feat(network): migra entityId int32→int64 nos delegates do ZeusNetwork

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>
This commit is contained in:
2026-06-02 12:53:43 -03:00
parent e3aab64c8c
commit 5e32cb0757
10 changed files with 31 additions and 31 deletions

View File

@@ -64,7 +64,7 @@ public:
/// chegar, garantindo que o NetworkHandler consiga rotear via lookup
/// por EntityId desde o inicio.
UFUNCTION(BlueprintCallable, Category = "Zeus|Attributes")
void SeedEntityId(int32 InEntityId) { Current.EntityId = InEntityId; }
void SeedEntityId(int64 InEntityId) { Current.EntityId = InEntityId; }
UFUNCTION(BlueprintPure, Category = "Zeus|Attributes")
const FZMMOAttributesSnapshot& GetSnapshot() const { return Current; }