feat(zmmo-client): logs AOI categorias + K4 cfg recv

Rodando sem Jitter visivel.

- DECLARE/DEFINE LogZeusHandoff/AOI/Proxy/HaloTransition no modulo
  ZMMO (nao no plugin) por causa do adaptive non-unity build do UBT
  que usa git status do repo do cliente -- plugin em outro repo nao
  dispara rebuild quando edit so o header dele.
- ZeusAOIComponent::HandleAoiConfig loga raios recebidos do server
  pra cruzar com Net.AOI server-side ("AOI cfg recv interestCm=6000
  (60m) despawnCm=8000 (80m)").
- Parte da milestone 2026-06-11: proxy/PIE estaveis apos fix de
  double-emit AOI no server (AOIRegistry::ForceTickNow).
This commit is contained in:
2026-06-11 18:01:32 -03:00
parent f21d059b67
commit c0f6d32d95
3 changed files with 40 additions and 1 deletions

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@@ -3,6 +3,7 @@
#include "ZeusAOIComponent.h"
#include "ZeusNetworkSubsystem.h" // plugin ZeusNetwork: OnDebugAoiInfo + SendDebugAoiRequest
#include "ZMMONetLog.h" // Batch 2.5: LogZeusAOI (categoria do modulo ZMMO)
#include "DrawDebugHelpers.h"
#include "Engine/GameInstance.h"
@@ -107,6 +108,12 @@ void UZeusAOIComponent::HandleAoiConfig(float InterestCm, float DespawnCm)
{
InterestRadiusCm = InterestCm;
DespawnRadiusCm = DespawnCm;
// K4: log AOI cfg recebido do server (paridade com Net.AOI server-side
// "config_applied ZI=... ZD=..."). Cold path (1 por sessao).
UE_LOG(LogZeusAOI, Display,
TEXT("AOI cfg recv interestCm=%.0f (%.0fm) despawnCm=%.0f (%.0fm)"),
InterestCm, InterestCm / 100.0f,
DespawnCm, DespawnCm / 100.0f);
}
bool UZeusAOIComponent::ResolveOverlay(EZeusAOIOverlay Overlay) const

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@@ -1,8 +1,16 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "ZMMO.h"
#include "ZMMONetLog.h"
#include "Modules/ModuleManager.h"
IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, ZMMO, "ZMMO" );
DEFINE_LOG_CATEGORY(LogZMMO)
DEFINE_LOG_CATEGORY(LogZMMO)
// Batch 2.5 — categorias vivem no modulo ZMMO (nao no plugin) por causa
// do adaptive non-unity build do UBT (ver ZMMONetLog.h).
DEFINE_LOG_CATEGORY(LogZeusHandoff)
DEFINE_LOG_CATEGORY(LogZeusAOI)
DEFINE_LOG_CATEGORY(LogZeusProxy)
DEFINE_LOG_CATEGORY(LogZeusHaloTransition)

24
Source/ZMMO/ZMMONetLog.h Normal file
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@@ -0,0 +1,24 @@
// =============================================================================
// ZMMONetLog.h — categorias UE_LOG do CLIENTE ZMMO (modulo Game), nao do plugin.
//
// Por que aqui e nao no plugin ZeusNetwork?
// UBT usa `git status` em Clients/ZMMO/ pra adaptive non-unity build. O plugin
// ZeusNetwork mora em Server/Plugins/Unreal/ZeusNetwork/ (OUTRO repo git),
// entao UBT nao enxerga mudancas la e pula o rebuild do plugin. Resultado:
// adicionar DECLARE_LOG_CATEGORY_EXTERN no header do plugin nao funciona
// sem rebuild manual do plugin (Build.bat). Solucao: categorias que vivem
// no proprio CLIENTE moram aqui — UBT enxerga e linka direto.
//
// Setup -logcmds="LogZeusHandoff Verbose, LogZeusAOI Verbose, LogZeusProxy Verbose"
// pra filtrar Output Log seletivamente.
//
// DEFINE_LOG_CATEGORY correspondente em ZMMO.cpp.
// =============================================================================
#pragma once
#include "CoreMinimal.h"
DECLARE_LOG_CATEGORY_EXTERN(LogZeusHandoff, Log, All);
DECLARE_LOG_CATEGORY_EXTERN(LogZeusAOI, Log, All);
DECLARE_LOG_CATEGORY_EXTERN(LogZeusProxy, Verbose, All);
DECLARE_LOG_CATEGORY_EXTERN(LogZeusHaloTransition, Log, All);