- PlayerState ganha CharName (Replicated) + SetCharInfo(CharName, GuildName) - ZMMOPlayerCharacter assina FZeusOnCharInfoReceived; TryApplyCachedCharInfo resolve race se S_CHAR_INFO chega antes do pawn possuir - UIPlayerStatus_Window header le PlayerState->CharName (fallback p/ GetPlayerName) em vez do "Mateuus-61E9B19A4FB2" generico Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
101 lines
3.1 KiB
C++
101 lines
3.1 KiB
C++
#include "ZMMOPlayerState.h"
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#include "Components/ActorComponent.h"
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#include "Misc/ConfigCacheIni.h"
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#include "Net/UnrealNetwork.h"
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#include "ZMMO.h"
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AZMMOPlayerState::AZMMOPlayerState()
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{
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// Component Registry: instancia cada classe declarada em
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// DefaultGame.ini::[/Script/ZMMO.ZMMOPlayerState]+ComponentClasses=...
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//
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// Le manualmente via GConfig para evitar timing do UPROPERTY(Config),
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// que requer LoadConfig() ja ter rodado no CDO antes da instance ser
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// construida. Pra propriedades em arrays config com `+` syntax, lendo
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// direto e mais previsivel.
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if (ComponentClasses.Num() == 0 && GConfig)
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{
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TArray<FString> ClassPaths;
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GConfig->GetArray(TEXT("/Script/ZMMO.ZMMOPlayerState"),
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TEXT("ComponentClasses"),
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ClassPaths,
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GGameIni);
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for (const FString& Path : ClassPaths)
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{
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if (UClass* C = LoadClass<UActorComponent>(nullptr, *Path))
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{
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ComponentClasses.Add(C);
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}
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else
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{
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UE_LOG(LogZMMO, Warning,
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TEXT("ZMMOPlayerState: ComponentClasses path nao resolveu: %s"), *Path);
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}
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}
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}
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UE_LOG(LogZMMO, Log,
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TEXT("AZMMOPlayerState ctor: %d componente(s) no registry (instance=%s)"),
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ComponentClasses.Num(), *GetName());
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int32 SubobjectIndex = 0;
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for (const TSubclassOf<UActorComponent>& CompClassRef : ComponentClasses)
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{
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UClass* CompClass = CompClassRef.Get();
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if (!CompClass)
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{
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UE_LOG(LogZMMO, Warning,
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TEXT("ZMMOPlayerState: ComponentClass null em ComponentClasses[%d]"),
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SubobjectIndex);
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++SubobjectIndex;
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continue;
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}
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const FName CompName = MakeUniqueObjectName(this, CompClass,
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FName(*FString::Printf(TEXT("ZMMOComp_%d_%s"), SubobjectIndex, *CompClass->GetName())));
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// Overload runtime de CreateDefaultSubobject retorna UObject* (sem template) —
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// precisa cast para UActorComponent.
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UActorComponent* Comp = Cast<UActorComponent>(CreateDefaultSubobject(CompName, CompClass, CompClass,
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/*bIsRequired*/ false, /*bIsTransient*/ false));
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if (Comp)
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{
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UE_LOG(LogZMMO, Log,
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TEXT("ZMMOPlayerState: componente registrado [%d] %s"),
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SubobjectIndex, *CompClass->GetName());
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}
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else
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{
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UE_LOG(LogZMMO, Warning,
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TEXT("ZMMOPlayerState: CreateDefaultSubobject falhou para %s"),
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*CompClass->GetName());
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}
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++SubobjectIndex;
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}
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}
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void AZMMOPlayerState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
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{
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AZMMOPlayerState, ZMMOEntityId);
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DOREPLIFETIME(AZMMOPlayerState, CharId);
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DOREPLIFETIME(AZMMOPlayerState, CharName);
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DOREPLIFETIME(AZMMOPlayerState, BaseLevel);
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DOREPLIFETIME(AZMMOPlayerState, ClassId);
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DOREPLIFETIME(AZMMOPlayerState, GuildName);
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}
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void AZMMOPlayerState::SetPublicIdentity(int64 InEntityId, const FString& InCharId,
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int32 InBaseLevel, int32 InClassId)
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{
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ZMMOEntityId = InEntityId;
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CharId = InCharId;
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BaseLevel = InBaseLevel;
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ClassId = InClassId;
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}
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void AZMMOPlayerState::SetCharInfo(const FString& InCharName, const FString& InGuildName)
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{
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CharName = InCharName;
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GuildName = InGuildName;
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}
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