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>
392 lines
13 KiB
C++
392 lines
13 KiB
C++
#include "ZeusWorldSubsystem.h"
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#include "Engine/GameInstance.h"
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#include "Engine/World.h"
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#include "GameFramework/GameStateBase.h"
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#include "ZMMO.h"
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#include "ZeusEntity.h"
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#include "ZeusEntityInterface.h"
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#include "ZeusGASComponent.h"
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#include "ZeusPlayerProxy.h"
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#include "ZeusPlayerState.h"
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#include "ZeusNetworkSubsystem.h"
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void UZeusWorldSubsystem::Initialize(FSubsystemCollectionBase& Collection)
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{
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Super::Initialize(Collection);
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if (RemoteEntityClasses.IsEmpty())
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{
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RemoteEntityClasses.Add(EZeusEntityType::Player, AZeusPlayerProxy::StaticClass());
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RemoteEntityClasses.Add(EZeusEntityType::Mob, AZeusEntity::StaticClass());
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RemoteEntityClasses.Add(EZeusEntityType::NPC, AZeusEntity::StaticClass());
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RemoteEntityClasses.Add(EZeusEntityType::Object, AZeusEntity::StaticClass());
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}
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// Bind + replay vivem em OnWorldBeginPlay (mundo pronto). Initialize roda
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// MUITO cedo no pipeline de LoadMap — antes do GameMode ser instanciado
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// e antes do WorldPartition terminar de carregar cells. Spawns dinamicos
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// feitos aqui podem ser perdidos durante a fase de setup posterior.
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}
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void UZeusWorldSubsystem::OnWorldBeginPlay(UWorld& InWorld)
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{
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Super::OnWorldBeginPlay(InWorld);
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if (UZeusNetworkSubsystem* ZeusNet = ResolveZeusNetworkSubsystem())
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{
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ZeusNet->OnPlayerSpawned.AddDynamic(this, &UZeusWorldSubsystem::HandlePlayerSpawned);
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ZeusNet->OnPlayerDespawned.AddDynamic(this, &UZeusWorldSubsystem::HandlePlayerDespawned);
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ZeusNet->OnPlayerStateUpdate.AddDynamic(this, &UZeusWorldSubsystem::HandlePlayerStateUpdate);
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UE_LOG(LogZMMO, Log, TEXT("ZeusWorldSubsystem bound to ZeusNetworkSubsystem delegates."));
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// Catch-up race fix (Fase 3): broadcasts de proxies remotos chegam
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// enquanto o cliente novo ainda esta em OpenLevel. UZeusNetworkSubsystem
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// cacheia em PendingRemoteSpawnsByEntity. Aplicamos aqui — mundo ja
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// esta pronto (GameMode ativo, WorldPartition cells inicializadas).
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int32 ReplayCount = 0;
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ZeusNet->ForEachPendingRemoteSpawn(
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[this, &ReplayCount](const int64 EntityId, const FVector PosCm, const float YawDeg, const int64 ServerTimeMs)
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{
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HandlePlayerSpawned(EntityId, /*bIsLocal=*/false, PosCm, YawDeg, ServerTimeMs);
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++ReplayCount;
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});
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if (ReplayCount > 0)
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{
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UE_LOG(LogZMMO, Log, TEXT("ZeusWorldSubsystem: replay de %d proxy(ies) cacheados."), ReplayCount);
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}
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}
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else
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{
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UE_LOG(LogZMMO, Warning, TEXT("ZeusWorldSubsystem: ZeusNetworkSubsystem not found at OnWorldBeginPlay."));
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}
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}
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void UZeusWorldSubsystem::Deinitialize()
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{
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if (UZeusNetworkSubsystem* ZeusNet = ResolveZeusNetworkSubsystem())
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{
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ZeusNet->OnPlayerSpawned.RemoveDynamic(this, &UZeusWorldSubsystem::HandlePlayerSpawned);
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ZeusNet->OnPlayerDespawned.RemoveDynamic(this, &UZeusWorldSubsystem::HandlePlayerDespawned);
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ZeusNet->OnPlayerStateUpdate.RemoveDynamic(this, &UZeusWorldSubsystem::HandlePlayerStateUpdate);
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}
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RemoteEntities.Reset();
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LocalEntityId = 0;
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Super::Deinitialize();
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}
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void UZeusWorldSubsystem::RegisterLocalEntity(const int64 EntityId, AActor* LocalActor)
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{
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if (EntityId == 0 || LocalActor == nullptr)
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{
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return;
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}
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LocalEntityId = EntityId;
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RemoteEntities.Add(EntityId, TWeakObjectPtr<AActor>(LocalActor));
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UE_LOG(LogZMMO, Log, TEXT("ZeusWorldSubsystem: local entity registered EntityId=%lld actor=%s"),
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EntityId, *GetNameSafe(LocalActor));
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}
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void UZeusWorldSubsystem::HandlePlayerSpawned(const int64 EntityId, 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 (EntityId == 0)
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{
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return;
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}
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// P10-FIX-LEGACY (workflow wcyeqgrad finding): server pode reenviar
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// S_SPAWN_PLAYER com bIsLocal=false do PROPRIO entityId via AOI re-emit
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// (catch-up cross-server, SetOnEnter callback recomputando InterestSet,
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// handoff em flight). Sem guard, o segundo spawn cria proxy fantasma do
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// proprio player; GAS/HUD passa a rotear via proxy fantasma e o pawn real
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// perde vinculo. Sintoma observado: player ve 2 pawns sobrepostos, ou
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// outros players nao veem o autoritativo.
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if (LocalEntityId != 0 && EntityId == LocalEntityId)
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{
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UE_LOG(LogZMMO, Verbose,
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TEXT("ZeusWorldSubsystem: ignoring S_SPAWN_PLAYER for own LocalEntityId=%lld (bIsLocal=%d)"),
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LocalEntityId, bIsLocal ? 1 : 0);
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return;
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}
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if (bIsLocal)
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{
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// O proprio AZeusCharacter cuida da sua identidade quando recebe o
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// delegate por outro caminho. Aqui apenas memorizamos para filtrar
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// snapshots locais (cliente solto, sem reconciliacao em V0).
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LocalEntityId = EntityId;
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return;
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}
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if (RemoteEntities.Contains(EntityId))
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{
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// Ja existe um proxy: tenta reactivar e re-snap. Se o weak ptr ficou
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// stale (actor coletado pelo GC, stream-out do World Partition, etc.),
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// remove a entry orfa e cai no caminho de spawn novo — evita SPAWN
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// silenciosamente ignorado depois de oscilacoes na AOI.
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if (AActor* Existing = RemoteEntities[EntityId].Get())
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{
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if (IZeusEntityInterface* AsEntity = Cast<IZeusEntityInterface>(Existing))
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{
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AsEntity->SetEntityRelevant(true);
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}
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Existing->SetActorLocationAndRotation(PosCm, FRotator(0.0f, YawDeg, 0.0f));
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UE_LOG(LogZMMO, Verbose, TEXT("ZeusWorldSubsystem: re-snap EntityId=%d"), EntityId);
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return;
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}
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// weak ptr stale — limpa entry e cai pro spawn novo abaixo.
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RemoteEntities.Remove(EntityId);
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UE_LOG(LogZMMO, Log, TEXT("ZeusWorldSubsystem: stale entry para EntityId=%d, respawnando"), EntityId);
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}
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UWorld* World = GetWorld();
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if (!World)
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{
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return;
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}
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UClass* ProxyClass = ResolveActorClass(EZeusEntityType::Player);
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if (!ProxyClass)
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{
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UE_LOG(LogZMMO, Warning, TEXT("ZeusWorldSubsystem: no class registered for Player; spawn aborted."));
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return;
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}
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FActorSpawnParameters Params;
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Params.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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const FRotator SpawnRot(0.0f, YawDeg, 0.0f);
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AActor* SpawnedActor = World->SpawnActor<AActor>(ProxyClass, PosCm, SpawnRot, Params);
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if (!SpawnedActor)
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{
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UE_LOG(LogZMMO, Warning, TEXT("ZeusWorldSubsystem: SpawnActor failed for EntityId=%d"), EntityId);
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return;
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}
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if (IZeusEntityInterface* AsEntity = Cast<IZeusEntityInterface>(SpawnedActor))
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{
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// Inject identity via dedicated setter when the spawned actor exposes one.
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if (AZeusPlayerProxy* Proxy = Cast<AZeusPlayerProxy>(SpawnedActor))
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{
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Proxy->SetZeusIdentity(EntityId, EZeusEntityType::Player);
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}
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else if (AZeusEntity* Entity = Cast<AZeusEntity>(SpawnedActor))
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{
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Entity->SetZeusIdentity(EntityId, EZeusEntityType::Player);
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}
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AsEntity->SetEntityRelevant(true);
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}
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// === PlayerState pra proxies (Batch 2.5+) ===
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//
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// Sem PlayerState, o proxy fica fora do GameState->PlayerArray. Daqui pra
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// cima, qualquer sistema que itera PlayerArray (UZeusGASNetworkHandler::
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// FindGASComponentForEntity, HUD, chat, friend list) NAO consegue achar o
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// proxy -> fallback ao local player -> efeito apareceria no char errado
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// (bug do cue do Dash). Criar PS replicado-fake permite que o pipeline GAS
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// trate proxies igual a local players.
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//
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// PlayerState tem o UZeusGASComponent via DefaultGame.ini Component Registry,
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// entao GASComp e' auto-instanciado. So' precisamos seed o EntityId.
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if (APawn* ProxyPawn = Cast<APawn>(SpawnedActor))
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{
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FActorSpawnParameters PSParams;
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PSParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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PSParams.Owner = ProxyPawn;
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AZeusPlayerState* ProxyPS = World->SpawnActor<AZeusPlayerState>(
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AZeusPlayerState::StaticClass(), FVector::ZeroVector, FRotator::ZeroRotator, PSParams);
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if (ProxyPS)
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{
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ProxyPawn->SetPlayerState(ProxyPS); // tambem chama ProxyPS->SetPawn(ProxyPawn)
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// Add ao PlayerArray do GameState (replicacao UE faria isso automatico,
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// mas no nosso pipeline custom o PS local-fake precisa ser inserido).
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if (AGameStateBase* GS = World->GetGameState())
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{
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GS->AddPlayerState(ProxyPS);
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}
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// Seed EntityId no GASComp do PS (criado via Component Registry).
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// FindGASComponentForEntity vai resolver via PS->FindComponentByClass.
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if (UZeusGASComponent* GASComp = ProxyPS->FindComponentByClass<UZeusGASComponent>())
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{
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GASComp->SeedEntityId(EntityId);
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}
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UE_LOG(LogZMMO, Log,
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TEXT("ZeusWorldSubsystem: PlayerState criado p/ proxy EntityId=%lld PS=%s"),
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EntityId, *ProxyPS->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("ZeusWorldSubsystem: SpawnActor<AZeusPlayerState> falhou pra proxy EntityId=%lld"),
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EntityId);
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}
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}
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RemoteEntities.Add(EntityId, TWeakObjectPtr<AActor>(SpawnedActor));
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UE_LOG(LogZMMO, Log, TEXT("ZeusWorldSubsystem: spawned remote EntityId=%d at (%s) yaw=%.1f t=%lld"),
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EntityId, *PosCm.ToString(), YawDeg, ServerTimeMs);
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}
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void UZeusWorldSubsystem::HandlePlayerDespawned(const int64 EntityId)
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{
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const TWeakObjectPtr<AActor>* Entry = RemoteEntities.Find(EntityId);
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if (!Entry)
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{
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return;
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}
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// Destruir o actor pra valer + remover do mapa. Antes, despawn apenas
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// fazia SetActorHiddenInGame(true) via SetEntityRelevant(false), o que
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// deixava o entry no mapa apontando pra um actor escondido. SPAWN
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// subsequente do mesmo entityId era detectado como "duplicate" e nada
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// acontecia — pawn ficava invisivel ate' o weak ptr ser GC'd. Bug
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// confirmado nos logs do AOI ao oscilar entrada/saida da ZI/ZD.
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if (AActor* Actor = Entry->Get())
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{
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if (IZeusEntityInterface* AsEntity = Cast<IZeusEntityInterface>(Actor))
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{
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AsEntity->SetEntityRelevant(false);
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}
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// Destrui PS proxy linkado (Batch 2.5+). Sem isso o GameState->PlayerArray
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// fica com PS orfa apos o proxy ser destruido.
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if (APawn* Pawn = Cast<APawn>(Actor))
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{
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if (APlayerState* PS = Pawn->GetPlayerState())
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{
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if (UWorld* World = GetWorld())
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{
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if (AGameStateBase* GS = World->GetGameState())
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{
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GS->RemovePlayerState(PS);
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}
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}
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PS->Destroy();
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}
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}
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Actor->Destroy();
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}
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RemoteEntities.Remove(EntityId);
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UE_LOG(LogZMMO, Log, TEXT("ZeusWorldSubsystem: despawn EntityId=%d (destroyed)"), EntityId);
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}
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void UZeusWorldSubsystem::HandlePlayerStateUpdate(const int64 EntityId, const int32 InputSeq,
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const FVector PosCm, const FVector VelCmS, const bool bGrounded, const int64 ServerTimeMs)
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{
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if (EntityId == 0)
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{
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return;
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}
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if (LocalEntityId != 0 && static_cast<int64>(EntityId) == LocalEntityId)
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{
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// Cliente local solto: ignoramos snapshots autoritativos para o nosso
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// proprio personagem em V0 (ADR 0038). Reconciliacao opcional pode ser
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// activada por flag em `AZeusCharacter` quando colisao de objetos
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// chegar.
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return;
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}
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const TWeakObjectPtr<AActor>* Entry = RemoteEntities.Find(EntityId);
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if (!Entry)
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{
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// Snapshot antes de spawn: o spawn vira em `OnPlayerSpawned` em breve.
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return;
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}
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AActor* Actor = Entry->Get();
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if (!Actor)
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{
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RemoteEntities.Remove(EntityId);
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return;
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}
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IZeusEntityInterface* AsEntity = Cast<IZeusEntityInterface>(Actor);
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if (!AsEntity)
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{
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return;
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}
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FZeusEntitySnapshot Snapshot;
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Snapshot.EntityId = EntityId;
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Snapshot.EntityType = AsEntity->GetZeusEntityType();
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Snapshot.LastProcessedInputSeq = InputSeq;
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Snapshot.PositionCm = PosCm;
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Snapshot.VelocityCmS = VelCmS;
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// Etapa 7 (server-side networking refactor): yaw agora chega no
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// snapshot quantizado v3. Buscamos via TryGetLastPlayerStateExtended
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// (cache local do plugin). Se PSF_HasYaw nao estiver set ou se o cache
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// nao tiver entrada, caimos no fallback antigo (derivar do XY da
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// velocidade ou manter rotacao do ator).
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bool bYawFromSnapshot = false;
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if (UZeusNetworkSubsystem* ZeusNet = ResolveZeusNetworkSubsystem())
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{
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int32 CachedInputSeq = 0;
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FVector CachedPos = FVector::ZeroVector;
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FVector CachedVel = FVector::ZeroVector;
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float CachedYawDeg = 0.f;
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int32 CachedFlags = 0;
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int64 CachedServerTimeMs = 0;
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if (ZeusNet->TryGetLastPlayerStateExtended(
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EntityId, CachedInputSeq, CachedPos, CachedVel,
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CachedYawDeg, CachedFlags, CachedServerTimeMs))
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{
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constexpr int32 PSF_HasYaw = 1 << 5;
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if ((CachedFlags & PSF_HasYaw) != 0)
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{
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Snapshot.YawDeg = CachedYawDeg;
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bYawFromSnapshot = true;
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}
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}
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}
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if (!bYawFromSnapshot)
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{
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// Fallback: deriva yaw do XY da velocidade quando significativo;
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// caso contrario mantem rotacao do ator (comportamento pre-Etapa 7).
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if (!FVector(VelCmS.X, VelCmS.Y, 0.0f).IsNearlyZero(1.0f))
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{
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Snapshot.YawDeg = FMath::RadiansToDegrees(FMath::Atan2(VelCmS.Y, VelCmS.X));
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}
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else
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{
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Snapshot.YawDeg = Actor->GetActorRotation().Yaw;
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}
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}
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Snapshot.bGrounded = bGrounded;
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Snapshot.ServerTimeMs = ServerTimeMs;
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AsEntity->ApplyEntitySnapshot(Snapshot);
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}
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UClass* UZeusWorldSubsystem::ResolveActorClass(const EZeusEntityType EntityType) const
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{
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if (const TSubclassOf<AActor>* Found = RemoteEntityClasses.Find(EntityType))
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{
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if (Found->Get())
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{
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return Found->Get();
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}
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}
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return AZeusEntity::StaticClass();
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}
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UZeusNetworkSubsystem* UZeusWorldSubsystem::ResolveZeusNetworkSubsystem() const
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{
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const UWorld* World = GetWorld();
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if (!World)
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{
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return nullptr;
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}
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UGameInstance* GI = World->GetGameInstance();
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if (!GI)
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{
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return nullptr;
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}
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return GI->GetSubsystem<UZeusNetworkSubsystem>();
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}
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