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>
491 lines
16 KiB
C++
491 lines
16 KiB
C++
#include "ZMMOPlayerCharacter.h"
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#include "Animation/AnimInstance.h"
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#include "Camera/CameraComponent.h"
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#include "Components/CapsuleComponent.h"
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#include "Components/SkeletalMeshComponent.h"
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#include "EnhancedInputComponent.h"
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#include "Engine/GameInstance.h"
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#include "Engine/SkeletalMesh.h"
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#include "Engine/World.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "GameFramework/Controller.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "InputAction.h"
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#include "InputActionValue.h"
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#include "GameFramework/PlayerState.h"
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#include "Subsystems/WorldSubsystem.h"
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#include "UObject/ConstructorHelpers.h"
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#include "ZMMO.h"
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#include "ZMMOAttributeComponent.h"
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#include "ZMMOPlayerState.h"
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#include "ZMMOWorldSubsystem.h"
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#include "ZeusNetworkSubsystem.h"
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#include "UI/FrontEnd/UIFrontEndFlowSubsystem.h"
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DEFINE_LOG_CATEGORY(LogZMMOPlayer);
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AZMMOPlayerCharacter::AZMMOPlayerCharacter()
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{
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PrimaryActorTick.bCanEverTick = true;
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PrimaryActorTick.bStartWithTickEnabled = true;
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GetCapsuleComponent()->InitCapsuleSize(42.0f, 96.0f);
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bUseControllerRotationPitch = false;
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bUseControllerRotationYaw = false;
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bUseControllerRotationRoll = false;
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UCharacterMovementComponent* CMC = GetCharacterMovement();
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CMC->bOrientRotationToMovement = true;
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CMC->RotationRate = FRotator(0.0f, 500.0f, 0.0f);
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CMC->JumpZVelocity = 500.0f;
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CMC->AirControl = 0.35f;
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CMC->MaxWalkSpeed = 500.0f;
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CMC->MinAnalogWalkSpeed = 20.0f;
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CMC->BrakingDecelerationWalking = 2000.0f;
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CMC->BrakingDecelerationFalling = 1500.0f;
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CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
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CameraBoom->SetupAttachment(RootComponent);
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CameraBoom->TargetArmLength = 400.0f;
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CameraBoom->bUsePawnControlRotation = true;
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FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
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FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
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FollowCamera->bUsePawnControlRotation = false;
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// AttributeComponent migrou pro PlayerState (AZMMOPlayerState + Component
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// Registry config-driven). Pawn fica leve — so' movement/input/camera.
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// Defaults visuais (mesh + AnimBP) — alinhados ao ZClientMMO. Permitem ao
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// motor spawnar AZMMOPlayerCharacter directamente como DefaultPawnClass do
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// AZMMOGameMode sem exigir um BP filho. Um BP filho continua opcional para
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// trocar mesh/AnimBP por mapa.
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if (USkeletalMeshComponent* MeshComponent = GetMesh())
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{
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static ConstructorHelpers::FObjectFinder<USkeletalMesh> QuinnMesh(
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TEXT("/Game/Characters/Mannequins/Meshes/SKM_Quinn_Simple.SKM_Quinn_Simple"));
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static ConstructorHelpers::FClassFinder<UAnimInstance> QuinnAnimBp(
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TEXT("/Game/Characters/Mannequins/Anims/Unarmed/ABP_Unarmed"));
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if (QuinnMesh.Succeeded())
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{
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MeshComponent->SetSkeletalMesh(QuinnMesh.Object);
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MeshComponent->SetRelativeLocation(FVector(0.0f, 0.0f, -90.0f));
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MeshComponent->SetRelativeRotation(FRotator(0.0f, -90.0f, 0.0f));
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}
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else
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{
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UE_LOG(LogZMMOPlayer, Warning, TEXT("Default mesh SKM_Quinn_Simple not found for AZMMOPlayerCharacter."));
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}
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if (QuinnAnimBp.Succeeded())
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{
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MeshComponent->SetAnimationMode(EAnimationMode::AnimationBlueprint);
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MeshComponent->SetAnimInstanceClass(QuinnAnimBp.Class);
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}
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else
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{
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UE_LOG(LogZMMOPlayer, Warning, TEXT("Default anim blueprint ABP_Unarmed not found for AZMMOPlayerCharacter."));
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}
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}
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// Input Actions defaults (Enhanced Input) — IMCs sao adicionados pelo
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// AZMMOPlayerController. As IAs aqui resolvem o asset por path; um BP filho
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// pode sobrescrever caso queira inputs custom.
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static ConstructorHelpers::FObjectFinder<UInputAction> MoveActionAsset(
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TEXT("/Game/Input/Actions/IA_Move.IA_Move"));
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static ConstructorHelpers::FObjectFinder<UInputAction> LookActionAsset(
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TEXT("/Game/Input/Actions/IA_Look.IA_Look"));
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static ConstructorHelpers::FObjectFinder<UInputAction> MouseLookActionAsset(
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TEXT("/Game/Input/Actions/IA_MouseLook.IA_MouseLook"));
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static ConstructorHelpers::FObjectFinder<UInputAction> JumpActionAsset(
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TEXT("/Game/Input/Actions/IA_Jump.IA_Jump"));
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if (MoveActionAsset.Succeeded()) { MoveAction = MoveActionAsset.Object; }
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if (LookActionAsset.Succeeded()) { LookAction = LookActionAsset.Object; }
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if (MouseLookActionAsset.Succeeded()) { MouseLookAction = MouseLookActionAsset.Object; }
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if (JumpActionAsset.Succeeded()) { JumpAction = JumpActionAsset.Object; }
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}
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void AZMMOPlayerCharacter::BeginPlay()
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{
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Super::BeginPlay();
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ResolveZeusNetworkSubsystem();
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BindZeusSpawnDelegate();
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TryRegisterLocalEntityFromCachedSpawn();
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// Fase 4: reposiciona o pawn na pos salva no DB (vinda no S_CHAR_SELECT_OK
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// e memorizada no Flow). Substitui o PlayerStart default do level. Se nao
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// ha pose pendente (primeiro boot / debug PIE direto no level), mantem o
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// PlayerStart.
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if (const UGameInstance* GI = GetGameInstance())
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{
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if (UUIFrontEndFlowSubsystem* Flow = GI->GetSubsystem<UUIFrontEndFlowSubsystem>())
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{
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FVector PosCm = FVector::ZeroVector;
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float YawDeg = 0.0f;
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if (Flow->ConsumePendingSpawnPose(PosCm, YawDeg))
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{
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const FRotator NewRot(0.0f, YawDeg, 0.0f);
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SetActorLocationAndRotation(PosCm, NewRot, /*bSweep=*/false, nullptr, ETeleportType::TeleportPhysics);
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if (AController* C = GetController())
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{
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C->SetControlRotation(NewRot);
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}
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UE_LOG(LogZMMOPlayer, Log,
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TEXT("AZMMOPlayerCharacter: pawn reposicionado pra pos do DB (%s) yaw=%.1f"),
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*PosCm.ToString(), YawDeg);
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}
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}
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}
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}
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void AZMMOPlayerCharacter::EndPlay(const EEndPlayReason::Type EndPlayReason)
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{
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UnbindZeusSpawnDelegate();
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ZeusNetwork = nullptr;
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Super::EndPlay(EndPlayReason);
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}
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void AZMMOPlayerCharacter::Tick(const float DeltaSeconds)
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{
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Super::Tick(DeltaSeconds);
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FlushInputAxisToServer(DeltaSeconds);
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}
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void AZMMOPlayerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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if (UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(PlayerInputComponent))
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{
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EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &AZMMOPlayerCharacter::OnJumpPressed);
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EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &AZMMOPlayerCharacter::OnJumpReleased);
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EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AZMMOPlayerCharacter::Move);
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EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Completed, this, &AZMMOPlayerCharacter::MoveCompleted);
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EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AZMMOPlayerCharacter::Look);
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EnhancedInputComponent->BindAction(MouseLookAction, ETriggerEvent::Triggered, this, &AZMMOPlayerCharacter::Look);
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}
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else
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{
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UE_LOG(LogZMMOPlayer, Error, TEXT("'%s' Failed to find an Enhanced Input component."), *GetNameSafe(this));
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}
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}
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void AZMMOPlayerCharacter::Move(const FInputActionValue& Value)
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{
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const FVector2D MovementVector = Value.Get<FVector2D>();
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DoMove(MovementVector.X, MovementVector.Y);
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}
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void AZMMOPlayerCharacter::MoveCompleted(const FInputActionValue& Value)
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{
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(void)Value;
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DoMove(0.0f, 0.0f);
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}
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void AZMMOPlayerCharacter::Look(const FInputActionValue& Value)
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{
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const FVector2D LookAxisVector = Value.Get<FVector2D>();
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DoLook(LookAxisVector.X, LookAxisVector.Y);
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}
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void AZMMOPlayerCharacter::OnJumpPressed()
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{
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bPendingJumpPressed = true;
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DoJumpStart();
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}
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void AZMMOPlayerCharacter::OnJumpReleased()
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{
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bPendingJumpReleased = true;
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DoJumpEnd();
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}
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void AZMMOPlayerCharacter::DoMove(const float Right, const float Forward)
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{
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PendingMoveRight = FMath::Clamp(Right, -1.0f, 1.0f);
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PendingMoveForward = FMath::Clamp(Forward, -1.0f, 1.0f);
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if (GetController() != nullptr)
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{
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const FRotator Rotation = GetController()->GetControlRotation();
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const FRotator YawRotation(0.0f, Rotation.Yaw, 0.0f);
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const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
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const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
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AddMovementInput(ForwardDirection, Forward);
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AddMovementInput(RightDirection, Right);
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}
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}
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void AZMMOPlayerCharacter::DoLook(const float Yaw, const float Pitch)
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{
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if (GetController() != nullptr)
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{
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AddControllerYawInput(Yaw);
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AddControllerPitchInput(Pitch);
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}
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}
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void AZMMOPlayerCharacter::DoJumpStart()
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{
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Jump();
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}
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void AZMMOPlayerCharacter::DoJumpEnd()
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{
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StopJumping();
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}
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void AZMMOPlayerCharacter::ApplyEntitySnapshot(const FZMMOEntitySnapshot& /*Snapshot*/)
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{
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// Cliente local solto: o servidor nao reconcilia posicao em V0 (ADR 0038).
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// Quando colisao de objetos chegar, podemos ligar uma reconciliacao opcional
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// horizontal aqui (XY only), preservando o Z do CMC local.
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}
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void AZMMOPlayerCharacter::SetEntityRelevant(bool /*bRelevant*/)
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{
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// Nunca despawnamos o jogador local via AOI.
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}
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void AZMMOPlayerCharacter::ResolveZeusNetworkSubsystem()
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{
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if (ZeusNetwork)
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{
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return;
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}
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UGameInstance* GI = GetGameInstance();
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if (!GI)
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{
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return;
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}
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ZeusNetwork = GI->GetSubsystem<UZeusNetworkSubsystem>();
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}
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void AZMMOPlayerCharacter::BindZeusSpawnDelegate()
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{
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if (bSpawnDelegateBound || !IsLocallyControlled())
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{
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return;
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}
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if (!ZeusNetwork)
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{
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return;
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}
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ZeusNetwork->OnPlayerSpawned.AddDynamic(this, &AZMMOPlayerCharacter::HandleZeusPlayerSpawned);
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ZeusNetwork->OnCharInfoReceived.AddDynamic(this, &AZMMOPlayerCharacter::HandleZeusCharInfo);
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bSpawnDelegateBound = true;
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}
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void AZMMOPlayerCharacter::UnbindZeusSpawnDelegate()
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{
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if (!bSpawnDelegateBound || !ZeusNetwork)
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{
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bSpawnDelegateBound = false;
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return;
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}
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ZeusNetwork->OnPlayerSpawned.RemoveDynamic(this, &AZMMOPlayerCharacter::HandleZeusPlayerSpawned);
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ZeusNetwork->OnCharInfoReceived.RemoveDynamic(this, &AZMMOPlayerCharacter::HandleZeusCharInfo);
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bSpawnDelegateBound = false;
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}
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void AZMMOPlayerCharacter::TryRegisterLocalEntityFromCachedSpawn()
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{
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if (!ZeusNetwork)
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{
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return;
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}
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int64 CachedEntityId = 0;
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FVector CachedPosCm = FVector::ZeroVector;
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float CachedYawDeg = 0.0f;
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int64 CachedServerTimeMs = 0;
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if (ZeusNetwork->TryGetLastLocalSpawn(CachedEntityId, CachedPosCm, CachedYawDeg, CachedServerTimeMs))
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{
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HandleLocalSpawnReady(CachedEntityId, CachedPosCm, CachedYawDeg, CachedServerTimeMs);
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}
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// Race fix: o S_CHAR_INFO chega ANTES de S_SPAWN_PLAYER mas o pawn pode
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// nao existir ainda (OpenLevel em andamento). Aplica o ultimo cacheado.
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TryApplyCachedCharInfo();
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}
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void AZMMOPlayerCharacter::HandleZeusPlayerSpawned(const int64 InEntityId, const bool bIsLocal,
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const FVector PosCm, const float YawDeg, const int64 ServerTimeMs)
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{
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if (!bIsLocal)
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{
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// Remote spawns sao tratados pelo `UZMMOWorldSubsystem`; aqui so reagimos
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// ao spawn do pawn possessivel local (S_SPAWN_PLAYER com bIsLocal=true).
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return;
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}
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HandleLocalSpawnReady(InEntityId, PosCm, YawDeg, ServerTimeMs);
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}
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void AZMMOPlayerCharacter::HandleLocalSpawnReady(const int64 InEntityId, const FVector PosCm,
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const float YawDeg, const int64 ServerTimeMs)
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{
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if (InEntityId == 0)
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{
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return;
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}
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// PR-HANDOFF-007 — InEntityId é int64 (era int32)
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if (ZMMOEntityId == InEntityId)
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{
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return;
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}
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ZMMOEntityId = InEntityId;
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UE_LOG(LogZMMOPlayer, Log,
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TEXT("AZMMOPlayerCharacter: local spawn captured EntityId=%lld pos=(%s) yaw=%.1f t=%lld"),
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InEntityId, *PosCm.ToString(), YawDeg, ServerTimeMs);
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if (UWorld* World = GetWorld())
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{
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if (UZMMOWorldSubsystem* WorldSubsystem = World->GetSubsystem<UZMMOWorldSubsystem>())
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{
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WorldSubsystem->RegisterLocalEntity(InEntityId, this);
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}
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}
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// Identidade publica (EntityId) + seed no AttributeComponent. CharName/Guild
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// vem separado via S_CHAR_INFO -> HandleZeusCharInfo. AttributeComponent vive
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// como subobject e recebe seed pra que o ZMMOAttributeNetworkHandler consiga
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// rotear o snapshot por EntityId desde o primeiro pacote.
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if (APlayerState* PS = GetPlayerState())
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{
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if (AZMMOPlayerState* ZMMOPs = Cast<AZMMOPlayerState>(PS))
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{
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ZMMOPs->SetPublicIdentity(InEntityId, /*CharId*/ FString(),
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/*BaseLevel*/ 1, /*ClassId*/ 0);
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}
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if (UZMMOAttributeComponent* AttrComp = PS->FindComponentByClass<UZMMOAttributeComponent>())
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{
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AttrComp->SeedEntityId(InEntityId);
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}
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}
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// Aplica char info cacheada (caso S_CHAR_INFO tenha chegado antes do PS existir).
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TryApplyCachedCharInfo();
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// UI in-game e' responsabilidade do AZMMOHUD (GameMode.HUDClass), nao do
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// Pawn. AHUD::BeginPlay chama UUIInGameFlowSubsystem::StartInGame, que
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// pushea WBP_HUD em UI.Layer.Game. UZMMOHudWidget::NativeOnActivated auto-binda
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// no UZMMOAttributeComponent via PlayerState.
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}
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void AZMMOPlayerCharacter::HandleZeusCharInfo(const int64 InEntityId, const FString& CharName, const FString& GuildName)
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{
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UE_LOG(LogZMMOPlayer, Log,
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TEXT("AZMMOPlayerCharacter: S_CHAR_INFO recebido EntityId=%lld name=%s guild=%s"),
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InEntityId, *CharName, *GuildName);
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APlayerState* PS = GetPlayerState();
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if (!PS)
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{
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// Race fix: pawn pode nao ter PlayerState ainda. Subsystem ja cacheou
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// (LastLocalCharInfoCache); TryApplyCachedCharInfo aplica em
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// HandleLocalSpawnReady ou em outra oportunidade.
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return;
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}
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if (AZMMOPlayerState* ZMMOPs = Cast<AZMMOPlayerState>(PS))
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{
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ZMMOPs->SetCharInfo(CharName, GuildName);
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}
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}
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void AZMMOPlayerCharacter::TryApplyCachedCharInfo()
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{
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if (!ZeusNetwork)
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{
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return;
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}
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int64 CachedEntityId = 0;
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FString CachedCharName;
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FString CachedGuildName;
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if (!ZeusNetwork->TryGetLastLocalCharInfo(CachedEntityId, CachedCharName, CachedGuildName))
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{
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return;
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}
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if (APlayerState* PS = GetPlayerState())
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{
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if (AZMMOPlayerState* ZMMOPs = Cast<AZMMOPlayerState>(PS))
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{
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ZMMOPs->SetCharInfo(CachedCharName, CachedGuildName);
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}
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}
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}
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void AZMMOPlayerCharacter::FlushInputAxisToServer(const float DeltaSeconds)
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{
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ResolveZeusNetworkSubsystem();
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if (!ZeusNetwork || !ZeusNetwork->IsConnected())
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{
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return;
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}
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const float SendInterval = 1.0f / FMath::Max(1, InputSendRateHz);
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SendAccumulatorSec += DeltaSeconds;
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TimeSinceLastSendSec += DeltaSeconds;
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const bool bMovingInput = !FMath::IsNearlyZero(PendingMoveForward) || !FMath::IsNearlyZero(PendingMoveRight);
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const bool bJumpEvent = bPendingJumpPressed || bPendingJumpReleased;
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const bool bRateReached = SendAccumulatorSec >= SendInterval;
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const bool bHeartbeatReached = TimeSinceLastSendSec >= HeartbeatIntervalSec;
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// IsFalling é estado contínuo do CMC (espelhado em PlayerStatePayload::grounded
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// para alimentar o MovementMode dos proxies). Forçar envio em transições
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// walking↔falling garante que a animação de queda/pulo dispare nos outros
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// clientes mesmo quando estamos em rate limit / sem input de movimento.
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const UCharacterMovementComponent* CMCForFalling = GetCharacterMovement();
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const bool bIsFalling = CMCForFalling != nullptr && CMCForFalling->IsFalling();
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const bool bFallingChanged = (bIsFalling != bPreviousFalling);
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const bool bShouldSend = bJumpEvent || bFallingChanged || (bMovingInput && bRateReached) || (!bMovingInput && bHeartbeatReached);
|
|
if (!bShouldSend)
|
|
{
|
|
return;
|
|
}
|
|
|
|
++InputSequence;
|
|
const int32 ClientTimeMs = static_cast<int32>(FPlatformTime::Seconds() * 1000.0);
|
|
// ADR 0040: yaw da camara/controller para que o servidor consiga rotar o
|
|
// input (referencial-camara) para velocidade mundial. Fallback para o yaw
|
|
// do actor se nao houver controller (e.g. tela de loading).
|
|
const float ViewYawDeg = (GetController()
|
|
? static_cast<float>(GetController()->GetControlRotation().Yaw)
|
|
: static_cast<float>(GetActorRotation().Yaw));
|
|
// ADR 0041: cliente autoritativo da posicao XYZ + velocidade XY. O CMC ja
|
|
// integrou o input local antes deste flush, portanto `GetActorLocation` e
|
|
// `GetVelocity` reflectem o estado real que o servidor deve replicar para
|
|
// os outros clientes (sujeito ao clamp anti-cheat).
|
|
const FVector PosCm = GetActorLocation();
|
|
const FVector Vel = GetVelocity();
|
|
ZeusNetwork->SendInputAxis(
|
|
PendingMoveForward,
|
|
PendingMoveRight,
|
|
bPendingJumpPressed,
|
|
bPendingJumpReleased,
|
|
InputSequence,
|
|
ClientTimeMs,
|
|
ViewYawDeg,
|
|
PosCm,
|
|
FVector2D(Vel.X, Vel.Y),
|
|
bIsFalling,
|
|
static_cast<float>(Vel.Z));
|
|
|
|
SendAccumulatorSec = 0.0f;
|
|
TimeSinceLastSendSec = 0.0f;
|
|
bPendingJumpPressed = false;
|
|
bPendingJumpReleased = false;
|
|
bPreviousFalling = bIsFalling;
|
|
}
|