Mateus Rodrigues 7fa10b4cb9 fix(ui/loading): memoiza steps quando widget em async load + draggable status
- UIFrontEndFlowSubsystem: HandlePostLoadMap/HandlePlayerSpawned agora
  registram o StepId em PendingLoadingSteps_ quando ActiveLoadingScreen
  ainda eh null (race com RequestAsyncLoad do WBP_Loading). Lambda do
  callback async drena o set apos criar a tela, fechando o loading
  retroativamente. Servidor rapido (TryFinalizeEnterWorld) deixava o
  cliente preso em "entrando no mundo" quando o async load atrasava.

- UIPlayerStatus_Window: herda de UIDraggableWindow_Base (drag + persist
  via UZMMOUISaveGame). Rename CloseBtn -> Button_Close, adiciona
  Background_Panel/Container_Header/Container_Stats, NativeOnKeyDown
  (Alt+A fecha), NativeGetDesiredFocusTarget=self. Remove bIsBackHandler
  pra parar o "Cannot create action binding" no log (projeto nao tem
  DefaultBackAction no CommonUISettings).

- UIInGameFlowSubsystem.SetState: skip re-push do HUD quando voltando de
  StatusWindow/Inventory/Menu pro Playing (Old != None && != Playing) pra
  evitar Construct novo do HUD e o flicker dos textos HP/SP.

- Novos: UIDraggableWindow_Base (drag generico + persistencia) e
  UIWindowSaveGame (TMap<FName, FVector2D> por WindowId).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 14:50:49 -03:00
2026-05-07 20:17:53 -03:00

ZMMO — Cliente Unreal Zeus MMO

Cliente Unreal Engine 5.7 do projecto Zeus. Implementa o pipeline "cliente solto + servidor valida input/velocidade" definido em ADR 0038 (landscape autoritativo no cliente; servidor reservado para colisao de objectos).

Arquitectura

  • Source/ZMMO/Game/Entity/IZMMOEntityInterface, AZMMOEntity, AZMMOPlayerCharacter (local, CMC livre), AZMMOPlayerProxy (remoto, snapshot-only).
  • Source/ZMMO/Game/Controller/AZMMOPlayerController com Enhanced Input + virtual joystick opcional.
  • Source/ZMMO/Game/Modes/AZMMOGameMode e UZMMOGameInstance (auto-connect ao servidor Zeus em Init).
  • Source/ZMMO/Game/Network/UZMMOWorldSubsystem (registry EntityId -> AActor*, dispatch dos delegates do UZeusNetworkSubsystem).

Dependencias

  • Unreal Engine 5.7
  • Plugin ZeusNetwork (do projecto servidor, em Server/Plugins/Unreal/)
  • Plugin ZeusMapTools (editor-only, opcional)

Smoke test

  1. Servidor Zeus a correr em 127.0.0.1:27777.
  2. Abrir ZMMO.uproject, aguardar build do modulo ZMMO.
  3. PIE: confirmar [Zeus] Connected to server 127.0.0.1:27777 no Output Log e o spawn do pawn local com EntityId autoritativo.

Configuracao

  • bAutoConnectOnStart (default true) em UZMMOGameInstance. Desligar quando existir UI de login.
  • Config/DefaultEngine.ini aponta GlobalDefaultGameMode=/Script/ZMMO.ZMMOGameMode.
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