Files
ZMMO/Plugins/VisualStudioTools/Scripts/Package-Plugin.ps1
Mateus Rodrigues 3d4d0de40b feat: ZMMO client base (Game/Entity|Controller|Modes|Network)
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.
2026-05-07 20:21:21 -03:00

43 lines
1.5 KiB
PowerShell

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