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>
20 lines
835 B
INI
20 lines
835 B
INI
; 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
|