ZMMO: CHAR_INFO via V1 (Fase A) + fix loading travado

- ZeusWorldSubsystem consome ENT_CHAR_INFO (delegate OnCharInfo): aplica
  nome/guild no PlayerState do entityId certo (self ou proxy), com cache porque
  o CHAR_INFO chega antes do ator existir (server emite antes do ENT_SPAWN).
- FIX loading travado: a etapa "Spawn" do loading dependia do legacy
  OnPlayerSpawned, que não dispara mais com V1 -> loading eterno. Agora a etapa
  é marcada pelo sinal V1 OnSelfEntityAssigned (ENT_SELF); bind legacy removido.
  Travel ainda passa por OnServerTravelRequested (ponte legacy) até a Fase D.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-06-12 13:06:42 -03:00
parent 9f5ccd3a05
commit 77d52a703b
4 changed files with 121 additions and 3 deletions

View File

@@ -42,6 +42,7 @@ void UZeusWorldSubsystem::OnWorldBeginPlay(UWorld& InWorld)
Net->OnEntityDespawned.AddDynamic(this, &UZeusWorldSubsystem::OnNetEntityDespawned);
Net->OnEntityDeltaApplied.AddDynamic(this, &UZeusWorldSubsystem::OnNetEntityDelta);
Net->OnSelfEntityAssigned.AddDynamic(this, &UZeusWorldSubsystem::OnNetSelfEntityAssigned);
Net->OnCharInfo.AddDynamic(this, &UZeusWorldSubsystem::OnNetCharInfo);
UE_LOG(LogZMMO, Log, TEXT("ZeusWorldSubsystem bound to network client subsystem delegates."));
// O subsystem de rede e' per-GameInstance e sobrevive ao OpenLevel, entao
@@ -77,9 +78,11 @@ void UZeusWorldSubsystem::Deinitialize()
Net->OnEntityDespawned.RemoveDynamic(this, &UZeusWorldSubsystem::OnNetEntityDespawned);
Net->OnEntityDeltaApplied.RemoveDynamic(this, &UZeusWorldSubsystem::OnNetEntityDelta);
Net->OnSelfEntityAssigned.RemoveDynamic(this, &UZeusWorldSubsystem::OnNetSelfEntityAssigned);
Net->OnCharInfo.RemoveDynamic(this, &UZeusWorldSubsystem::OnNetCharInfo);
}
RemoteEntities.Reset();
PendingCharInfo.Reset();
LocalEntityId = 0;
Super::Deinitialize();
}
@@ -112,6 +115,9 @@ void UZeusWorldSubsystem::RegisterLocalEntity(const int64 EntityId, AActor* Loca
}
RemoteEntities.Add(EntityId, TWeakObjectPtr<AActor>(LocalActor));
// V1-CHARINFO: o nome do proprio char pode ter chegado antes do pawn local
// existir (CHAR_INFO vem logo apos ENT_SELF); aplica agora.
FlushPendingCharInfo(EntityId);
UE_LOG(LogZMMO, Log, TEXT("ZeusWorldSubsystem: local entity registered EntityId=%lld actor=%s"),
EntityId, *GetNameSafe(LocalActor));
}
@@ -255,10 +261,63 @@ void UZeusWorldSubsystem::HandlePlayerSpawned(const int64 EntityId, const bool b
}
RemoteEntities.Add(EntityId, TWeakObjectPtr<AActor>(SpawnedActor));
// V1-CHARINFO: o nome chega ANTES do ator (server emite ENT_CHAR_INFO antes
// do ENT_SPAWN); aplica agora que o proxy + PlayerState ja existem.
FlushPendingCharInfo(EntityId);
UE_LOG(LogZMMO, Log, TEXT("ZeusWorldSubsystem: spawned remote EntityId=%d at (%s) yaw=%.1f t=%lld"),
EntityId, *PosCm.ToString(), YawDeg, ServerTimeMs);
}
void UZeusWorldSubsystem::OnNetCharInfo(const int64 EntityId, const FString& CharName, const FString& GuildName)
{
if (EntityId == 0)
{
return;
}
// Aplica direto se o ator/PlayerState ja existe; senao guarda pra aplicar no spawn.
if (!ApplyCharInfoToEntity(EntityId, CharName, GuildName))
{
PendingCharInfo.Add(EntityId, FZeusPendingCharInfo{ CharName, GuildName });
}
}
bool UZeusWorldSubsystem::ApplyCharInfoToEntity(const int64 EntityId, const FString& CharName, const FString& GuildName)
{
const TWeakObjectPtr<AActor>* Found = RemoteEntities.Find(EntityId);
if (!Found || !Found->IsValid())
{
return false;
}
APawn* Pawn = Cast<APawn>(Found->Get());
if (!Pawn)
{
return false;
}
AZeusPlayerState* PS = Pawn->GetPlayerState<AZeusPlayerState>();
if (!PS)
{
return false;
}
PS->SetCharInfo(CharName, GuildName);
UE_LOG(LogZMMO, Log,
TEXT("ZeusWorldSubsystem: CHAR_INFO aplicado EntityId=%lld name='%s' guild='%s'"),
EntityId, *CharName, *GuildName);
return true;
}
void UZeusWorldSubsystem::FlushPendingCharInfo(const int64 EntityId)
{
const FZeusPendingCharInfo* Pending = PendingCharInfo.Find(EntityId);
if (!Pending)
{
return;
}
if (ApplyCharInfoToEntity(EntityId, Pending->CharName, Pending->GuildName))
{
PendingCharInfo.Remove(EntityId);
}
}
void UZeusWorldSubsystem::HandlePlayerDespawned(const int64 EntityId)
{
const TWeakObjectPtr<AActor>* Entry = RemoteEntities.Find(EntityId);

View File

@@ -96,10 +96,24 @@ private:
UFUNCTION()
void OnNetSelfEntityAssigned(int64 EntityId);
// V1-CHARINFO: nome/guild do char (opcode ENT_CHAR_INFO 6045). Chega ANTES
// do ENT_SPAWN do proxy / do RegisterLocalEntity do self, entao se o ator
// ainda nao existe o dado fica em PendingCharInfo e e' aplicado no spawn.
UFUNCTION()
void OnNetCharInfo(int64 EntityId, const FString& CharName, const FString& GuildName);
UClass* ResolveActorClass(EZeusEntityType EntityType) const;
UZeusNetworkSubsystem* ResolveZeusNetworkSubsystem() const;
UZeusNetworkingClientSubsystem* ResolveNetClientSubsystem() const;
// Aplica nome/guild no AZeusPlayerState do EntityId (self ou proxy). Retorna
// false se o ator/PlayerState ainda nao existe (caller deve cachear).
bool ApplyCharInfoToEntity(int64 EntityId, const FString& CharName, const FString& GuildName);
// Aplica (e consome) o char info pendente de EntityId, se houver. Chamado
// quando o ator passa a existir (spawn de proxy / RegisterLocalEntity).
void FlushPendingCharInfo(int64 EntityId);
/**
* Registry de proxies remotos. Chave = `EntityId` autoritativo do servidor.
* Usamos `TWeakObjectPtr` para nao impedir GC se algo der errado e o ator
@@ -110,4 +124,12 @@ private:
/** Cached id do jogador local, para ignorar snapshots dele (cliente solto). */
int64 LocalEntityId = 0;
/** V1-CHARINFO: nome/guild recebido antes do ator existir. Chave = EntityId. */
struct FZeusPendingCharInfo
{
FString CharName;
FString GuildName;
};
TMap<int64, FZeusPendingCharInfo> PendingCharInfo;
};

View File

@@ -11,6 +11,7 @@
#include "ZeusGameInstance.h"
#include "ZeusThemeSubsystem.h"
#include "ZeusNetworkSubsystem.h"
#include "ZeusNetworkingClientSubsystem.h" // V1 canonico (sinal de spawn local)
#include "ZeusCharServerSubsystem.h"
#include "CommonActivatableWidget.h"
#include "Engine/DataTable.h"
@@ -265,6 +266,12 @@ UZeusNetworkSubsystem* UUIFrontEndFlowSubsystem::GetZeusNetwork() const
return GI ? GI->GetSubsystem<UZeusNetworkSubsystem>() : nullptr;
}
UZeusNetworkingClientSubsystem* UUIFrontEndFlowSubsystem::GetNetClient() const
{
const UGameInstance* GI = GetGameInstance();
return GI ? GI->GetSubsystem<UZeusNetworkingClientSubsystem>() : nullptr;
}
UZeusCharServerSubsystem* UUIFrontEndFlowSubsystem::GetCharServer() const
{
const UGameInstance* GI = GetGameInstance();
@@ -314,11 +321,20 @@ void UUIFrontEndFlowSubsystem::BindNetwork()
Char->OnConnectionFailed.AddDynamic(this, &UUIFrontEndFlowSubsystem::HandleConnectionFailed);
Char->OnDisconnected.AddDynamic(this, &UUIFrontEndFlowSubsystem::HandleCharDisconnected);
}
// UDP (world server) só interessa para o handoff de travel.
// UDP (world server): o travel (TRAVEL_TO_MAP) ainda passa pelo objeto legacy
// como PONTE (HandleTravelToMap V1 reusa OnServerTravelRequested) -- isso some
// na Fase D quando o travel ganhar delegate proprio no V1.
if (UZeusNetworkSubsystem* Zeus = GetZeusNetwork())
{
Zeus->OnServerTravelRequested.AddDynamic(this, &UUIFrontEndFlowSubsystem::HandleServerTravelRequested);
Zeus->OnPlayerSpawned.AddDynamic(this, &UUIFrontEndFlowSubsystem::HandlePlayerSpawned);
}
// V1 CANONICO: o spawn do player local chega via ENT_SELF (o cliente aprende
// o proprio entityId) -> OnSelfEntityAssigned. O legacy OnPlayerSpawned NAO
// dispara mais com V1, entao a etapa "Spawn" do loading ficava eterna
// (loading travado). Liga a etapa ao sinal V1.
if (UZeusNetworkingClientSubsystem* Net = GetNetClient())
{
Net->OnSelfEntityAssigned.AddDynamic(this, &UUIFrontEndFlowSubsystem::HandleV1LocalSpawned);
}
bNetBound = true;
}
@@ -338,7 +354,10 @@ void UUIFrontEndFlowSubsystem::UnbindNetwork()
if (UZeusNetworkSubsystem* Zeus = GetZeusNetwork())
{
Zeus->OnServerTravelRequested.RemoveDynamic(this, &UUIFrontEndFlowSubsystem::HandleServerTravelRequested);
Zeus->OnPlayerSpawned.RemoveDynamic(this, &UUIFrontEndFlowSubsystem::HandlePlayerSpawned);
}
if (UZeusNetworkingClientSubsystem* Net = GetNetClient())
{
Net->OnSelfEntityAssigned.RemoveDynamic(this, &UUIFrontEndFlowSubsystem::HandleV1LocalSpawned);
}
bNetBound = false;
}
@@ -505,6 +524,13 @@ void UUIFrontEndFlowSubsystem::HandlePlayerSpawned(int64 /*EntityId*/, bool bIsL
}
}
void UUIFrontEndFlowSubsystem::HandleV1LocalSpawned(int64 EntityId)
{
// ENT_SELF e' SEMPRE o proprio char (o cliente aprendendo seu entityId), entao
// bIsLocal=true. Reusa a logica de marcar a etapa "Spawn" + memoizacao anti-race.
HandlePlayerSpawned(EntityId, /*bIsLocal=*/true, FVector::ZeroVector, 0.0f, 0);
}
void UUIFrontEndFlowSubsystem::HandleLoadingComplete()
{
if (UUILoadingScreen_Base* Loading = ActiveLoadingScreen.Get())

View File

@@ -11,6 +11,7 @@ class UUIManagerSubsystem;
class UUILoadingScreen_Base;
class UZeusLoadingProfilesDataAsset;
class UZeusNetworkSubsystem;
class UZeusNetworkingClientSubsystem;
class UZeusCharServerSubsystem;
struct FZeusMapDef;
@@ -171,6 +172,7 @@ private:
void BindNetwork();
void UnbindNetwork();
UZeusNetworkSubsystem* GetZeusNetwork() const;
UZeusNetworkingClientSubsystem* GetNetClient() const; // V1 canonico
UZeusCharServerSubsystem* GetCharServer() const;
UUIManagerSubsystem* GetUIManager() const;
UUIFrontEndScreenSet* GetScreenSet();
@@ -198,6 +200,15 @@ private:
void HandlePlayerSpawned(int64 EntityId, bool bIsLocal, FVector PosCm,
float YawDeg, int64 ServerTimeMs);
/**
* V1 canonico: o spawn do player local chega via ENT_SELF (o cliente
* aprende o proprio entityId) -> OnSelfEntityAssigned. Marca a etapa
* "Spawn" do loading no fluxo V1 (o legacy OnPlayerSpawned nao dispara
* mais). Adapta a assinatura OneParam pra logica de HandlePlayerSpawned.
*/
UFUNCTION()
void HandleV1LocalSpawned(int64 EntityId);
/** Disparado pela tela de loading quando todas as etapas viram Done. */
UFUNCTION()
void HandleLoadingComplete();