMOPlayerCharacter (Pawn) movimento, input, AttributeComponent
* - AZMMOPlayerController input mapping, mouse
* - AZMMOHUD UI lifecycle
* - AZMMOGameMode wires tudo via class slots
* - AZeusCharacter (Pawn) movimento, input, AttributeComponent
* - AZeusPlayerController input mapping, mouse
* - AZeusHUD UI lifecycle
* - AZeusGameMode wires tudo via class slots
*
* NAO desenha nada via canvas (AHUD::DrawHUD). UI inteira vive em UMG +
* CommonUI (UI.Layer.Game / GameMenu / Modal).
*/
UCLASS()
class ZMMO_API AZMMOHUD : public AHUD
class ZMMO_API AZeusHUD : public AHUD
{
GENERATED_BODY()
public:
AZMMOHUD();
AZeusHUD();
protected:
virtual void BeginPlay() override;

View File

@@ -0,0 +1,133 @@
#include "ZeusPlayerState.h"
#include "AbilitySystemComponent.h"
#include "Components/ActorComponent.h"
#include "Misc/ConfigCacheIni.h"
#include "Net/UnrealNetwork.h"
#include "ZMMO.h"
#include "ZeusAbilitySystemComponent.h"
#include "ZeusAttributeSet.h"
#include "ZeusGASComponent.h"
AZeusPlayerState::AZeusPlayerState()
{
// Component Registry: instancia cada classe declarada em
// DefaultGame.ini::[/Script/ZMMO.ZeusPlayerState]+ComponentClasses=...
//
// Le manualmente via GConfig para evitar timing do UPROPERTY(Config),
// que requer LoadConfig() ja ter rodado no CDO antes da instance ser
// construida. Pra propriedades em arrays config com `+` syntax, lendo
// direto e mais previsivel.
if (ComponentClasses.Num() == 0 && GConfig)
{
TArray<FString> ClassPaths;
GConfig->GetArray(TEXT("/Script/ZMMO.ZeusPlayerState"),
TEXT("ComponentClasses"),
ClassPaths,
GGameIni);
for (const FString& Path : ClassPaths)
{
if (UClass* C = LoadClass<UActorComponent>(nullptr, *Path))
{
ComponentClasses.Add(C);
}
else
{
UE_LOG(LogZMMO, Warning,
TEXT("ZeusPlayerState: ComponentClasses path nao resolveu: %s"), *Path);
}
}
}
UE_LOG(LogZMMO, Log,
TEXT("AZeusPlayerState ctor: %d componente(s) no registry (instance=%s)"),
ComponentClasses.Num(), *GetName());
int32 SubobjectIndex = 0;
for (const TSubclassOf<UActorComponent>& CompClassRef : ComponentClasses)
{
UClass* CompClass = CompClassRef.Get();
if (!CompClass)
{
UE_LOG(LogZMMO, Warning,
TEXT("ZeusPlayerState: ComponentClass null em ComponentClasses[%d]"),
SubobjectIndex);
++SubobjectIndex;
continue;
}
const FName CompName = MakeUniqueObjectName(this, CompClass,
FName(*FString::Printf(TEXT("ZeusComp_%d_%s"), SubobjectIndex, *CompClass->GetName())));
// Overload runtime de CreateDefaultSubobject retorna UObject* (sem template) —
// precisa cast para UActorComponent.
UActorComponent* Comp = Cast<UActorComponent>(CreateDefaultSubobject(CompName, CompClass, CompClass,
/*bIsRequired*/ false, /*bIsTransient*/ false));
if (Comp)
{
UE_LOG(LogZMMO, Log,
TEXT("ZeusPlayerState: componente registrado [%d] %s"),
SubobjectIndex, *CompClass->GetName());
}
else
{
UE_LOG(LogZMMO, Warning,
TEXT("ZeusPlayerState: CreateDefaultSubobject falhou para %s"),
*CompClass->GetName());
}
++SubobjectIndex;
}
}
void AZeusPlayerState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AZeusPlayerState, ZeusEntityId);
DOREPLIFETIME(AZeusPlayerState, CharId);
DOREPLIFETIME(AZeusPlayerState, CharName);
DOREPLIFETIME(AZeusPlayerState, BaseLevel);
DOREPLIFETIME(AZeusPlayerState, ClassId);
DOREPLIFETIME(AZeusPlayerState, GuildName);
}
void AZeusPlayerState::SetPublicIdentity(int64 InEntityId, const FString& InCharId,
int32 InBaseLevel, int32 InClassId)
{
ZeusEntityId = InEntityId;
CharId = InCharId;
BaseLevel = InBaseLevel;
ClassId = InClassId;
}
void AZeusPlayerState::SetCharInfo(const FString& InCharName, const FString& InGuildName)
{
CharName = InCharName;
GuildName = InGuildName;
}
UAbilitySystemComponent* AZeusPlayerState::GetAbilitySystemComponent() const
{
// ASC vive como subobject do UZeusGASComponent (que esta no Component
// Registry). UE5 GAS nodes BP ("Get Ability System Component", "Apply
// Gameplay Effect To Target", etc.) chamam isto via IAbilitySystemInterface.
// O retorno e o ponteiro upcastado pra UAbilitySystemComponent (base) —
// mas em runtime e' UZeusAbilitySystemComponent (cast tipado via
// GetZeusAbilitySystemComponent abaixo).
return GetZeusAbilitySystemComponent();
}
UZeusAbilitySystemComponent* AZeusPlayerState::GetZeusAbilitySystemComponent() const
{
if (UZeusGASComponent* GAS = GetZeusComponent<UZeusGASComponent>())
{
return GAS->AbilitySystemComponent.Get();
}
return nullptr;
}
UZeusAttributeSet* AZeusPlayerState::GetZeusAttributeSet() const
{
if (UZeusGASComponent* GAS = GetZeusComponent<UZeusGASComponent>())
{
return GAS->AttributeSet.Get();
}
return nullptr;
}

View File

@@ -1,12 +1,15 @@
#pragma once
#include "AbilitySystemInterface.h"
#include "CoreMinimal.h"
#include "GameFramework/PlayerState.h"
#include "Templates/SubclassOf.h"
#include "ZMMOPlayerState.generated.h"
#include "ZeusPlayerState.generated.h"
class FLifetimeProperty;
class UActorComponent;
class UZeusAbilitySystemComponent;
class UZeusAttributeSet;
/**
* PlayerState do MMO. Pattern UE5 idiomatico: o GameMode atribui
@@ -28,29 +31,52 @@ class UActorComponent;
*
* ## Component Registry (Open-Closed)
*
* Cada modulo (ZMMOAttributes, ZMMOInventory, ZMMOSkills futuros) declara
* Cada modulo (ZeusGAS, ZeusInventory, ZeusSkills futuros) declara
* sua component class em DefaultGame.ini:
*
* [/Script/ZMMO.ZMMOPlayerState]
* +ComponentClasses=/Script/ZMMOAttributes.ZMMOAttributeComponent
* +ComponentClasses=/Script/ZMMOInventory.ZMMOInventoryComponent
* +ComponentClasses=/Script/ZMMOSkills.ZMMOSkillComponent
* [/Script/ZMMO.ZeusPlayerState]
* +ComponentClasses=/Script/ZeusGAS.ZeusGASComponent
* +ComponentClasses=/Script/ZeusInventory.ZeusInventoryComponent
* +ComponentClasses=/Script/ZeusSkills.ZeusSkillComponent
*
* O construtor de AZMMOPlayerState le essa lista (Config) e instancia
* O construtor de AZeusPlayerState le essa lista (Config) e instancia
* cada classe como subobject. PlayerState fica fechado pra modificacao,
* modulos abertos pra extensao adicionar Inventory NAO requer
* recompilar/editar AZMMOPlayerState.
* recompilar/editar AZeusPlayerState.
*
* Acesso: `PlayerState->FindComponentByClass<UZMMOAttributeComponent>()`
* ou o helper `GetZMMOComponent<T>()`.
* Acesso: `PlayerState->FindComponentByClass<UZeusGASComponent>()`
* ou o helper `GetZeusComponent<T>()`.
*/
UCLASS(Config = Game, BlueprintType)
class ZMMO_API AZMMOPlayerState : public APlayerState
class ZMMO_API AZeusPlayerState : public APlayerState, public IAbilitySystemInterface
{
GENERATED_BODY()
public:
AZMMOPlayerState();
AZeusPlayerState();
// === IAbilitySystemInterface (UE5 GAS) ===
//
// Padrao Lyra: PlayerState implementa a interface; o ASC vive como
// subobject do UZeusGASComponent (Component Registry). Isso permite que
// qualquer Actor que receba este PlayerState resolva o ASC via cast
// pra IAbilitySystemInterface OU via node BP "Get Ability System
// Component" (que faz o mesmo internamente).
//
// Acesso BP: "Get Ability System Component" + pin do PlayerState.
// Acesso C++: `Cast<IAbilitySystemInterface>(PlayerState)->GetAbilitySystemComponent()`.
virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override;
/// Versao tipada do ASC custom — retorna direto UZeusAbilitySystemComponent
/// (os 12 overrides que falam com o servidor custom via opcodes ZeusNetwork).
/// Prefira este sobre o getter da interface no BP — evita cast + expoe a API
/// do ASC custom (RequestActivateAbility, etc.).
UFUNCTION(BlueprintPure, Category = "Zeus|GAS")
UZeusAbilitySystemComponent* GetZeusAbilitySystemComponent() const;
/// Helper BP-friendly pro AttributeSet tipado (template C++ nao expoe pra BP).
UFUNCTION(BlueprintPure, Category = "Zeus|GAS")
UZeusAttributeSet* GetZeusAttributeSet() const;
// === Identidade publica ===
//
@@ -60,51 +86,51 @@ public:
// passe a usar dedicated UE5 no futuro.
/** EntityId autoritativo do server. 0 ate o spawn local confirmar. */
UPROPERTY(Replicated, VisibleInstanceOnly, BlueprintReadOnly, Category = "ZMMO|Identity")
int64 ZMMOEntityId = 0;
UPROPERTY(Replicated, VisibleInstanceOnly, BlueprintReadOnly, Category = "Zeus|Identity")
int64 ZeusEntityId = 0;
/** CharId (BIGINT no DB; FString pra preservar 64 bits em Blueprint). */
UPROPERTY(Replicated, VisibleInstanceOnly, BlueprintReadOnly, Category = "ZMMO|Identity")
UPROPERTY(Replicated, VisibleInstanceOnly, BlueprintReadOnly, Category = "Zeus|Identity")
FString CharId;
/** Nome do char vindo do DB (`characters.name`). Setado por
* AZMMOPlayerCharacter::HandleLocalSpawnReady com o payload do
* AZeusCharacter::HandleLocalSpawnReady com o payload do
* S_SPAWN_PLAYER. UI prefere isto a APlayerState::GetPlayerName(). */
UPROPERTY(Replicated, VisibleInstanceOnly, BlueprintReadOnly, Category = "ZMMO|Identity")
UPROPERTY(Replicated, VisibleInstanceOnly, BlueprintReadOnly, Category = "Zeus|Identity")
FString CharName;
// === Progressao publica ===
UPROPERTY(Replicated, VisibleInstanceOnly, BlueprintReadOnly, Category = "ZMMO|Progress")
UPROPERTY(Replicated, VisibleInstanceOnly, BlueprintReadOnly, Category = "Zeus|Progress")
int32 BaseLevel = 1;
UPROPERTY(Replicated, VisibleInstanceOnly, BlueprintReadOnly, Category = "ZMMO|Progress")
UPROPERTY(Replicated, VisibleInstanceOnly, BlueprintReadOnly, Category = "Zeus|Progress")
int32 ClassId = 0;
// === Guild (futuro) ===
UPROPERTY(Replicated, VisibleInstanceOnly, BlueprintReadOnly, Category = "ZMMO|Guild")
UPROPERTY(Replicated, VisibleInstanceOnly, BlueprintReadOnly, Category = "Zeus|Guild")
FString GuildName;
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
// === Helpers ===
/// Setado por AZMMOPlayerCharacter::HandleLocalSpawnReady (pose/EntityId)
/// Setado por AZeusCharacter::HandleLocalSpawnReady (pose/EntityId)
/// e atualizado por handlers de snapshot/level up para refletir dados
/// publicos do char no PlayerState.
UFUNCTION(BlueprintCallable, Category = "ZMMO|Identity")
UFUNCTION(BlueprintCallable, Category = "Zeus|Identity")
void SetPublicIdentity(int64 InEntityId, const FString& InCharId,
int32 InBaseLevel, int32 InClassId);
/// Setado pelo handler do S_CHAR_INFO (chega antes de S_SPAWN_PLAYER) —
/// metadados publicos do char vindos do servidor.
UFUNCTION(BlueprintCallable, Category = "ZMMO|Identity")
UFUNCTION(BlueprintCallable, Category = "Zeus|Identity")
void SetCharInfo(const FString& InCharName, const FString& InGuildName);
/// Template helper: PS->GetZMMOComponent<UZMMOAttributeComponent>()
/// Template helper: PS->GetZeusComponent<UZeusGASComponent>()
template <typename T>
T* GetZMMOComponent() const
T* GetZeusComponent() const
{
return Cast<T>(FindComponentByClass(T::StaticClass()));
}
@@ -119,6 +145,6 @@ protected:
* diretamente. Modulos C++ precisam estar carregados antes do CDO ser
* instanciado garantido por LoadingPhase=PreDefault no .uproject.
*/
UPROPERTY(Config, EditDefaultsOnly, Category = "ZMMO|Components")
UPROPERTY(Config, EditDefaultsOnly, Category = "Zeus|Components")
TArray<TSubclassOf<UActorComponent>> ComponentClasses;
};

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@@ -0,0 +1,230 @@
// Copyright Zeus Server Engine. All rights reserved.
#include "ZeusAOIComponent.h"
#include "ZeusNetworkSubsystem.h" // plugin ZeusNetwork: OnDebugAoiInfo + SendDebugAoiRequest
#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);
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);
}
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). Multicast plain C++.
if (UWorld* World = GetWorld())
{
if (UGameInstance* GI = World->GetGameInstance())
{
if (UZeusNetworkSubsystem* Net = GI->GetSubsystem<UZeusNetworkSubsystem>())
{
AoiConfigHandle_ = Net->OnDebugAoiInfo.AddUObject(this, &UZeusAOIComponent::HandleAoiConfig);
}
}
}
// Best-effort: ja' pede a config (no-op se ainda nao conectado — o request
// e' re-disparado ao ligar um overlay em SetOverlayEnabled).
RequestAoiConfig();
}
void UZeusAOIComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
if (AoiConfigHandle_.IsValid())
{
if (UWorld* World = GetWorld())
{
if (UGameInstance* GI = World->GetGameInstance())
{
if (UZeusNetworkSubsystem* Net = GI->GetSubsystem<UZeusNetworkSubsystem>())
{
Net->OnDebugAoiInfo.Remove(AoiConfigHandle_);
}
}
}
AoiConfigHandle_.Reset();
}
Super::EndPlay(EndPlayReason);
}
void UZeusAOIComponent::TickComponent(float DeltaTime, ELevelTick TickType,
FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
if (AnyOverlayActive())
{
DrawOverlays();
}
}
void UZeusAOIComponent::RequestAoiConfig()
{
if (UWorld* World = GetWorld())
{
if (UGameInstance* GI = World->GetGameInstance())
{
if (UZeusNetworkSubsystem* Net = GI->GetSubsystem<UZeusNetworkSubsystem>())
{
Net->SendDebugAoiRequest(); // no-op se nao conectado
}
}
}
}
void UZeusAOIComponent::HandleAoiConfig(float InterestCm, float DespawnCm)
{
InterestRadiusCm = InterestCm;
DespawnRadiusCm = DespawnCm;
// 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);
}
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;
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);
}
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)
{
DrawDebugSphere(World, Loc, InterestRadiusCm, 32, kColorInterest, false, -1.0f, 0, LineThickness);
}
// Zona de Despawn (externa, > interesse = histerese) — raio real do servidor.
if (ResolveOverlay(EZeusAOIOverlay::DespawnZone) && DespawnRadiusCm > 0.0f)
{
DrawDebugSphere(World, Loc, DespawnRadiusCm, 32, kColorDespawn, false, -1.0f, 0, LineThickness);
}
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;
default: break;
}
// Ao ligar uma zona de AOI sem ter os raios ainda, pede a config (loading).
const bool bAoiZone = (Overlay == EZeusAOIOverlay::AOIRadius || Overlay == EZeusAOIOverlay::DespawnZone);
if (bEnabled && bAoiZone && InterestRadiusCm <= 0.0f)
{
RequestAoiConfig();
}
}
void UZeusAOIComponent::SetAllOverlays_Implementation(bool bEnabled)
{
bShowAOIRadius = bShowDespawnZone = bShowCellBounds = bEnabled;
bShowProxyLabels = bShowHandoffLine = bShowAuthDrift = bEnabled;
if (bEnabled && InterestRadiusCm <= 0.0f)
{
RequestAoiConfig();
}
}
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);
}

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@@ -0,0 +1,81 @@
// Copyright Zeus Server Engine. All rights reserved.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "ZeusAOIDebugTarget.h" // plugin ZeusAdminToolsRuntime: interface + EZeusAOIOverlay
#include "ZeusAOIComponent.generated.h"
/**
* 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;
// === 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;
private:
void DrawOverlays();
bool ResolveOverlay(EZeusAOIOverlay Overlay) const;
bool AnyOverlayActive() const;
/** Pede a config de AOI ao servidor (C_DEBUG_AOI_REQUEST). No-op se ja' temos
* os raios ou se nao houver UZeusNetworkSubsystem conectado. */
void RequestAoiConfig();
/** Bind de UZeusNetworkSubsystem::OnDebugAoiInfo: armazena os raios reais. */
void HandleAoiConfig(float InterestCm, float DespawnCm);
/** Handle do bind do OnDebugAoiInfo (pra remover no EndPlay). */
FDelegateHandle AoiConfigHandle_;
};

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@@ -1,23 +1,26 @@
#include "ZMMOWorldSubsystem.h"
#include "ZeusWorldSubsystem.h"
#include "Engine/GameInstance.h"
#include "Engine/World.h"
#include "GameFramework/GameStateBase.h"
#include "ZMMO.h"
#include "ZMMOEntity.h"
#include "ZMMOEntityInterface.h"
#include "ZMMOPlayerProxy.h"
#include "ZeusEntity.h"
#include "ZeusEntityInterface.h"
#include "ZeusGASComponent.h"
#include "ZeusPlayerProxy.h"
#include "ZeusPlayerState.h"
#include "ZeusNetworkSubsystem.h"
void UZMMOWorldSubsystem::Initialize(FSubsystemCollectionBase& Collection)
void UZeusWorldSubsystem::Initialize(FSubsystemCollectionBase& Collection)
{
Super::Initialize(Collection);
if (RemoteEntityClasses.IsEmpty())
{
RemoteEntityClasses.Add(EZMMOEntityType::Player, AZMMOPlayerProxy::StaticClass());
RemoteEntityClasses.Add(EZMMOEntityType::Mob, AZMMOEntity::StaticClass());
RemoteEntityClasses.Add(EZMMOEntityType::NPC, AZMMOEntity::StaticClass());
RemoteEntityClasses.Add(EZMMOEntityType::Object, AZMMOEntity::StaticClass());
RemoteEntityClasses.Add(EZeusEntityType::Player, AZeusPlayerProxy::StaticClass());
RemoteEntityClasses.Add(EZeusEntityType::Mob, AZeusEntity::StaticClass());
RemoteEntityClasses.Add(EZeusEntityType::NPC, AZeusEntity::StaticClass());
RemoteEntityClasses.Add(EZeusEntityType::Object, AZeusEntity::StaticClass());
}
// Bind + replay vivem em OnWorldBeginPlay (mundo pronto). Initialize roda
// MUITO cedo no pipeline de LoadMap — antes do GameMode ser instanciado
@@ -25,16 +28,16 @@ void UZMMOWorldSubsystem::Initialize(FSubsystemCollectionBase& Collection)
// feitos aqui podem ser perdidos durante a fase de setup posterior.
}
void UZMMOWorldSubsystem::OnWorldBeginPlay(UWorld& InWorld)
void UZeusWorldSubsystem::OnWorldBeginPlay(UWorld& InWorld)
{
Super::OnWorldBeginPlay(InWorld);
if (UZeusNetworkSubsystem* ZeusNet = ResolveZeusNetworkSubsystem())
{
ZeusNet->OnPlayerSpawned.AddDynamic(this, &UZMMOWorldSubsystem::HandlePlayerSpawned);
ZeusNet->OnPlayerDespawned.AddDynamic(this, &UZMMOWorldSubsystem::HandlePlayerDespawned);
ZeusNet->OnPlayerStateUpdate.AddDynamic(this, &UZMMOWorldSubsystem::HandlePlayerStateUpdate);
UE_LOG(LogZMMO, Log, TEXT("ZMMOWorldSubsystem bound to ZeusNetworkSubsystem delegates."));
ZeusNet->OnPlayerSpawned.AddDynamic(this, &UZeusWorldSubsystem::HandlePlayerSpawned);
ZeusNet->OnPlayerDespawned.AddDynamic(this, &UZeusWorldSubsystem::HandlePlayerDespawned);
ZeusNet->OnPlayerStateUpdate.AddDynamic(this, &UZeusWorldSubsystem::HandlePlayerStateUpdate);
UE_LOG(LogZMMO, Log, TEXT("ZeusWorldSubsystem bound to ZeusNetworkSubsystem delegates."));
// Catch-up race fix (Fase 3): broadcasts de proxies remotos chegam
// enquanto o cliente novo ainda esta em OpenLevel. UZeusNetworkSubsystem
@@ -49,22 +52,22 @@ void UZMMOWorldSubsystem::OnWorldBeginPlay(UWorld& InWorld)
});
if (ReplayCount > 0)
{
UE_LOG(LogZMMO, Log, TEXT("ZMMOWorldSubsystem: replay de %d proxy(ies) cacheados."), ReplayCount);
UE_LOG(LogZMMO, Log, TEXT("ZeusWorldSubsystem: replay de %d proxy(ies) cacheados."), ReplayCount);
}
}
else
{
UE_LOG(LogZMMO, Warning, TEXT("ZMMOWorldSubsystem: ZeusNetworkSubsystem not found at OnWorldBeginPlay."));
UE_LOG(LogZMMO, Warning, TEXT("ZeusWorldSubsystem: ZeusNetworkSubsystem not found at OnWorldBeginPlay."));
}
}
void UZMMOWorldSubsystem::Deinitialize()
void UZeusWorldSubsystem::Deinitialize()
{
if (UZeusNetworkSubsystem* ZeusNet = ResolveZeusNetworkSubsystem())
{
ZeusNet->OnPlayerSpawned.RemoveDynamic(this, &UZMMOWorldSubsystem::HandlePlayerSpawned);
ZeusNet->OnPlayerDespawned.RemoveDynamic(this, &UZMMOWorldSubsystem::HandlePlayerDespawned);
ZeusNet->OnPlayerStateUpdate.RemoveDynamic(this, &UZMMOWorldSubsystem::HandlePlayerStateUpdate);
ZeusNet->OnPlayerSpawned.RemoveDynamic(this, &UZeusWorldSubsystem::HandlePlayerSpawned);
ZeusNet->OnPlayerDespawned.RemoveDynamic(this, &UZeusWorldSubsystem::HandlePlayerDespawned);
ZeusNet->OnPlayerStateUpdate.RemoveDynamic(this, &UZeusWorldSubsystem::HandlePlayerStateUpdate);
}
RemoteEntities.Reset();
@@ -72,7 +75,7 @@ void UZMMOWorldSubsystem::Deinitialize()
Super::Deinitialize();
}
void UZMMOWorldSubsystem::RegisterLocalEntity(const int64 EntityId, AActor* LocalActor)
void UZeusWorldSubsystem::RegisterLocalEntity(const int64 EntityId, AActor* LocalActor)
{
if (EntityId == 0 || LocalActor == nullptr)
{
@@ -81,11 +84,11 @@ void UZMMOWorldSubsystem::RegisterLocalEntity(const int64 EntityId, AActor* Loca
LocalEntityId = EntityId;
RemoteEntities.Add(EntityId, TWeakObjectPtr<AActor>(LocalActor));
UE_LOG(LogZMMO, Log, TEXT("ZMMOWorldSubsystem: local entity registered EntityId=%lld actor=%s"),
UE_LOG(LogZMMO, Log, TEXT("ZeusWorldSubsystem: local entity registered EntityId=%lld actor=%s"),
EntityId, *GetNameSafe(LocalActor));
}
void UZMMOWorldSubsystem::HandlePlayerSpawned(const int64 EntityId, const bool bIsLocal,
void UZeusWorldSubsystem::HandlePlayerSpawned(const int64 EntityId, const bool bIsLocal,
const FVector PosCm, const float YawDeg, const int64 ServerTimeMs)
{
if (EntityId == 0)
@@ -93,9 +96,24 @@ void UZMMOWorldSubsystem::HandlePlayerSpawned(const int64 EntityId, const bool b
return;
}
// P10-FIX-LEGACY (workflow wcyeqgrad finding): server pode reenviar
// S_SPAWN_PLAYER com bIsLocal=false do PROPRIO entityId via AOI re-emit
// (catch-up cross-server, SetOnEnter callback recomputando InterestSet,
// handoff em flight). Sem guard, o segundo spawn cria proxy fantasma do
// proprio player; GAS/HUD passa a rotear via proxy fantasma e o pawn real
// perde vinculo. Sintoma observado: player ve 2 pawns sobrepostos, ou
// outros players nao veem o autoritativo.
if (LocalEntityId != 0 && EntityId == LocalEntityId)
{
UE_LOG(LogZMMO, Verbose,
TEXT("ZeusWorldSubsystem: ignoring S_SPAWN_PLAYER for own LocalEntityId=%lld (bIsLocal=%d)"),
LocalEntityId, bIsLocal ? 1 : 0);
return;
}
if (bIsLocal)
{
// O proprio AZMMOPlayerCharacter cuida da sua identidade quando recebe o
// O proprio AZeusCharacter cuida da sua identidade quando recebe o
// delegate por outro caminho. Aqui apenas memorizamos para filtrar
// snapshots locais (cliente solto, sem reconciliacao em V0).
LocalEntityId = EntityId;
@@ -110,17 +128,17 @@ void UZMMOWorldSubsystem::HandlePlayerSpawned(const int64 EntityId, const bool b
// silenciosamente ignorado depois de oscilacoes na AOI.
if (AActor* Existing = RemoteEntities[EntityId].Get())
{
if (IZMMOEntityInterface* AsEntity = Cast<IZMMOEntityInterface>(Existing))
if (IZeusEntityInterface* AsEntity = Cast<IZeusEntityInterface>(Existing))
{
AsEntity->SetEntityRelevant(true);
}
Existing->SetActorLocationAndRotation(PosCm, FRotator(0.0f, YawDeg, 0.0f));
UE_LOG(LogZMMO, Verbose, TEXT("ZMMOWorldSubsystem: re-snap EntityId=%d"), EntityId);
UE_LOG(LogZMMO, Verbose, TEXT("ZeusWorldSubsystem: re-snap EntityId=%d"), EntityId);
return;
}
// weak ptr stale — limpa entry e cai pro spawn novo abaixo.
RemoteEntities.Remove(EntityId);
UE_LOG(LogZMMO, Log, TEXT("ZMMOWorldSubsystem: stale entry para EntityId=%d, respawnando"), EntityId);
UE_LOG(LogZMMO, Log, TEXT("ZeusWorldSubsystem: stale entry para EntityId=%d, respawnando"), EntityId);
}
UWorld* World = GetWorld();
@@ -129,10 +147,10 @@ void UZMMOWorldSubsystem::HandlePlayerSpawned(const int64 EntityId, const bool b
return;
}
UClass* ProxyClass = ResolveActorClass(EZMMOEntityType::Player);
UClass* ProxyClass = ResolveActorClass(EZeusEntityType::Player);
if (!ProxyClass)
{
UE_LOG(LogZMMO, Warning, TEXT("ZMMOWorldSubsystem: no class registered for Player; spawn aborted."));
UE_LOG(LogZMMO, Warning, TEXT("ZeusWorldSubsystem: no class registered for Player; spawn aborted."));
return;
}
@@ -142,30 +160,78 @@ void UZMMOWorldSubsystem::HandlePlayerSpawned(const int64 EntityId, const bool b
AActor* SpawnedActor = World->SpawnActor<AActor>(ProxyClass, PosCm, SpawnRot, Params);
if (!SpawnedActor)
{
UE_LOG(LogZMMO, Warning, TEXT("ZMMOWorldSubsystem: SpawnActor failed for EntityId=%d"), EntityId);
UE_LOG(LogZMMO, Warning, TEXT("ZeusWorldSubsystem: SpawnActor failed for EntityId=%d"), EntityId);
return;
}
if (IZMMOEntityInterface* AsEntity = Cast<IZMMOEntityInterface>(SpawnedActor))
if (IZeusEntityInterface* AsEntity = Cast<IZeusEntityInterface>(SpawnedActor))
{
// Inject identity via dedicated setter when the spawned actor exposes one.
if (AZMMOPlayerProxy* Proxy = Cast<AZMMOPlayerProxy>(SpawnedActor))
if (AZeusPlayerProxy* Proxy = Cast<AZeusPlayerProxy>(SpawnedActor))
{
Proxy->SetZMMOIdentity(EntityId, EZMMOEntityType::Player);
Proxy->SetZeusIdentity(EntityId, EZeusEntityType::Player);
}
else if (AZMMOEntity* Entity = Cast<AZMMOEntity>(SpawnedActor))
else if (AZeusEntity* Entity = Cast<AZeusEntity>(SpawnedActor))
{
Entity->SetZMMOIdentity(EntityId, EZMMOEntityType::Player);
Entity->SetZeusIdentity(EntityId, EZeusEntityType::Player);
}
AsEntity->SetEntityRelevant(true);
}
// === PlayerState pra proxies (Batch 2.5+) ===
//
// Sem PlayerState, o proxy fica fora do GameState->PlayerArray. Daqui pra
// cima, qualquer sistema que itera PlayerArray (UZeusGASNetworkHandler::
// FindGASComponentForEntity, HUD, chat, friend list) NAO consegue achar o
// proxy -> fallback ao local player -> efeito apareceria no char errado
// (bug do cue do Dash). Criar PS replicado-fake permite que o pipeline GAS
// trate proxies igual a local players.
//
// PlayerState tem o UZeusGASComponent via DefaultGame.ini Component Registry,
// entao GASComp e' auto-instanciado. So' precisamos seed o EntityId.
if (APawn* ProxyPawn = Cast<APawn>(SpawnedActor))
{
FActorSpawnParameters PSParams;
PSParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
PSParams.Owner = ProxyPawn;
AZeusPlayerState* ProxyPS = World->SpawnActor<AZeusPlayerState>(
AZeusPlayerState::StaticClass(), FVector::ZeroVector, FRotator::ZeroRotator, PSParams);
if (ProxyPS)
{
ProxyPawn->SetPlayerState(ProxyPS); // tambem chama ProxyPS->SetPawn(ProxyPawn)
// Add ao PlayerArray do GameState (replicacao UE faria isso automatico,
// mas no nosso pipeline custom o PS local-fake precisa ser inserido).
if (AGameStateBase* GS = World->GetGameState())
{
GS->AddPlayerState(ProxyPS);
}
// Seed EntityId no GASComp do PS (criado via Component Registry).
// FindGASComponentForEntity vai resolver via PS->FindComponentByClass.
if (UZeusGASComponent* GASComp = ProxyPS->FindComponentByClass<UZeusGASComponent>())
{
GASComp->SeedEntityId(EntityId);
}
UE_LOG(LogZMMO, Log,
TEXT("ZeusWorldSubsystem: PlayerState criado p/ proxy EntityId=%lld PS=%s"),
EntityId, *ProxyPS->GetName());
}
else
{
UE_LOG(LogZMMO, Warning,
TEXT("ZeusWorldSubsystem: SpawnActor<AZeusPlayerState> falhou pra proxy EntityId=%lld"),
EntityId);
}
}
RemoteEntities.Add(EntityId, TWeakObjectPtr<AActor>(SpawnedActor));
UE_LOG(LogZMMO, Log, TEXT("ZMMOWorldSubsystem: spawned remote EntityId=%d at (%s) yaw=%.1f t=%lld"),
UE_LOG(LogZMMO, Log, TEXT("ZeusWorldSubsystem: spawned remote EntityId=%d at (%s) yaw=%.1f t=%lld"),
EntityId, *PosCm.ToString(), YawDeg, ServerTimeMs);
}
void UZMMOWorldSubsystem::HandlePlayerDespawned(const int64 EntityId)
void UZeusWorldSubsystem::HandlePlayerDespawned(const int64 EntityId)
{
const TWeakObjectPtr<AActor>* Entry = RemoteEntities.Find(EntityId);
if (!Entry)
@@ -181,18 +247,34 @@ void UZMMOWorldSubsystem::HandlePlayerDespawned(const int64 EntityId)
// confirmado nos logs do AOI ao oscilar entrada/saida da ZI/ZD.
if (AActor* Actor = Entry->Get())
{
if (IZMMOEntityInterface* AsEntity = Cast<IZMMOEntityInterface>(Actor))
if (IZeusEntityInterface* AsEntity = Cast<IZeusEntityInterface>(Actor))
{
AsEntity->SetEntityRelevant(false);
}
// Destrui PS proxy linkado (Batch 2.5+). Sem isso o GameState->PlayerArray
// fica com PS orfa apos o proxy ser destruido.
if (APawn* Pawn = Cast<APawn>(Actor))
{
if (APlayerState* PS = Pawn->GetPlayerState())
{
if (UWorld* World = GetWorld())
{
if (AGameStateBase* GS = World->GetGameState())
{
GS->RemovePlayerState(PS);
}
}
PS->Destroy();
}
}
Actor->Destroy();
}
RemoteEntities.Remove(EntityId);
UE_LOG(LogZMMO, Log, TEXT("ZMMOWorldSubsystem: despawn EntityId=%d (destroyed)"), EntityId);
UE_LOG(LogZMMO, Log, TEXT("ZeusWorldSubsystem: despawn EntityId=%d (destroyed)"), EntityId);
}
void UZMMOWorldSubsystem::HandlePlayerStateUpdate(const int64 EntityId, const int32 InputSeq,
void UZeusWorldSubsystem::HandlePlayerStateUpdate(const int64 EntityId, const int32 InputSeq,
const FVector PosCm, const FVector VelCmS, const bool bGrounded, const int64 ServerTimeMs)
{
if (EntityId == 0)
@@ -204,7 +286,7 @@ void UZMMOWorldSubsystem::HandlePlayerStateUpdate(const int64 EntityId, const in
{
// Cliente local solto: ignoramos snapshots autoritativos para o nosso
// proprio personagem em V0 (ADR 0038). Reconciliacao opcional pode ser
// activada por flag em `AZMMOPlayerCharacter` quando colisao de objetos
// activada por flag em `AZeusCharacter` quando colisao de objetos
// chegar.
return;
}
@@ -223,15 +305,15 @@ void UZMMOWorldSubsystem::HandlePlayerStateUpdate(const int64 EntityId, const in
return;
}
IZMMOEntityInterface* AsEntity = Cast<IZMMOEntityInterface>(Actor);
IZeusEntityInterface* AsEntity = Cast<IZeusEntityInterface>(Actor);
if (!AsEntity)
{
return;
}
FZMMOEntitySnapshot Snapshot;
FZeusEntitySnapshot Snapshot;
Snapshot.EntityId = EntityId;
Snapshot.EntityType = AsEntity->GetZMMOEntityType();
Snapshot.EntityType = AsEntity->GetZeusEntityType();
Snapshot.LastProcessedInputSeq = InputSeq;
Snapshot.PositionCm = PosCm;
Snapshot.VelocityCmS = VelCmS;
@@ -281,7 +363,7 @@ void UZMMOWorldSubsystem::HandlePlayerStateUpdate(const int64 EntityId, const in
AsEntity->ApplyEntitySnapshot(Snapshot);
}
UClass* UZMMOWorldSubsystem::ResolveActorClass(const EZMMOEntityType EntityType) const
UClass* UZeusWorldSubsystem::ResolveActorClass(const EZeusEntityType EntityType) const
{
if (const TSubclassOf<AActor>* Found = RemoteEntityClasses.Find(EntityType))
{
@@ -290,10 +372,10 @@ UClass* UZMMOWorldSubsystem::ResolveActorClass(const EZMMOEntityType EntityType)
return Found->Get();
}
}
return AZMMOEntity::StaticClass();
return AZeusEntity::StaticClass();
}
UZeusNetworkSubsystem* UZMMOWorldSubsystem::ResolveZeusNetworkSubsystem() const
UZeusNetworkSubsystem* UZeusWorldSubsystem::ResolveZeusNetworkSubsystem() const
{
const UWorld* World = GetWorld();
if (!World)

View File

@@ -2,16 +2,16 @@
#include "CoreMinimal.h"
#include "Subsystems/WorldSubsystem.h"
#include "ZMMOEntityTypes.h"
#include "ZMMOWorldSubsystem.generated.h"
#include "ZeusEntityTypes.h"
#include "ZeusWorldSubsystem.generated.h"
class AActor;
class AZMMOPlayerCharacter;
class AZMMOPlayerProxy;
class AZeusCharacter;
class AZeusPlayerProxy;
class UZeusNetworkSubsystem;
/**
* UZMMOWorldSubsystem
* UZeusWorldSubsystem
*
* Subsistema por-mundo que orquestra a aplicacao de pacotes de replicacao
* recebidos do servidor (`S_SPAWN_PLAYER`, `S_DESPAWN_PLAYER`,
@@ -26,19 +26,19 @@ class UZeusNetworkSubsystem;
* conexao UDP e dos delegates; este subsistema apenas escuta os
* delegates e materializa atores na cena atual.
*
* Resolucao de classe por `EZMMOEntityType`:
* Resolucao de classe por `EZeusEntityType`:
* - `RemoteEntityClasses` e um TMap configuravel (BlueprintReadWrite)
* com defaults seguros em `Initialize`. Permite trocar
* `AZMMOPlayerProxy` por um BP filho com mesh customizada sem
* `AZeusPlayerProxy` por um BP filho com mesh customizada sem
* recompilar C++.
*
* Despawn:
* - V0: chama `IZMMOEntityInterface::SetEntityRelevant(false)` (preserva
* - V0: chama `IZeusEntityInterface::SetEntityRelevant(false)` (preserva
* o ator para futuro pooling).
* - V1: pool real por `EntityType`, limites de memoria, expiracao.
*/
UCLASS()
class ZMMO_API UZMMOWorldSubsystem : public UWorldSubsystem
class ZMMO_API UZeusWorldSubsystem : public UWorldSubsystem
{
GENERATED_BODY()
@@ -48,27 +48,27 @@ public:
virtual void Deinitialize() override;
/**
* Regista o jogador local no registry. Chamado por `AZMMOPlayerCharacter`
* Regista o jogador local no registry. Chamado por `AZeusCharacter`
* apos receber o `EntityId` autoritativo do servidor (delegate
* `OnPlayerSpawned` com `bIsLocal=true`).
*/
UFUNCTION(BlueprintCallable, Category = "ZMMO|World")
UFUNCTION(BlueprintCallable, Category = "Zeus|World")
void RegisterLocalEntity(int64 EntityId, AActor* LocalActor);
/** Numero de entidades remotas actualmente trackeadas. Util em debug overlays. */
UFUNCTION(BlueprintPure, Category = "ZMMO|World")
UFUNCTION(BlueprintPure, Category = "Zeus|World")
int32 GetTrackedEntityCount() const { return RemoteEntities.Num(); }
protected:
/**
* Mapa configuravel de classe a usar por `EZMMOEntityType`. Caso vazio,
* usamos defaults seguros (`AZMMOPlayerProxy` para Player, `AZMMOEntity`
* Mapa configuravel de classe a usar por `EZeusEntityType`. Caso vazio,
* usamos defaults seguros (`AZeusPlayerProxy` para Player, `AZeusEntity`
* para Mob/NPC/Object actualizado quando classes especificas existirem).
*
* Pode ser preenchido via Blueprint subclassing ou em runtime.
*/
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "ZMMO|World")
TMap<EZMMOEntityType, TSubclassOf<AActor>> RemoteEntityClasses;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Zeus|World")
TMap<EZeusEntityType, TSubclassOf<AActor>> RemoteEntityClasses;
private:
UFUNCTION()
@@ -80,7 +80,7 @@ private:
UFUNCTION()
void HandlePlayerStateUpdate(int64 EntityId, int32 InputSeq, FVector PosCm, FVector VelCmS, bool bGrounded, int64 ServerTimeMs);
UClass* ResolveActorClass(EZMMOEntityType EntityType) const;
UClass* ResolveActorClass(EZeusEntityType EntityType) const;
UZeusNetworkSubsystem* ResolveZeusNetworkSubsystem() const;
/**

View File

@@ -20,7 +20,7 @@ void UUIDraggableWindow_Base::ApplySavedPosition()
const FName Id = GetWindowId();
if (Id.IsNone()) return;
UZMMOUISaveGame* Save = UZMMOUISaveGame::LoadOrCreate();
UZeusUISaveGame* Save = UZeusUISaveGame::LoadOrCreate();
FVector2D Pos;
if (Save && Save->TryGetWindowPosition(Id, Pos))
{
@@ -33,10 +33,10 @@ void UUIDraggableWindow_Base::PersistCurrentPosition()
const FName Id = GetWindowId();
if (Id.IsNone()) return;
UZMMOUISaveGame* Save = UZMMOUISaveGame::LoadOrCreate();
UZeusUISaveGame* Save = UZeusUISaveGame::LoadOrCreate();
if (!Save) return;
Save->SetWindowPosition(Id, GetRenderTransform().Translation);
UZMMOUISaveGame::SaveNow(Save);
UZeusUISaveGame::SaveNow(Save);
}
bool UUIDraggableWindow_Base::IsDragHandleHit(const FPointerEvent& MouseEvent) const

View File

@@ -5,12 +5,12 @@
#include "UIDraggableWindow_Base.generated.h"
class UBorder;
class UZMMOUISaveGame;
class UZeusUISaveGame;
/**
* Base de janelas in-game movel + persistente. Subclasse define WindowId
* (FName estavel) via override de GetWindowId(); a Base cuida do drag
* (RenderTransform.Translation) e da persistencia (UZMMOUISaveGame).
* (RenderTransform.Translation) e da persistencia (UZeusUISaveGame).
*
* Convencao do WBP:
* - Bind opcional `Border_DragHandle` cobrindo a area arrastavel (header).

View File

@@ -1,10 +1,10 @@
#include "UILoadingProfilesDataAsset.h"
FZMMOLoadingProfile UZMMOLoadingProfilesDataAsset::GetProfile(EZMMOLoadingContext Context) const
FZeusLoadingProfile UZeusLoadingProfilesDataAsset::GetProfile(EZeusLoadingContext Context) const
{
if (const FZMMOLoadingProfile* Found = Profiles.Find(Context))
if (const FZeusLoadingProfile* Found = Profiles.Find(Context))
{
return *Found;
}
return FZMMOLoadingProfile();
return FZeusLoadingProfile();
}

View File

@@ -7,7 +7,7 @@
/**
* Mapa data-driven contexto → perfil (etapas + título). Designer edita o
* asset; código consulta por EZMMOLoadingContext na hora de configurar a
* asset; código consulta por EZeusLoadingContext na hora de configurar a
* tela. Asset canônico: DA_LoadingProfiles em /Game/ZMMO/Data/UI/Loading/.
*
* Configurado em DefaultGame.ini:
@@ -15,15 +15,15 @@
* LoadingProfilesAsset=/Game/ZMMO/Data/UI/Loading/DA_LoadingProfiles.DA_LoadingProfiles
*/
UCLASS(BlueprintType)
class ZMMO_API UZMMOLoadingProfilesDataAsset : public UDataAsset
class ZMMO_API UZeusLoadingProfilesDataAsset : public UDataAsset
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Loading")
TMap<EZMMOLoadingContext, FZMMOLoadingProfile> Profiles;
TMap<EZeusLoadingContext, FZeusLoadingProfile> Profiles;
/** Retorna o perfil do contexto ou um perfil vazio (sem etapas). */
UFUNCTION(BlueprintCallable, Category = "Loading")
FZMMOLoadingProfile GetProfile(EZMMOLoadingContext Context) const;
FZeusLoadingProfile GetProfile(EZeusLoadingContext Context) const;
};

View File

@@ -8,8 +8,8 @@
#include "UILoadingProfilesDataAsset.h"
#include "UILoadingTipRow.h"
void UUILoadingScreen_Base::Configure(EZMMOLoadingContext InContext,
UZMMOLoadingProfilesDataAsset* Profiles,
void UUILoadingScreen_Base::Configure(EZeusLoadingContext InContext,
UZeusLoadingProfilesDataAsset* Profiles,
UDataTable* TipsTable)
{
Context_ = InContext;
@@ -18,22 +18,22 @@ void UUILoadingScreen_Base::Configure(EZMMOLoadingContext InContext,
// Perfil (etapas + título).
Profile_ = (Profiles != nullptr)
? Profiles->GetProfile(InContext)
: FZMMOLoadingProfile();
: FZeusLoadingProfile();
StepStatus_.Reset();
for (const FZMMOLoadingStepDef& Step : Profile_.Steps)
for (const FZeusLoadingStepDef& Step : Profile_.Steps)
{
StepStatus_.Add(Step.StepId, EZMMOLoadingStepStatus::Pending);
StepStatus_.Add(Step.StepId, EZeusLoadingStepStatus::Pending);
}
// Pool de dicas filtrada por contexto (None = qualquer).
TipPool_.Reset();
if (TipsTable != nullptr)
{
TipsTable->ForeachRow<FZMMOLoadingTipRow>(TEXT("UUILoadingScreen_Base::Configure"),
[this](const FName& /*Key*/, const FZMMOLoadingTipRow& Row)
TipsTable->ForeachRow<FZeusLoadingTipRow>(TEXT("UUILoadingScreen_Base::Configure"),
[this](const FName& /*Key*/, const FZeusLoadingTipRow& Row)
{
if (Row.Context == EZMMOLoadingContext::None || Row.Context == Context_)
if (Row.Context == EZeusLoadingContext::None || Row.Context == Context_)
{
if (!Row.Tip.IsEmpty())
{
@@ -67,12 +67,12 @@ void UUILoadingScreen_Base::NativeOnDeactivated()
void UUILoadingScreen_Base::MarkStepRunning(FName StepId)
{
if (EZMMOLoadingStepStatus* Status = StepStatus_.Find(StepId))
if (EZeusLoadingStepStatus* Status = StepStatus_.Find(StepId))
{
// Já Done não regride.
if (*Status != EZMMOLoadingStepStatus::Done && *Status != EZMMOLoadingStepStatus::Failed)
if (*Status != EZeusLoadingStepStatus::Done && *Status != EZeusLoadingStepStatus::Failed)
{
*Status = EZMMOLoadingStepStatus::Running;
*Status = EZeusLoadingStepStatus::Running;
RefreshUI();
}
}
@@ -80,9 +80,9 @@ void UUILoadingScreen_Base::MarkStepRunning(FName StepId)
void UUILoadingScreen_Base::MarkStepDone(FName StepId)
{
if (EZMMOLoadingStepStatus* Status = StepStatus_.Find(StepId))
if (EZeusLoadingStepStatus* Status = StepStatus_.Find(StepId))
{
*Status = EZMMOLoadingStepStatus::Done;
*Status = EZeusLoadingStepStatus::Done;
RefreshUI();
if (!bCompleteFired_ && AreAllStepsDone())
@@ -95,9 +95,9 @@ void UUILoadingScreen_Base::MarkStepDone(FName StepId)
void UUILoadingScreen_Base::MarkStepFailed(FName StepId, const FText& Reason)
{
if (EZMMOLoadingStepStatus* Status = StepStatus_.Find(StepId))
if (EZeusLoadingStepStatus* Status = StepStatus_.Find(StepId))
{
*Status = EZMMOLoadingStepStatus::Failed;
*Status = EZeusLoadingStepStatus::Failed;
if (Text_Status && !Reason.IsEmpty())
{
Text_Status->SetText(Reason);
@@ -112,10 +112,10 @@ bool UUILoadingScreen_Base::AreAllStepsDone() const
{
return false;
}
for (const FZMMOLoadingStepDef& Step : Profile_.Steps)
for (const FZeusLoadingStepDef& Step : Profile_.Steps)
{
const EZMMOLoadingStepStatus* Status = StepStatus_.Find(Step.StepId);
if (Status == nullptr || *Status != EZMMOLoadingStepStatus::Done)
const EZeusLoadingStepStatus* Status = StepStatus_.Find(Step.StepId);
if (Status == nullptr || *Status != EZeusLoadingStepStatus::Done)
{
return false;
}
@@ -135,11 +135,11 @@ int32 UUILoadingScreen_Base::FindStepIndex(FName StepId) const
return INDEX_NONE;
}
EZMMOLoadingStepStatus UUILoadingScreen_Base::GetStepStatus(int32 Index) const
EZeusLoadingStepStatus UUILoadingScreen_Base::GetStepStatus(int32 Index) const
{
if (!Profile_.Steps.IsValidIndex(Index)) return EZMMOLoadingStepStatus::Pending;
const EZMMOLoadingStepStatus* Status = StepStatus_.Find(Profile_.Steps[Index].StepId);
return Status ? *Status : EZMMOLoadingStepStatus::Pending;
if (!Profile_.Steps.IsValidIndex(Index)) return EZeusLoadingStepStatus::Pending;
const EZeusLoadingStepStatus* Status = StepStatus_.Find(Profile_.Steps[Index].StepId);
return Status ? *Status : EZeusLoadingStepStatus::Pending;
}
FText UUILoadingScreen_Base::ComputeCurrentStatusText() const
@@ -148,12 +148,12 @@ FText UUILoadingScreen_Base::ComputeCurrentStatusText() const
int32 LastDone = INDEX_NONE;
for (int32 i = 0; i < Profile_.Steps.Num(); ++i)
{
const EZMMOLoadingStepStatus St = GetStepStatus(i);
if (St == EZMMOLoadingStepStatus::Running)
const EZeusLoadingStepStatus St = GetStepStatus(i);
if (St == EZeusLoadingStepStatus::Running)
{
return Profile_.Steps[i].Label;
}
if (St == EZMMOLoadingStepStatus::Done)
if (St == EZeusLoadingStepStatus::Done)
{
LastDone = i;
}
@@ -176,9 +176,9 @@ float UUILoadingScreen_Base::ComputeProgress01() const
float Acc = 0.f;
for (int32 i = 0; i < N; ++i)
{
const EZMMOLoadingStepStatus St = GetStepStatus(i);
if (St == EZMMOLoadingStepStatus::Done) Acc += 1.f;
else if (St == EZMMOLoadingStepStatus::Running) Acc += 0.5f;
const EZeusLoadingStepStatus St = GetStepStatus(i);
if (St == EZeusLoadingStepStatus::Done) Acc += 1.f;
else if (St == EZeusLoadingStepStatus::Running) Acc += 0.5f;
}
return FMath::Clamp(Acc / static_cast<float>(N), 0.f, 1.f);
}

View File

@@ -8,15 +8,15 @@
class UCommonTextBlock;
class UProgressBar;
class UDataTable;
class UZMMOLoadingProfilesDataAsset;
class UZeusLoadingProfilesDataAsset;
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FZMMOOnLoadingComplete);
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FZeusOnLoadingComplete);
/**
* Tela de loading genérica. Reusada pelo FrontEnd (handoff CharServer →
* WorldServer) e pelo InGame (entrada em instance/dungeon, respawn). Cada
* uso passa um EZMMOLoadingContext em Configure(), que resolve o perfil
* no UZMMOLoadingProfilesDataAsset (lista de etapas + título).
* uso passa um EZeusLoadingContext em Configure(), que resolve o perfil
* no UZeusLoadingProfilesDataAsset (lista de etapas + título).
*
* Quem orquestra (UIFrontEndFlowSubsystem, futuro UIInGameFlowSubsystem)
* assina os próprios eventos (HandlePostLoadMap, OnPlayerSpawned, etc) e
@@ -41,8 +41,8 @@ public:
* de NativeOnActivated (estado é reaplicado em RefreshUI).
*/
UFUNCTION(BlueprintCallable, Category = "Loading")
void Configure(EZMMOLoadingContext InContext,
UZMMOLoadingProfilesDataAsset* Profiles,
void Configure(EZeusLoadingContext InContext,
UZeusLoadingProfilesDataAsset* Profiles,
UDataTable* TipsTable);
UFUNCTION(BlueprintCallable, Category = "Loading")
@@ -59,7 +59,7 @@ public:
/** Disparado UMA vez quando todas as etapas viram Done. */
UPROPERTY(BlueprintAssignable, Category = "Loading")
FZMMOOnLoadingComplete OnLoadingComplete;
FZeusOnLoadingComplete OnLoadingComplete;
protected:
virtual void NativeOnActivated() override;
@@ -75,7 +75,7 @@ protected:
int32 FindStepIndex(FName StepId) const;
/** Status atual da etapa em [Steps_]; Pending se não rastreada. */
EZMMOLoadingStepStatus GetStepStatus(int32 Index) const;
EZeusLoadingStepStatus GetStepStatus(int32 Index) const;
/** Texto exibido em Text_Status — etapa Running atual ou última Done. */
FText ComputeCurrentStatusText() const;
@@ -107,13 +107,13 @@ protected:
float TipRotationIntervalSeconds = 6.f;
private:
EZMMOLoadingContext Context_ = EZMMOLoadingContext::None;
EZeusLoadingContext Context_ = EZeusLoadingContext::None;
UPROPERTY(Transient)
FZMMOLoadingProfile Profile_;
FZeusLoadingProfile Profile_;
UPROPERTY(Transient)
TMap<FName, EZMMOLoadingStepStatus> StepStatus_;
TMap<FName, EZeusLoadingStepStatus> StepStatus_;
UPROPERTY(Transient)
TArray<FText> TipPool_;

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