V3 Server Meshing (server-side) precisa entityId 64-bit (high32 = FNV-1a do worldId, low32 = counter local) pra evitar collision cross-ZS. Os delegates do plugin (OnPlayerSpawned, OnPlayerDespawned, OnCharInfoReceived, OnPlayerStateUpdate, OnHpSpUpdate, OnLevelUp) e os métodos TryGetLast* migram pra int64; handlers em ZMMOPlayerCharacter, ZMMOWorldSubsystem, UIFrontEndFlowSubsystem e ZMMOAttributeNetworkHandler acompanham. FCachedSpawn::EntityId, FZMMOAttributesSnapshot::EntityId e SeedEntityId também viram int64. Wire S_SPAWN_PLAYER ainda carrega uint32 (server faz XOR high32^low32 pra manter unicidade estatística entre ZSs); ampliação do opcode pra uint64 fica pra PR futuro. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
6.7 KiB
6.7 KiB