fix(zmmo-client): guard HandlePlayerSpawned ignore proprio entityId + ZeusV1 config

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>
This commit is contained in:
2026-06-08 20:33:41 -03:00
parent c3b32bc1a1
commit e87b2cec6c
2 changed files with 34 additions and 0 deletions

19
Config/DefaultZeusV1.ini Normal file
View File

@@ -0,0 +1,19 @@
; DefaultZeusV1.ini
; Config inicial pra UZeusNetworkingClientSubsystem (P9-6/P9-7 plugin).
; Editar via UE Project Settings -> Plugins -> Zeus V1 OU editar este arquivo
; e relancar o editor.
;
; PORT 7777: ZeusGateway. NodeService popula routes via charId lookup quando
; cliente conecta (validado: handshake routed charId=7 -> SP_01 cell 0). Fluxo
; padrao de producao -- UE conecta no Gateway, Gateway resolve cell ownership
; via lease em Valkey + encaminha pro ZS correto.
;
; ALTERNATIVO (debug only -- bug aberto pendente investigacao):
; ServerPort=9001 conecta DIRETO em SP_01 mas hoje pacote UE nao chega no
; server (FUdpSocketBuilder + Windows multi-NIC loopback issue). Use 7777.
[/Script/ZeusNetwork.ZeusNetworkingClientSubsystem]
ServerHost=127.0.0.1
ServerPort=7777
bUseZeusNetworkingV1=True
bAutoConnectOnStart=True

View File

@@ -96,6 +96,21 @@ void UZeusWorldSubsystem::HandlePlayerSpawned(const int64 EntityId, const bool b
return;
}
// P10-FIX-LEGACY (workflow wcyeqgrad finding): server pode reenviar
// S_SPAWN_PLAYER com bIsLocal=false do PROPRIO entityId via AOI re-emit
// (catch-up cross-server, SetOnEnter callback recomputando InterestSet,
// handoff em flight). Sem guard, o segundo spawn cria proxy fantasma do
// proprio player; GAS/HUD passa a rotear via proxy fantasma e o pawn real
// perde vinculo. Sintoma observado: player ve 2 pawns sobrepostos, ou
// outros players nao veem o autoritativo.
if (LocalEntityId != 0 && EntityId == LocalEntityId)
{
UE_LOG(LogZMMO, Verbose,
TEXT("ZeusWorldSubsystem: ignoring S_SPAWN_PLAYER for own LocalEntityId=%lld (bIsLocal=%d)"),
LocalEntityId, bIsLocal ? 1 : 0);
return;
}
if (bIsLocal)
{
// O proprio AZeusCharacter cuida da sua identidade quando recebe o