Estrutura inicial do cliente Unreal Zeus MMO alinhada ao padrao "cliente solto + servidor valida input/velocidade" (ADR 0038): - Source/ZMMO/Game/Entity/ — IZMMOEntityInterface, AZMMOEntity (base AActor para Mob/NPC/Object), AZMMOPlayerCharacter (player local com CMC livre, Enhanced Input, envio de C_INPUT_AXIS), AZMMOPlayerProxy (snapshot-only para players remotos). - Source/ZMMO/Game/Controller/ — AZMMOPlayerController com IMC defaults (IMC_Default + IMC_MouseLook) e suporte opcional a virtual joystick. - Source/ZMMO/Game/Modes/ — AZMMOGameMode (defaults para PlayerCharacter / PlayerController), UZMMOGameInstance (auto-connect ao servidor Zeus em Init e logging dos eventos OnConnected/OnDisconnected/...). - Source/ZMMO/Game/Network/ — UZMMOWorldSubsystem (registry EntityId -> AActor*, dispatch dos delegates OnPlayerSpawned/Despawned/ StateUpdate; ignora snapshots locais do cliente solto). - Config/DefaultEngine.ini — GlobalDefaultGameMode aponta para /Script/ZMMO.ZMMOGameMode; GameInstanceClass para /Script/ZMMO.ZMMOGameInstance; redirects para a nova hierarquia. - ZMMO.Build.cs — depende de ZeusNetwork; PublicIncludePaths para a nova arvore Game/Entity|Controller|Modes|Network. - Content — assets do template ThirdPerson (Mannequins, IAs/IMCs, Lvl_ThirdPerson + TestWorld). Os Variant_* levels ficam no commit inicial mas serao limpos numa proxima sessao com aprovacao explicita (Master Rule para .umap/.uasset). Notas: - BP_ThirdPersonCharacter/GameMode/PlayerController ainda apontam para a hierarquia antiga e estao a aguardar aprovacao para remocao (Master Rule). - README.md descreve a arquitectura e o smoke test de conexao.
25 lines
1.7 KiB
XML
25 lines
1.7 KiB
XML
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<PluginFolder>$(MSBuildProjectDirectory)</PluginFolder>
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<PluginFile>$([System.IO.Path]::Combine($(PluginFolder), `VisualStudioTools.uplugin`))</PluginFile>
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<OutputPath Condition=" '$(OutputPath)'=='' ">$([System.IO.Path]::Combine($(PluginFolder), "bin"))</OutputPath>
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<EnginePath>$(UnrealEngine)</EnginePath>
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<EnginePath Condition="!Exists('$(EnginePath)')">
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$([MSBuild]::GetRegistryValue('HKEY_LOCAL_MACHINE\SOFTWARE\EpicGames\Unreal Engine\$(UnrealEngine)', 'InstalledDirectory'))
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</EnginePath>
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<UATScript>$(EnginePath.Trim())\Engine\Build\BatchFiles\RunUAT.bat</UATScript>
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<UnversionedFlag Condition=" '$(Versioned)' != 'true'">-Unversioned</UnversionedFlag>
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<AdditionalFlags Condition=" '$(VulkanReadyBinaries)' == 'true'">-ubtargs="-LinkerArguments=\"/profile\" "</AdditionalFlags>
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</PropertyGroup>
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<Target Name="Build">
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<Error Text="Cannot locate the RunUAT.bat script at $(UATScript). Check if the $UnrealEngine property is a valid path or installed version." Condition="!Exists('$(UATScript)')"></Error>
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<MakeDir Directories="$(OutputPath)" Condition="!Exists('$(OutputPath)')" />
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<Exec
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Command=""$(UATScript)" BuildPlugin -Plugin="$(PluginFile)" -TargetPlatforms=Win64 -Package="$(OutputPath)" $(AdditionalFlags) $(UnversionedFlag) -FromMsBuild"
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EnvironmentVariables="VSTUE_IsCustomDevBuild=1"/>
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</Target>
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<Target Name="Clean" >
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<RemoveDir Directories="$(OutputPath);"/>
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</Target>
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</Project>
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