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.
43 lines
1.5 KiB
PowerShell
43 lines
1.5 KiB
PowerShell
param(
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[Parameter(Mandatory=$true)]
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[string]
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$EnginePath,
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[Parameter(Mandatory=$true)]
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[string]
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$EngineVersion
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)
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function New-TemporaryDirectory {
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$parent = [System.IO.Path]::GetTempPath()
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$name = [System.IO.Path]::GetRandomFileName()
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New-Item -ItemType Directory -Path (Join-Path $parent $name)
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}
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$PackagePath = New-TemporaryDirectory
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& msbuild "-p:UnrealEngine=$EnginePath;OutputPath=$PackagePath;Versioned=true"
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# Add EnabledByDefault property in the descriptor file
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Write-Host "Patch plugin descriptor file"
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$descriptor = "$PackagePath/VisualStudioTools.uplugin"
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$a = Get-Content $descriptor | ConvertFrom-Json
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$a | Add-Member -NotePropertyName EnabledByDefault -NotePropertyValue $true -ErrorAction Ignore
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$a | ConvertTo-Json -depth 100 | Out-File $descriptor -Encoding utf8
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Write-Host "Copy Config folder"
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Copy-Item -Path Config -Destination $PackagePath/Config -Recurse
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$PublishPath = "publish"
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If(!(test-path -PathType Container $PublishPath))
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{
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New-Item -ItemType Directory -Path $PublishPath | Out-Null
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}
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Write-Host "Create ZIP package"
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$tag = $EngineVersion.Replace(".", "")
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$files = Get-ChildItem $PackagePath -Exclude @("Binaries", "Intermediate")
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$zip = "$PublishPath/VisualStudioTools_v$($a.VersionName)_ue$tag.zip"
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Compress-Archive -Path $files -DestinationPath "$PublishPath/VisualStudioTools_v$($a.VersionName)_ue$tag.zip" -CompressionLevel Fastest
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Remove-Item $PackagePath -Force -Recurse
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Write-Host "Done: $($zip | Resolve-Path)" |