30 Commits

Author SHA1 Message Date
84f552b4fa feat(gas): Kick V0 end-to-end -- IA_Kick + BP_GA_Kick + GC_Kick + rename Pawn + limpeza ThirdPerson
Cliente UE Kick V0 funcionando end-to-end (testado com 2 PIEs: ativador chuta
+ proxies dos peers veem montage via GameplayCue replicado).

ASSETS NOVOS:
- IA_Kick.uasset: Enhanced Input Action (Boolean) -- tecla F.
- IMC_Default: mapping F -> IA_Kick (trigger Pressed).
- BP_ZeusPlayerCharacter.uasset (em /Game/ZMMO/Core/Player/): renomeado a
  partir do BP_ThirdPersonCharacter; agora possui handler IA_Kick que chama
  RequestActivateAbilityByTag("Zeus.Ability.Melee.Kick") no UZeusGASComponent
  do PlayerState. ZeusGameMode aponta pra ele via FClassFinder.
- GC_Kick.uasset (em /Game/ZMMO/GAS/Cues/): GameplayCueNotify_Burst BP, parent
  AZeusGameplayCueNotify_Burst, tag Zeus.Cue.Melee.Kick. Override do hook
  OnZeusCueExecute (Lyra-style) -> Cast To Character (MyTarget) -> Play Anim
  Montage (AM_Kick_Montage). Quando server emite S_ABILITY_CUE, cliente
  spawna esse GC e roda a animacao no Mesh do proxy.

ASSETS MODIFICADOS:
- GA_Kick: conexoes PlayMontageAndWait -> EndAbility ajustadas. Antes TODAS
  as 5 saidas (OnCompleted/OnBlendedIn/OnBlendOut/OnInterrupted/OnCancelled)
  ligavam no EndAbility -- OnBlendedIn dispara ~100ms apos inicio (fim do
  blend in) -> EndAbility -> bStopWhenAbilityEnds=true -> montage para
  prematuro. Fix: so OnCompleted/OnInterrupted/OnCancelled. Hook BP novo
  OnZeusAbilityConfirmedByServer -> Print "Kick CONFIRMED by server".
- DT_Abilities: row Kick adicionada (Tag=Zeus.Ability.Melee.Kick, AbilityClass
  =GA_Kick_C, ActivationMontage=AM_Kick_Montage, ActivateCueTag=Zeus.Cue.Melee.Kick,
  Category=Melee, KeybindHint=F).
- BP_PlayerState: salvo apos GameMode apontar pra ele (mark dirty).
- ABP_Unarmed: deletado 1 Slot DefaultSlot duplicado (warning AnimBlueprintLog
  "node ja existe" + PlayMontage interno falhava em escolher slot).

LIMPEZA Content/ThirdPerson/:
- BP_ThirdPersonCharacter.uasset DELETED (renomeado pra BP_ZeusPlayerCharacter).
- BP_ThirdPersonGameMode.uasset DELETED (sem refs externas).
- BP_ThirdPersonPlayerController.uasset DELETED (so usado por BP_ThirdPersonGameMode).
- Menu.umap DELETED (sample UE template, sem refs).
- MI_ThirdPersonColWay.uasset mantido (90 refs em L_Test_UI -- mover pra
  /Game/ZMMO/Materials/ fica pra batch futuro).

Content/_DevOnly/ NAO incluido.

Tested in PIE 2 players: PIE0 aperta F -> chuta visualmente; proxy do PIE0
no PIE1 tambem chuta (montage replicado via GC). Cooldown 1.5s ativo.
Stamina cai 100 -> 95 a cada kick.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-18 03:56:28 -03:00
1308338953 feat(gas): GameMode aponta pra BPs (Pawn/PlayerState) + cleanup ZeusCharacter
ZeusGameMode.cpp:
- DefaultPawnClass: usa FClassFinder pra /Game/ZMMO/Core/Player/BP_ZeusPlayerCharacter
  (fallback AZeusCharacter). Sem isso, engine instancia C++ direto e perde
  toda customizacao BP (EnhancedInputAction events, AnimBP wire, componentes
  BP-added).
- PlayerStateClass: usa FClassFinder pra /Game/ZMMO/Core/Player/BP_PlayerState
  (fallback AZeusPlayerState). Mesmo motivo -- BP filho tem componentes (ex:
  UZeusGASComponent via ComponentClasses no DefaultGame.ini) e overrides do
  designer que classes C++ puras nao tem.
- TODO: renomear BP_PlayerState -> BP_ZeusPlayerState (alinhar com convencao
  BP_ZeusPlayerCharacter); path do FClassFinder ja preparado pra renomear.

ZeusCharacter.cpp/h cleanup:
- Removida gambiarra anterior (PossessedBy + OnRep_PlayerState overrides +
  RefreshGASAvatar com FTimerHandle retry). Substituida pelo pattern
  event-driven em UZeusGASComponent::HandlePawnSet (commit server anterior).
- Includes desnecessarios (AbilitySystemComponent.h + ZeusAbilitySystemComponent.h)
  removidos.

ZMMO.uproject:
- GameplayAbilities adicionado em Plugins (UE 5.7 exige que modulo do jogo
  declare explicitamente plugins que ele consome -- antes vinha transitivamente
  do plugin ZeusGAS, gerava warning de build).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-18 03:56:00 -03:00
21d42d9846 chore(gas): sync GameplayTags do server (Stamina/Kick/Spell/Buff) + flags de debug GAS
ZeusServerTags.ini -- merge gerado por sync_tags.ps1 (14 tags novas vindo do
ZeusServer dump JSON via ZeusTool tags sync):
- Stamina:           Zeus.Attribute.Stamina + MaxStamina
- Kick:              Zeus.Ability.Melee + Zeus.Ability.Melee.Kick
                     Zeus.Effect.Cooldown.Kick + Zeus.Cooldown.Kick
                     Zeus.Cue.Melee + Zeus.Cue.Melee.Kick
- FireballRain rename: Zeus.Ability.Spell.* + Zeus.Effect.Cooldown.FireballRain
                       Zeus.Cooldown.FireballRain
- Buff reorg:        Zeus.Effect.Buff + Zeus.Effect.Buff.StrUp

Tag orfa removida manualmente: Zeus.Ability.Combat.Kick (Kick mudou
de Combat.* pra Melee.*; merge preservou a antiga, limpo aqui).

DefaultGame.ini: flags de debug do GAS pra Kick development:
- bUseDebugTargetFromHud=true   (showdebug abilitysystem aponta pra mira)
- AbilitySystem.LogAbilityTriggers=1
- AbilitySystem.DebugAbilityTags=1

Lembrete: GameplayTags.ini so' eh lido no boot do editor -- reiniciar UE
pra registrar as tags novas (BP_GA_Kick depende de Zeus.Ability.Melee.Kick).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-18 01:37:45 -03:00
2895889e2b feat(gas): rename BP_GA_* -> GA_* + DT_Abilities seed + wire no ThirdPersonCharacter
Convencao de nome: abilities passam de "BP_GA_<Nome>" pra "GA_<Nome>"
(remove o "BP_" redundante -- ja sabemos que GA_ e' Blueprint).

- BP_GA_Dash.uasset -> GA_Dash.uasset
- BP_GA_Kick.uasset -> GA_Kick.uasset (pasta Kick/ mantida)
- DT_Abilities: linha do Kick atualizada pra apontar pra GA_Kick
- BP_ThirdPersonCharacter: ability Kick ligada (input/grant)

Doc HOWTO ja' reflete a nova convencao (ver server commit).
Content/_DevOnly/ NAO incluido.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-18 00:50:09 -03:00
1114ddbb11 feat(gas): seed inicial do GASCombatSystem -- ABP_Unarmed + Kick ability
- ABP_Unarmed.uasset: AnimBP unarmed (modificado) - base de animacao p/ combate sem arma
- BP_GA_Kick.uasset: GameplayAbility blueprint do Kick
- AS_Kick.uasset: animation sequence do golpe
- AM_Kick_Montage.uasset: montage que a ability dispara

Primeiro asset GAS authored cliente-side -- pre-requisito pra Fase 2 (M9 cues + M10 AbilityTask cliente).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-18 00:29:10 -03:00
9a430dabc3 feat(aoi): UZeusAOIComponent ganha visibility tracking + delegates BP (1.4 do roteiro PvP)
Estende o componente (que ja existia como debug overlay) com:
- TSet<int64> VisibleEntityIds_ espelhando ENT_SPAWN/ENT_DESPAWN do V1
- Delegates BlueprintAssignable: OnEntityEnteredAOI(EntityId) + OnEntityExitedAOI(EntityId, Reason)
- BlueprintPure: GetVisibleEntityCount, GetVisibleEntityIds, IsEntityVisible, GetSelfEntityId
- Bind/unbind dos delegates DYNAMIC do UZeusNetworkingClientSubsystem (AddDynamic/RemoveDynamic)
  no BeginPlay/EndPlay
- Self-entity filtrada via OnSelfEntityAssigned -- proprio char nao trackeia

Sem histerese client-side (server ja filtra com margem ~2048cm; se aparecer
flapping visual, adicionar depois). Memoria: project_aoi_client_component.

NAO testado in-game.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-18 00:23:51 -03:00
a3f2fa9c06 feat(client): overlay de fronteira -- ajustes + materiais e external actor
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-17 22:44:11 -03:00
1f2441bde7 Merge pull request 'Consolidar GameplayAbilitySystem na main (baseline cliente tudo funcionando 2026-06-16)' (#6) from GameplayAbilitySystem into main
Reviewed-on: #6
2026-06-16 00:26:52 -03:00
216e580548 Overlay de fronteira (cliente): paredes do grid + labels Cell X,Y
- AZeusFrontierOverlayActor: paredes (ProceduralMesh, material de portal) em
  todas as fronteiras do grid; label DrawDebugString no centro de cada cell com
  notacao de quadtree ("Cell 0" / "Cell 0,2" pos-split) + nome do servidor.
- UZeusAOIComponent: liga via toggle "Fronteiras (Mesh)" / CVar zeus.debug.frontier,
  spawna/atualiza o ator, re-pede o 6163 a cada 2s (reflete split/merge).
- ZMMO.Build.cs: + ProceduralMeshComponent.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-15 00:51:42 -03:00
de294f4075 fix(yaw): proxy replica o yaw do CORPO do dono (orient-to-movement), nao a mira
[YAW-BODY-ORIENT] commit conjunto cliente + servidor.

Sintoma: ao apertar D o proxy virava ~45 graus de uma vez, em vez de virar
igual ao player local (suave, so um pouco), e parado seguia o mouse.

Raiz: a fonte de verdade do yaw estava errada. O servidor derivava
simpleYawDeg de atan2(velocidade) INSTANTANEO ao mover (snap pra direcao do
movimento) e da mira (ControlRotation) ao parar -- nenhum dos dois e o yaw
do corpo do dono.

Correcao ponta-a-ponta:
- Cliente: envia GetActorRotation().Yaw (yaw do CORPO; o CMC ja orienta pra
  direcao do movimento a 500 deg/s e bUseControllerRotationYaw=false faz o
  MOUSE nao girar o corpo) no lugar de GetControlRotation().Yaw.
- Servidor: usa o yaw recebido DIRETO em simpleYawDeg (remove atan2
  instantaneo + mira-no-idle).
- Proxy: replica Snapshot.YawDeg interpolado shortest-path (remove a
  derivacao por Atan2 da velocidade).

Resultado: o proxy vira identico ao corpo do dono e o mouse nao gira o corpo.
Futuro (aim/combate/Motion Matching): adicionar um campo aimYawDeg dedicado em
vez de reusar este.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-13 02:22:07 -03:00
4d737829f5 ZeusPlayerProxy: fix jitter por fome de deltas (mitigacao + anti-stale) [Change-Set: JITTER-STARVATION-2026-06-13]
Player remoto parado nao gera DELTA_BATCH (ComputeDelta suprime no server) -> o
proxy fica "mudo": NewestMs congela, renderLagMs cresce 1:1 com o wall-clock ->
extrapola sempre -> "anda no lugar" (moonwalk) e salta quando o player volta.
Provado em log (secsSinceSnap subindo enquanto o remoto esta moving=0). NAO e'
clock errado nem self-proxy (red-herrings descartados); o seed do relogio esta' OK.

- Tick: quando faminto (extrap alem de MaxExtrapolationSeconds+0.15s), zera a vel
  visual -> proxy vai pra Idle em vez de moonwalk.
- ApplyEntitySnapshot: anti-stale -- snapshot > 1000ms a frente do topo do buffer
  descarta o buffer + re-bootstrapa o ServerClockOffsetMs -> snap limpo (sem span
  gigante na interpolacao). Loga "buffer STALE gap=Xms -> reset+reseed".
- Logs DIAG PERMANENTES (Warning, mantidos de proposito -- ver memoria
  project_proxy_delta_starvation_jitter): SEED clock + renderLagMs/newestMs/
  secsSinceSnap/speed no Tick. Sonda anti-regressao.

Cobre tambem o interserver: shadow proxies parados sofrem a mesma fome.
Validado em jogo (user: "sem jitter nenhum"). Par server: PubV2-DIAG (mesmo Change-Set).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-13 01:26:33 -03:00
341e6895c9 Config/Tags: ZeusServerTags.ini gerado (tags do server p/ o GAS) [Change-Set: TAGS-SYNC-2026-06-12]
80 GameplayTags do ZeusServer (Zeus.Status/Ability/Effect/Cue/Attribute/Cooldown)
geradas pelo pipeline build-time (par com o commit de mesmo Change-Set no repo
ZeusServerEngine). O UE le Config/Tags/*.ini no boot e registra as tags, pro
cliente resolver os hashes de GE/Tag/Cue (FNV-1a64) -- fim do "tag nao resolvida".
Regeravel com sync_tags.ps1; nao editar a mao.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-12 23:44:05 -03:00
5f4c88637f ZN V1: overlay AOI canonico + ENT_SPAWN keyframe [Change-Set: AOI-VIS-2026-06-12]
Lado CLIENTE ZMMO (par com o commit de mesmo Change-Set no repo ZeusServerEngine -- devem
ir juntos, o wire do ENT_SPAWN mudou).

- UZeusAOIComponent: migrado do transporte legacy (SendDebugAoiRequest/OnDebugAoiInfo,
  desativado no V1) pro canonico (EmitDebugAoiRequest 6160 / OnDebugAoiInfo 6161). Esfera de
  debug 32 -> 48 segments + clamp visual de 500m (resolve "zona sem limite / poucas linhas").
- ZeusWorldSubsystem::OnNetEntitySpawned: recebe vel + grounded + serverTimeMs (delegate
  FZeusV1OnEntitySpawned 4 -> 7 params) e semeia o proxy recem-criado via HandlePlayerStateUpdate
  -> ancora o relogio de interpolacao + a vel inicial -> proxy nasce ja' animando no re-spawn
  (sai/volta do raio AOI segurando W), sem Idle deslizando.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-12 21:04:43 -03:00
77d52a703b 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>
2026-06-12 13:06:42 -03:00
9f5ccd3a05 ZMMO: migração para ZeusNetworking V1 canônico + fix overshoot do proxy
- ZeusCharacter/ZeusWorldSubsystem passam a usar UZeusNetworkingClientSubsystem:
  ENT_SELF (entidade própria), INPUT 6077 via EmitInput, spawn/despawn/delta
  rebindados pro subsystem novo (legacy vira fallback).
- ZeusPlayerProxy consome velocidade/grounded/serverTimeMs (delta 0x02): anima,
  vira na direção do movimento e cola no chão (MOVE_Walking).
- Fix overshoot/inércia: FlushInputAxisToServer considera velocidade residual
  (braking) e envia a 30Hz até o dono parar de fato; o proxy desacelera suave,
  sem extrapolar ~1m além nem snap-back.
- Char-select -> ConnectWithTicket (handoff ticket) quando bUseZeusNetworkingV1.

Inclui logs [InputDbg] (ZeusCharacter) e DEBUG-PROXY (ZeusPlayerProxy) mantidos
para testes posteriores de input/jitter.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-12 02:51:37 -03:00
c0f6d32d95 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).
2026-06-11 18:01:32 -03:00
f21d059b67 fix(zmmo-client): ZeusPlayerProxy clock offset EMA + asset cleanup L_TestWorld
ZeusPlayerProxy.cpp -- H3 fix (2026-06-06): EMA com clamp para
ServerClockOffsetMs
================================================================
Antes: offset congelado na 1a amostra de ApplyEntitySnapshot. Em
cross-server handoff, a fonte do ServerTimeMs muda (publisher antigo
emitia 12340000, novo emite 12351000) e o offset fica permanentemente
skewed. Causa tremor pos-handoff + drift cumulativo de clock cliente
vs server.

Depois: cada amostra recalcula candidato (LocalNowMs - Snapshot.ServerTimeMs)
e suaviza via EMA com alpha=0.02 (~50 amostras para convergir) + clamp
max 2ms por amostra (a 30Hz isso converge a 60ms/s, suficiente para
absorver drift normal sem causar tremor visual). 1a amostra continua
bootstrap direto.

Trecho:
  const double Alpha = 0.02;
  const int64 RawTarget = ServerClockOffsetMs*(1-Alpha) + OffsetCandidate*Alpha;
  const int64 Delta = RawTarget - ServerClockOffsetMs;
  const int64 ClampedDelta = clamp(Delta, -2, 2);
  ServerClockOffsetMs += ClampedDelta;

Asset cleanup L_TestWorld
==========================
DT_Maps.uasset modificado + 3 ExternalActors deletados (provavelmente
limpeza no UE editor ao reorganizar mapa). Empacotado junto pra branch
ficar limpa.

* Content/ZMMO/Data/World/DT_Maps.uasset (M)
* Content/__ExternalActors__/ZMMO/Maps/World/L_TestWorld/2/BR/38W34OMKW0W3L1PGS3Y98G.uasset (D)
* Content/__ExternalActors__/ZMMO/Maps/World/L_TestWorld/4/8L/X3PMRJRGAACIU1WG1P1KJ0.uasset (D)
* Content/__ExternalActors__/ZMMO/Maps/World/L_TestWorld/8/L1/C6M65Q91PG5E7ML91VQZX3.uasset (D)

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-11 14:52:39 -03:00
e87b2cec6c 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>
2026-06-08 20:33:41 -03:00
9422522d6d Merge pull request 'feat: GameplayAbilitySystem (client) - GAS client + Admin Tools + AOI debug' (#5) from GameplayAbilitySystem into main 2026-06-04 18:40:37 -03:00
c3b32bc1a1 feat(admin-tools): UZeusAOIComponent desenha as 2 zonas reais de AOI
Recebe a config de AOI do servidor (S_DEBUG_AOI_INFO via OnDebugAoiInfo) e
desenha 2 esferas com os raios REAIS: Zona de Interesse (interna, cyan) e
Zona de Despawn (AOI) (externa/histerese, laranja). Pede a config no BeginPlay
e ao ligar o overlay; nao desenha enquanto o raio == 0 (loading).

- Overlay EZeusAOIOverlay::SpawnZone -> DespawnZone (AOI).
- Expoe os raios via interface (GetInterestRadiusCm/GetDespawnRadiusCm) p/ o
  painel admin mostrar o numero (read-only — config e' do servidor).
- CVar zeus.debug.spawn -> zeus.debug.despawn.

A interface, o opcode (1700/1701) e o painel vivem no repo Server (plugins).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-04 17:53:46 -03:00
cda5fea776 feat(admin-tools): consumidor client do painel debug (F8 + UZeusAOIComponent)
- UZeusAOIComponent (Game/Network): componente de gameplay do player local com
  plus de debug. Overlays via DrawDebug* (esfera AOI real; spawn/cell/handoff
  placeholders) dirigidos pela UI via IZeusAOIDebugTarget + console vars. Estado
  persiste no componente entre aberturas do menu (IsOverlayEnabled).
- AZeusCharacter: anexa o componente + abre/fecha o painel no F8 (UIOnly trava o
  jogo; Esc/F8 fecham); LoadClass lazy do painel no content do PLUGIN
  (/ZeusAdminTools/UI/WBP_AdminToolsAIO).
- ZMMO.Build.cs: depende de ZeusAdminToolsRuntime.
- UIProgressBar_Base: rename EaseOutCubic -> EaseOutCubicPB (fix unity-build).
- ZMMO.uproject: remove entrada NwiroIntegrationKit.

A UI e o C++ do plugin ZeusAdminTools vivem no repo Server (plugin autocontido).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-04 16:19:37 -03:00
16de963301 fix(net): S_CHAR_INFO so' aplica em si mesmo (anti name overwrite por proxy)
Bug: handler aceitava qualquer S_CHAR_INFO do server (proprio + catch-up de
proxies pre-existentes) e sobrescrevia o PlayerState local. Resultado: nome
do ultimo proxy recebido virava o nome do char local na tela.

Fix: bail se InEntityId != ZeusEntityId (proxies remotos sao roteados pelo
registry no UZeusWorldSubsystem; nameplate por EntityId fica pra futuro).
2026-06-03 21:56:49 -03:00
8d73cc9df8 feat(gas): SM6 client EntityId u64 + M8 cue assets + UI/data tweaks (sessao 1+2) 2026-06-03 18:18:02 -03:00
d5402216a2 feat(gas): AZeusPlayerState implementa IAbilitySystemInterface
UE5 GAS nodes BP ("Get Ability System Component", "Apply Gameplay Effect To
Target", etc.) precisam que o PlayerState exponha o ASC via
IAbilitySystemInterface. Pattern Lyra: PlayerState dona a interface; ASC vive
como subobject do UZeusGASComponent (Component Registry).

Tres acessos:
- GetAbilitySystemComponent (interface, retorna base UAbilitySystemComponent)
- GetZeusAbilitySystemComponent (BlueprintPure, retorna UZeusAbilitySystemComponent
  custom com 12 overrides ZeusNetwork)
- GetZeusAttributeSet (BlueprintPure, helper pro AttributeSet tipado)

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-03 11:39:37 -03:00
ff75ad92eb feat(gas): Batch 2 - Vertical slice Dash client (input bind + assets)
ZeusCharacter:
- DashAction UPROPERTY + load /Game/Input/Actions/IA_Dash.IA_Dash no ctor.
- SetupPlayerInputComponent: BindAction(DashAction, Triggered) -> OnDashTriggered.
- OnDashTriggered: resolve UZeusGASComponent via PlayerState -> chama
  RequestActivateAbilityByTag(Zeus.Ability.Movement.Dash). Bridge envia
  C_ABILITY_TRY_ACTIVATE pro server (handle, tagHash) e o ASC local executa
  ActivateAbility (LaunchCharacter) quando server confirma S_ABILITY_ACTIVATED.

Assets (criados via MCP):
- DT_Abilities (/Game/ZMMO/Data/Abilities/) — row "Zeus.Ability.Movement.Dash"
  apontando pro BP_GA_Dash_C. Row name = tag canonica (hash bate com server).
- BP_GA_Dash (/Game/ZMMO/GAS/Abilities/) — parent UZeusGameplayAbility_Dash.
- IA_Dash (/Game/Input/Actions/) — Boolean InputAction.
- IMC_Default — bind LeftShift -> IA_Dash com trigger Pressed (13a mapping).

Fluxo completo (apos rebuild + server na branch GameplayAbilitySystem):
  LShift -> OnDashTriggered -> RequestActivateAbilityByTag ->
  C_ABILITY_TRY_ACTIVATE -> server valida cost SP/cooldown ->
  S_ABILITY_ACTIVATED + S_ATTRIBUTE_HP_SP_UPDATE (-10 SP) ->
  ASC.TryActivateAbility(local) -> BP_GA_Dash::ActivateAbility ->
  LaunchCharacter(forward * 2400 cm/s) + HUD SP cai 10 + cooldown 3s.

Branch GameplayAbilitySystem (criada a partir do main pro escopo GAS).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-03 03:02:51 -03:00
98dce2f855 feat(zeus-gas): M7 - migrate HUD/Status to UZeusGASComponent + delete legacy
- ZeusHudWidget: porta de UZeusAttributeComponent legacy pra UZeusGASComponent
  (delegate OnSnapshotAppliedRaw via AddUObject; FZeusAttributesSnapshot
  construido pelo helper estatico FromPayload do plugin ZeusGAS). Logs
  diagnosticos no bind.
- UIPlayerStatus_Window: mesmo porte (snapshot raw + StatAllocReply). Lock
  de spam-click preservado.
- ZeusHudHpSpWidget: movido do plugin ZeusAttributes (deletado) pra ZMMO
  /Game/UI/InGame/. API preservada (WBP filhos nao precisam mudar).
- ZeusCharacter: tira o dual-seed legacy; so' seedea UZeusGASComponent
  via FindComponentByClass no HandleLocalSpawnReady.
- ZeusPlayerState/ZeusCharacter: comentarios atualizados pra refletir o
  UZeusGASComponent como dono unico.
- ZMMO.Build.cs: remove dep "ZeusAttributes", adiciona "ZeusGAS" +
  "GameplayAbilities".
- ZMMO.uproject: remove module "ZeusAttributes" (delete completo).
- DefaultGame.ini: remove linha legacy comentada do Component Registry.
- DefaultEngine.ini: adiciona [CoreRedirects] pra:
  * ZMMOJobs module + ZMMOJobDataAsset class (Package+Class) — 7 DA_Job_*
  * ZMMO.ZMMOMapDef struct (DT_Maps row)
  * ZMMO.ZMMOLoadingTipRow struct (DT_LoadingTips row)
  * ZMMO.ZMMOLoadingProfile/StepDef structs + EZMMOLoadingContext/StepStatus
    enums (DA_LoadingProfiles)
- DELETE: Source/ZeusAttributes/ inteiro (5 .cpp + 5 .h + Build.cs +
  module.json).

Pegadinha aprendida: ActiveClassRedirects so' renomeia classe (sem
package); CoreRedirects (ClassRedirects/StructRedirects/EnumRedirects/
PackageRedirects) e' obrigatorio quando muda modulo OU quando o asset
referencia USTRUCT/UENUM. Tipo errado nao da erro mas tambem nao funciona.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-03 01:26:04 -03:00
94442feca5 chore(uproject): rename plugin ZeusAbilities -> ZeusGAS
Servidor-side plugin foi renomeado de ZeusAbilities pra ZeusGAS (vai
absorver atributos + abilities + bridge ZeusNetwork). .uproject precisa
seguir o novo nome senao plugin deixa de carregar.

Server-side commit: ver Server repo branch GameplayAbilitySystem,
commit refactor(plugin): R.7 - rename plugin ZeusAbilities -> ZeusGAS.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 23:23:04 -03:00
6a6a28a086 refactor: prefixo ZMMO -> Zeus em classes/módulos C++ do cliente
- Renomeia ~50 classes UCLASS/USTRUCT/UENUM/UINTERFACE pra Zeus*
  (AZeusGameMode, AZeusCharacter, UZeusGameInstance, IZeusEntityInterface,
  UZeusWorldSubsystem, FZeusEntitySnapshot, etc.)
- Encurta AZMMOPlayerCharacter -> AZeusCharacter
- Renomeia módulos satélite ZMMOAttributes -> ZeusAttributes e
  ZMMOJobs -> ZeusJobs (pasta + .Build.cs + .uproject)
- Mantém módulo principal ZMMO (renomeia depois quando jogo ganhar nome)
- DefaultEngine.ini: ActiveClassRedirects ZMMOX -> ZeusX (preserva BPs/assets)
- DefaultGame.ini: sections atualizadas pra ZeusThemeSubsystem/ZeusPlayerState
- Category="ZMMO|..." -> "Zeus|..." em UPROPERTYs
- Preserva LogZMMO, ZMMO_API, /Script/ZMMO., /Game/ZMMO/, classes Target

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 17:24:38 -03:00
bd1dab25ca Merge branch 'feat/ui-system' into main
PR #4 — UI vitals/HUD redesign + V3 server meshing client-side.

# Conflicts:
#	Source/ZMMO/Game/UI/InGame/ZMMOStatusWindowWidget.cpp
2026-06-02 13:21:37 -03:00
477574f842 feat(attributes): MATK range min~max no snapshot + display
Espelha breaking change do server (S_ATTRIBUTE_SNAPSHOT_FULL agora envia
matkBaseMin/matkBaseMax em vez de matkBase unico) para suportar MATK
pre-renewal puro (rathena status_base_matk_min/max).

- FZeusAttributesPayload: MatkBaseMin/Max em vez de MatkBase
- FZMMOAttributesSnapshot: idem (BlueprintReadOnly)
- ZMMOStatusWindowWidget: exibe "MATK min ~ max + equip"

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 01:53:02 -03:00
210 changed files with 4037 additions and 2683 deletions

View File

@@ -2,9 +2,9 @@
GameDefaultMap=/Game/ZMMO/Maps/FrontEnd/L_FrontEnd.L_FrontEnd GameDefaultMap=/Game/ZMMO/Maps/FrontEnd/L_FrontEnd.L_FrontEnd
EditorStartupMap=/Game/ZMMO/Maps/FrontEnd/L_FrontEnd.L_FrontEnd EditorStartupMap=/Game/ZMMO/Maps/FrontEnd/L_FrontEnd.L_FrontEnd
; GameMode/PlayerController/PlayerCharacter agora moram em C++ (Game/Modes/Entity/Controller). ; GameMode/PlayerController/PlayerCharacter agora moram em C++ (Game/Modes/Entity/Controller).
; O motor pode spawnar AZMMOGameMode directamente; um BP filho continua opcional. ; O motor pode spawnar AZeusGameMode directamente; um BP filho continua opcional.
GlobalDefaultGameMode=/Script/ZMMO.ZMMOGameMode GlobalDefaultGameMode=/Script/ZMMO.ZeusGameMode
GameInstanceClass=/Script/ZMMO.ZMMOGameInstance GameInstanceClass=/Script/ZMMO.ZeusGameInstance
[/Script/Engine.RendererSettings] [/Script/Engine.RendererSettings]
r.ReflectionMethod=1 r.ReflectionMethod=1
@@ -80,12 +80,30 @@ GameViewportClientClassName=/Script/CommonUI.CommonGameViewportClient
+ActiveGameNameRedirects=(OldGameName="TP_ThirdPerson",NewGameName="/Script/ZMMO") +ActiveGameNameRedirects=(OldGameName="TP_ThirdPerson",NewGameName="/Script/ZMMO")
+ActiveGameNameRedirects=(OldGameName="/Script/TP_ThirdPerson",NewGameName="/Script/ZMMO") +ActiveGameNameRedirects=(OldGameName="/Script/TP_ThirdPerson",NewGameName="/Script/ZMMO")
; Redirects do template antigo para a nova arquitectura (Game/Modes/Entity/Controller). ; Redirects do template antigo para a nova arquitectura (Game/Modes/Entity/Controller).
; ZMMOCharacter foi reescrito como ZMMOPlayerCharacter (ACharacter local com CMC livre). ; Pipeline: TP_ThirdPerson* -> ZMMO* (legado) -> Zeus* (atual). Os redirects de
+ActiveClassRedirects=(OldClassName="TP_ThirdPersonPlayerController",NewClassName="ZMMOPlayerController") ; ZMMO*->Zeus* preservam asset/BP refs criadas durante o periodo ZMMO* (Batches 1-3).
+ActiveClassRedirects=(OldClassName="TP_ThirdPersonGameMode",NewClassName="ZMMOGameMode") +ActiveClassRedirects=(OldClassName="TP_ThirdPersonPlayerController",NewClassName="ZeusPlayerController")
+ActiveClassRedirects=(OldClassName="TP_ThirdPersonCharacter",NewClassName="ZMMOPlayerCharacter") +ActiveClassRedirects=(OldClassName="TP_ThirdPersonGameMode",NewClassName="ZeusGameMode")
+ActiveClassRedirects=(OldClassName="ZMMOCharacter",NewClassName="ZMMOPlayerCharacter") +ActiveClassRedirects=(OldClassName="TP_ThirdPersonCharacter",NewClassName="ZeusCharacter")
+ActiveClassRedirects=(OldClassName="ZMMOCharacter",NewClassName="ZeusCharacter")
+ActiveClassRedirects=(OldClassName="ZMMOPlayerCharacter",NewClassName="ZeusCharacter")
+ActiveClassRedirects=(OldClassName="ZMMOPlayerController",NewClassName="ZeusPlayerController")
+ActiveClassRedirects=(OldClassName="ZMMOFrontEndPlayerController",NewClassName="ZeusFrontEndPlayerController")
+ActiveClassRedirects=(OldClassName="ZMMOGameMode",NewClassName="ZeusGameMode")
+ActiveClassRedirects=(OldClassName="ZMMOFrontEndGameMode",NewClassName="ZeusFrontEndGameMode")
+ActiveClassRedirects=(OldClassName="ZMMOGameInstance",NewClassName="ZeusGameInstance")
+ActiveClassRedirects=(OldClassName="ZMMOHUD",NewClassName="ZeusHUD")
+ActiveClassRedirects=(OldClassName="ZMMOPlayerState",NewClassName="ZeusPlayerState")
+ActiveClassRedirects=(OldClassName="ZMMOEntity",NewClassName="ZeusEntity")
+ActiveClassRedirects=(OldClassName="ZMMOPlayerProxy",NewClassName="ZeusPlayerProxy")
+ActiveClassRedirects=(OldClassName="ZMMOProxyMovementComponent",NewClassName="ZeusProxyMovementComponent")
+ActiveClassRedirects=(OldClassName="ZMMOWorldSubsystem",NewClassName="ZeusWorldSubsystem")
+ActiveClassRedirects=(OldClassName="ZMMOThemeDataAsset",NewClassName="ZeusThemeDataAsset")
+ActiveClassRedirects=(OldClassName="ZMMOThemeSubsystem",NewClassName="ZeusThemeSubsystem")
+ActiveClassRedirects=(OldClassName="ZMMOLoginSaveGame",NewClassName="ZeusLoginSaveGame")
+ActiveClassRedirects=(OldClassName="ZMMOHudWidget",NewClassName="ZeusHudWidget")
+ActiveClassRedirects=(OldClassName="ZMMOHudPlayerVitalsWidget",NewClassName="ZeusHudPlayerVitalsWidget")
+ActiveClassRedirects=(OldClassName="ZMMOLoadingProfilesDataAsset",NewClassName="ZeusLoadingProfilesDataAsset")
[CoreRedirects] [CoreRedirects]
; Migração v1→v2 do FUIStylePanel: TMap<EUIPanelTexture,...> (Enum) → TMap<FName,...>. ; Migração v1→v2 do FUIStylePanel: TMap<EUIPanelTexture,...> (Enum) → TMap<FName,...>.
; Os campos *_DEPRECATED preservam a leitura do asset antigo; PostSerialize copia ; Os campos *_DEPRECATED preservam a leitura do asset antigo; PostSerialize copia
@@ -95,6 +113,27 @@ GameViewportClientClassName=/Script/CommonUI.CommonGameViewportClient
+PropertyRedirects=(OldName="/Script/ZMMO.UIStylePanel.PanelOutline",NewName="/Script/ZMMO.UIStylePanel.PanelOutline_DEPRECATED") +PropertyRedirects=(OldName="/Script/ZMMO.UIStylePanel.PanelOutline",NewName="/Script/ZMMO.UIStylePanel.PanelOutline_DEPRECATED")
+PropertyRedirects=(OldName="/Script/ZMMO.UIStylePanel.PanelOutlineEffect",NewName="/Script/ZMMO.UIStylePanel.PanelOutlineEffect_DEPRECATED") +PropertyRedirects=(OldName="/Script/ZMMO.UIStylePanel.PanelOutlineEffect",NewName="/Script/ZMMO.UIStylePanel.PanelOutlineEffect_DEPRECATED")
; --- M7: Modulo cliente "ZMMOJobs" foi renomeado pra "ZeusJobs" + classe
; UZMMOJobDataAsset -> UZeusJobDataAsset. Os 7 DA_Job_* em /Game/ZMMO/Data/Jobs/
; foram salvos apontando pra /Script/ZMMOJobs.ZMMOJobDataAsset (modulo + classe
; antigos). ActiveClassRedirects so' troca o NOME da classe, nao o package;
; precisamos de CoreRedirects com path completo + PackageRedirect.
+PackageRedirects=(OldName="/Script/ZMMOJobs",NewName="/Script/ZeusJobs")
+ClassRedirects=(OldName="/Script/ZMMOJobs.ZMMOJobDataAsset",NewName="/Script/ZeusJobs.ZeusJobDataAsset")
; --- M7: USTRUCTs renomeadas (mesmo modulo ZMMO). DTs salvos com Row Structure
; apontando pro nome antigo (ZMMOMapDef, ZMMOLoadingTipRow). USTRUCT usa
; +StructRedirects (nao +ClassRedirects).
+StructRedirects=(OldName="/Script/ZMMO.ZMMOMapDef",NewName="/Script/ZMMO.ZeusMapDef")
+StructRedirects=(OldName="/Script/ZMMO.ZMMOLoadingTipRow",NewName="/Script/ZMMO.ZeusLoadingTipRow")
; DA_LoadingProfiles salvo com TMap<EZMMOLoadingContext, FZMMOLoadingProfile>;
; FZMMOLoadingProfile contem TArray<FZMMOLoadingStepDef>. Precisa de 3 redirects
; (1 enum + 2 struct) pra carregar sem warnings nem perda de dados.
+EnumRedirects=(OldName="/Script/ZMMO.EZMMOLoadingContext",NewName="/Script/ZMMO.EZeusLoadingContext")
+EnumRedirects=(OldName="/Script/ZMMO.EZMMOLoadingStepStatus",NewName="/Script/ZMMO.EZeusLoadingStepStatus")
+StructRedirects=(OldName="/Script/ZMMO.ZMMOLoadingProfile",NewName="/Script/ZMMO.ZeusLoadingProfile")
+StructRedirects=(OldName="/Script/ZMMO.ZMMOLoadingStepDef",NewName="/Script/ZMMO.ZeusLoadingStepDef")
[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings] [/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
bEnablePlugin=True bEnablePlugin=True
bAllowNetworkConnection=True bAllowNetworkConnection=True

View File

@@ -3,10 +3,10 @@ ProjectID=FC3E256F43B2AFD43009F4949B0814BE
ProjectName=Third Person Game Template ProjectName=Third Person Game Template
; ----------------------------------------------------------------------------- ; -----------------------------------------------------------------------------
; ZMMO Theme subsystem (see Source/ZMMO/Game/UI/ZMMOThemeSubsystem.h and ; ZMMO Theme subsystem (see Source/ZMMO/Game/UI/ZeusThemeSubsystem.h and
; ARQUITETURA.md §1.10 / §4.7). ; ARQUITETURA.md §1.10 / §4.7).
; ;
; - DefaultThemeAsset is the fallback theme (must define every EZMMOThemeKey). ; - DefaultThemeAsset is the fallback theme (must define every EZeusThemeKey).
; - ThemeRegistry maps ThemeId -> seasonal DA_Theme_* asset. ; - ThemeRegistry maps ThemeId -> seasonal DA_Theme_* asset.
; - CalendarTable points to DT_ThemeCalendar (FThemeCalendarRow rows). ; - CalendarTable points to DT_ThemeCalendar (FThemeCalendarRow rows).
; - UIStyleTable points to DT_UI_Styles (FUIStyleRow rows): tokens de estilo ; - UIStyleTable points to DT_UI_Styles (FUIStyleRow rows): tokens de estilo
@@ -18,7 +18,7 @@ ProjectName=Third Person Game Template
; assets are actually created in the editor. ; assets are actually created in the editor.
; ----------------------------------------------------------------------------- ; -----------------------------------------------------------------------------
[/Script/ZMMO.ZMMOThemeSubsystem] [/Script/ZMMO.ZeusThemeSubsystem]
;DefaultThemeAsset=/Game/ZMMO/UI/Themes/DA_Theme_Default.DA_Theme_Default ;DefaultThemeAsset=/Game/ZMMO/UI/Themes/DA_Theme_Default.DA_Theme_Default
;+ThemeRegistry=(("Christmas", "/Game/ZMMO/UI/Themes/DA_Theme_Christmas.DA_Theme_Christmas")) ;+ThemeRegistry=(("Christmas", "/Game/ZMMO/UI/Themes/DA_Theme_Christmas.DA_Theme_Christmas"))
;+ThemeRegistry=(("Halloween", "/Game/ZMMO/UI/Themes/DA_Theme_Halloween.DA_Theme_Halloween")) ;+ThemeRegistry=(("Halloween", "/Game/ZMMO/UI/Themes/DA_Theme_Halloween.DA_Theme_Halloween"))
@@ -33,20 +33,20 @@ ScreenSetAsset=/Game/ZMMO/UI/FrontEnd/DA_FrontEndScreenSet.DA_FrontEndScreenSet
; Fase 4 — char spawn DB-driven. DT_Maps espelha o `maps_config.json` do ; Fase 4 — char spawn DB-driven. DT_Maps espelha o `maps_config.json` do
; server (Server/ZeusServerEngine/Config/DataTables/maps_config.json) — o ; server (Server/ZeusServerEngine/Config/DataTables/maps_config.json) — o
; cliente resolve `mapId -> ClientLevel/spawns` via FZMMOMapDef rows. ; cliente resolve `mapId -> ClientLevel/spawns` via FZeusMapDef rows.
MapsTableAsset=/Game/ZMMO/Data/World/DT_Maps.DT_Maps MapsTableAsset=/Game/ZMMO/Data/World/DT_Maps.DT_Maps
; Loading dinâmico (etapas + dicas). DA_LoadingProfiles tem 1 perfil por ; Loading dinâmico (etapas + dicas). DA_LoadingProfiles tem 1 perfil por
; contexto (EZMMOLoadingContext); DT_LoadingTips rotaciona durante o load. ; contexto (EZeusLoadingContext); DT_LoadingTips rotaciona durante o load.
; Cliente local marca etapas via eventos (sem opcode novo). ; Cliente local marca etapas via eventos (sem opcode novo).
LoadingProfilesAsset=/Game/ZMMO/Data/UI/Loading/DA_LoadingProfiles.DA_LoadingProfiles LoadingProfilesAsset=/Game/ZMMO/Data/UI/Loading/DA_LoadingProfiles.DA_LoadingProfiles
LoadingTipsAsset=/Game/ZMMO/Data/UI/Loading/DT_LoadingTips.DT_LoadingTips LoadingTipsAsset=/Game/ZMMO/Data/UI/Loading/DT_LoadingTips.DT_LoadingTips
; ----------------------------------------------------------------------------- ; -----------------------------------------------------------------------------
; UI in-game (PR 19+). Espelho do front-end pattern: ; UI in-game (PR 19+). Espelho do front-end pattern:
; - ScreenSetAsset mapeia EZMMOInGameUIState -> WBP (Playing -> WBP_HUD, ; - ScreenSetAsset mapeia EZeusInGameUIState -> WBP (Playing -> WBP_HUD,
; StatusWindow -> WBP_StatusWindow, etc.) ; StatusWindow -> WBP_StatusWindow, etc.)
; - Subsystem orquestra: AZMMOHUD::BeginPlay chama StartInGame que vai pra ; - Subsystem orquestra: AZeusHUD::BeginPlay chama StartInGame que vai pra
; Playing. ; Playing.
; Asset criado via MCP em /Game/ZMMO/UI/InGame/DA_InGameScreenSet. ; Asset criado via MCP em /Game/ZMMO/UI/InGame/DA_InGameScreenSet.
; ----------------------------------------------------------------------------- ; -----------------------------------------------------------------------------
@@ -56,16 +56,27 @@ ScreenSetAsset=/Game/ZMMO/UI/InGame/DA_InGameScreenSet.DA_InGameScreenSet
; ----------------------------------------------------------------------------- ; -----------------------------------------------------------------------------
; PlayerState Component Registry (PR 19+). Cada módulo MMO registra seus ; PlayerState Component Registry (PR 19+). Cada módulo MMO registra seus
; UActorComponent aqui. O AZMMOPlayerState lê esta lista no construtor e ; UActorComponent aqui. O AZeusPlayerState lê esta lista no construtor e
; instancia cada classe como subobject — pattern Open-Closed: adicionar ; instancia cada classe como subobject — pattern Open-Closed: adicionar
; Inventory/Skills/Guild = mais uma linha aqui, sem editar AZMMOPlayerState. ; Inventory/Skills/Guild = mais uma linha aqui, sem editar AZeusPlayerState.
; ;
; Convenção: usa o path /Script/<Module>.<ClassName> (sem o "U" do prefixo ; Convenção: usa o path /Script/<Module>.<ClassName> (sem o "U" do prefixo
; C++; UClass resolve pelo nome curto). ; C++; UClass resolve pelo nome curto).
; ----------------------------------------------------------------------------- ; -----------------------------------------------------------------------------
[/Script/ZMMO.ZMMOPlayerState] [/Script/ZMMO.ZeusPlayerState]
+ComponentClasses=/Script/ZMMOAttributes.ZMMOAttributeComponent ; UZeusGASComponent (plugin ZeusGAS) — dono unico dos atributos do char (M7).
; Owns UZeusAbilitySystemComponent + UZeusAttributeSet (26 atributos
; espelhados do server CharAttributeSet). Bridge via UZeusGASNetworkHandler
; (UWorldSubsystem) subscribe nos delegates do UZeusNetworkSubsystem.
+ComponentClasses=/Script/ZeusGAS.ZeusGASComponent
; === GAS Cue paths (Batch 2.5 — S_ABILITY_CUE multicast cosmetico) ===
; UGameplayCueManager scaneia esses paths no boot pra mapear FGameplayTag
; -> AGameplayCueNotify_Actor BP. UZeusGASComponent::DispatchAbilityCue chama
; ASC->ExecuteGameplayCueLocal(CueTag, params) -> manager resolve pelo path.
[/Script/GameplayAbilities.AbilitySystemGlobals]
+GameplayCueNotifyPaths="/Game/ZMMO/GAS/Cues"
[/Script/Engine.AssetManagerSettings] [/Script/Engine.AssetManagerSettings]
-PrimaryAssetTypesToScan=(PrimaryAssetType="Map",AssetBaseClass=/Script/Engine.World,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game/Maps")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown)) -PrimaryAssetTypesToScan=(PrimaryAssetType="Map",AssetBaseClass=/Script/Engine.World,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game/Maps")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown))
@@ -80,3 +91,12 @@ bShouldAcquireMissingChunksOnLoad=False
bShouldWarnAboutInvalidAssets=True bShouldWarnAboutInvalidAssets=True
MetaDataTagsForAssetRegistry=() MetaDataTagsForAssetRegistry=()
[/Script/GameplayAbilities.AbilitySystemGlobals]
bUseDebugTargetFromHud=true
[ConsoleVariables]
; mostra cooldowns, ativações, falhas
AbilitySystem.LogAbilityTriggers=1
; mostra effects aplicados/removidos com magnitude
AbilitySystem.DebugAbilityTags=1

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

@@ -0,0 +1,97 @@
; Gerado por ZeusTool tags sync -- tags do ZeusServer p/ o cliente UE.
; NAO editar a mao: regenere com `ZeusTool tags sync <json> <ini>`.
[/Script/GameplayTags.GameplayTagsList]
GameplayTagList=(Tag="Zeus",DevComment="")
GameplayTagList=(Tag="Zeus.Ability",DevComment="")
GameplayTagList=(Tag="Zeus.Ability.Casting",DevComment="")
GameplayTagList=(Tag="Zeus.Ability.Channeling",DevComment="")
GameplayTagList=(Tag="Zeus.Ability.Melee",DevComment="")
GameplayTagList=(Tag="Zeus.Ability.Melee.Kick",DevComment="")
GameplayTagList=(Tag="Zeus.Ability.Movement",DevComment="")
GameplayTagList=(Tag="Zeus.Ability.Movement.Dash",DevComment="")
GameplayTagList=(Tag="Zeus.Ability.Recovery",DevComment="")
GameplayTagList=(Tag="Zeus.Ability.Spell",DevComment="")
GameplayTagList=(Tag="Zeus.Ability.Spell.FireballRain",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Agi",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Aspd",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Atk",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.BaseExp",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.BaseLevel",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Crit",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Def",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Dex",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Flee",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Hit",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Hp",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Int",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.JobExp",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.JobLevel",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Luk",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Matk",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.MatkMax",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.MatkMin",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.MaxHp",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.MaxSp",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Mdef",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.SkillPoint",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Sp",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Stamina",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.StatusPoint",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Str",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Vit",DevComment="")
GameplayTagList=(Tag="Zeus.Combat",DevComment="")
GameplayTagList=(Tag="Zeus.Combat.Blocking",DevComment="")
GameplayTagList=(Tag="Zeus.Combat.Dodging",DevComment="")
GameplayTagList=(Tag="Zeus.Combat.InCombat",DevComment="")
GameplayTagList=(Tag="Zeus.Combat.LockOn",DevComment="")
GameplayTagList=(Tag="Zeus.Combo",DevComment="")
GameplayTagList=(Tag="Zeus.Combo.Slot1",DevComment="")
GameplayTagList=(Tag="Zeus.Combo.Slot2",DevComment="")
GameplayTagList=(Tag="Zeus.Combo.Slot3",DevComment="")
GameplayTagList=(Tag="Zeus.Combo.Window",DevComment="")
GameplayTagList=(Tag="Zeus.Cooldown",DevComment="")
GameplayTagList=(Tag="Zeus.Cooldown.FireballRain",DevComment="")
GameplayTagList=(Tag="Zeus.Cue",DevComment="")
GameplayTagList=(Tag="Zeus.Cue.Melee",DevComment="")
GameplayTagList=(Tag="Zeus.Cue.Melee.Kick",DevComment="")
GameplayTagList=(Tag="Zeus.Cue.Movement",DevComment="")
GameplayTagList=(Tag="Zeus.Cue.Movement.Dash",DevComment="")
GameplayTagList=(Tag="Zeus.Damage",DevComment="")
GameplayTagList=(Tag="Zeus.Damage.Earth",DevComment="")
GameplayTagList=(Tag="Zeus.Damage.Fire",DevComment="")
GameplayTagList=(Tag="Zeus.Damage.Holy",DevComment="")
GameplayTagList=(Tag="Zeus.Damage.Magical",DevComment="")
GameplayTagList=(Tag="Zeus.Damage.Physical",DevComment="")
GameplayTagList=(Tag="Zeus.Damage.Poison",DevComment="")
GameplayTagList=(Tag="Zeus.Damage.Shadow",DevComment="")
GameplayTagList=(Tag="Zeus.Damage.Water",DevComment="")
GameplayTagList=(Tag="Zeus.Damage.Wind",DevComment="")
GameplayTagList=(Tag="Zeus.Effect",DevComment="")
GameplayTagList=(Tag="Zeus.Effect.Buff",DevComment="")
GameplayTagList=(Tag="Zeus.Effect.Buff.StrUp",DevComment="")
GameplayTagList=(Tag="Zeus.Effect.Cooldown",DevComment="")
GameplayTagList=(Tag="Zeus.Effect.Cooldown.Dash",DevComment="")
GameplayTagList=(Tag="Zeus.Effect.Cooldown.FireballRain",DevComment="")
GameplayTagList=(Tag="Zeus.Effect.Cooldown.Kick",DevComment="")
GameplayTagList=(Tag="Zeus.Effect.Cost",DevComment="")
GameplayTagList=(Tag="Zeus.Effect.Cost.Sp_10",DevComment="")
GameplayTagList=(Tag="Zeus.Effect.Cost.Sp_50",DevComment="")
GameplayTagList=(Tag="Zeus.Effect.Cost.Stamina_5",DevComment="")
GameplayTagList=(Tag="Zeus.Status",DevComment="")
GameplayTagList=(Tag="Zeus.Status.Buff",DevComment="")
GameplayTagList=(Tag="Zeus.Status.CC",DevComment="")
GameplayTagList=(Tag="Zeus.Status.CC.Disarmed",DevComment="")
GameplayTagList=(Tag="Zeus.Status.CC.Feared",DevComment="")
GameplayTagList=(Tag="Zeus.Status.CC.Frozen",DevComment="")
GameplayTagList=(Tag="Zeus.Status.CC.KnockedDown",DevComment="")
GameplayTagList=(Tag="Zeus.Status.CC.Rooted",DevComment="")
GameplayTagList=(Tag="Zeus.Status.CC.Silenced",DevComment="")
GameplayTagList=(Tag="Zeus.Status.CC.Stunned",DevComment="")
GameplayTagList=(Tag="Zeus.Status.Dead",DevComment="")
GameplayTagList=(Tag="Zeus.Status.Debuff",DevComment="")
GameplayTagList=(Tag="Zeus.Status.Invulnerable",DevComment="")
GameplayTagList=(Tag="Zeus.Status.Regen",DevComment="")
GameplayTagList=(Tag="Zeus.Status.Regen.Blocked",DevComment="")
GameplayTagList=(Tag="Zeus.Status.Regen.Boosted",DevComment="")
GameplayTagList=(Tag="Zeus.Status.Regen.Poisoned",DevComment="")

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@@ -10,17 +10,17 @@
* *
* Fluxo: Boot → Connecting → Login → ServerSelect → Lobby → EnteringWorld * Fluxo: Boot → Connecting → Login → ServerSelect → Lobby → EnteringWorld
* → InWorld. O Lobby é o hub principal logado; suas páginas internas são * → InWorld. O Lobby é o hub principal logado; suas páginas internas são
* EZMMOLobbyPage (não são estados de topo — ver ARQUITETURA.md §4.8). * EZeusLobbyPage (não são estados de topo — ver ARQUITETURA.md §4.8).
*/ */
UENUM(BlueprintType) UENUM(BlueprintType)
enum class EZMMOFrontEndState : uint8 enum class EZeusFrontEndState : uint8
{ {
None, None,
Boot, // splash inicial enquanto subsistemas sobem Boot, // splash inicial enquanto subsistemas sobem
Connecting, // conectando ao servidor Zeus (UDP) Connecting, // conectando ao servidor Zeus (UDP)
Login, // autenticação Login, // autenticação
ServerSelect, // escolha de servidor/realm ServerSelect, // escolha de servidor/realm
Lobby, // hub principal logado (host das EZMMOLobbyPage) Lobby, // hub principal logado (host das EZeusLobbyPage)
EnteringWorld, // loading/handoff: OpenLevel do mapa de mundo EnteringWorld, // loading/handoff: OpenLevel do mapa de mundo
InWorld // no mundo (HUD de gameplay assume) InWorld // no mundo (HUD de gameplay assume)
}; };
@@ -30,7 +30,7 @@ enum class EZMMOFrontEndState : uint8
* de Lobby ("Switch principal"), não pelo fluxo de topo. * de Lobby ("Switch principal"), não pelo fluxo de topo.
*/ */
UENUM(BlueprintType) UENUM(BlueprintType)
enum class EZMMOLobbyPage : uint8 enum class EZeusLobbyPage : uint8
{ {
None, None,
CharacterSelect, CharacterSelect,

View File

@@ -7,7 +7,7 @@
* Estados da UI in-game. Dirigidos pelo UUIInGameFlowSubsystem; cada estado * Estados da UI in-game. Dirigidos pelo UUIInGameFlowSubsystem; cada estado
* resolve uma tela (UCommonActivatableWidget) via DA_InGameScreenSet. * resolve uma tela (UCommonActivatableWidget) via DA_InGameScreenSet.
* *
* Espelha simetricamente EZMMOFrontEndState (Data/UI/FrontEndTypes.h): * Espelha simetricamente EZeusFrontEndState (Data/UI/FrontEndTypes.h):
* - Front-end usa estados pra Login/ServerSelect/Lobby (UI.Layer.Menu) * - Front-end usa estados pra Login/ServerSelect/Lobby (UI.Layer.Menu)
* - In-game usa estados pra HUD/Status/Inventory/Skills (UI.Layer.Game + GameMenu) * - In-game usa estados pra HUD/Status/Inventory/Skills (UI.Layer.Game + GameMenu)
* *
@@ -22,7 +22,7 @@
* Layer.GameMenu por cima dele. * Layer.GameMenu por cima dele.
*/ */
UENUM(BlueprintType) UENUM(BlueprintType)
enum class EZMMOInGameUIState : uint8 enum class EZeusInGameUIState : uint8
{ {
None, ///< Antes do player local spawnar; UI in-game inativa. None, ///< Antes do player local spawnar; UI in-game inativa.
Playing, ///< HUD principal visivel (HP/SP/level/etc). Playing, ///< HUD principal visivel (HP/SP/level/etc).

View File

@@ -5,14 +5,14 @@
/** /**
* Contexto do loading screen genérico. Cada contexto resolve um perfil * Contexto do loading screen genérico. Cada contexto resolve um perfil
* (lista de etapas) no UZMMOLoadingProfilesDataAsset. * (lista de etapas) no UZeusLoadingProfilesDataAsset.
* *
* Cliente local rastreia o progresso assinando eventos próprios * Cliente local rastreia o progresso assinando eventos próprios
* (HandlePostLoadMap, OnPlayerSpawned, etc) — server não envia opcode de * (HandlePostLoadMap, OnPlayerSpawned, etc) — server não envia opcode de
* progresso, ver decisão em [[project_ui_loading_dynamic]]. * progresso, ver decisão em [[project_ui_loading_dynamic]].
*/ */
UENUM(BlueprintType) UENUM(BlueprintType)
enum class EZMMOLoadingContext : uint8 enum class EZeusLoadingContext : uint8
{ {
None, None,
FrontEndEnteringWorld, ///< FrontEnd → mundo (handoff CharServer→WorldServer + spawn). FrontEndEnteringWorld, ///< FrontEnd → mundo (handoff CharServer→WorldServer + spawn).
@@ -21,7 +21,7 @@ enum class EZMMOLoadingContext : uint8
}; };
UENUM(BlueprintType) UENUM(BlueprintType)
enum class EZMMOLoadingStepStatus : uint8 enum class EZeusLoadingStepStatus : uint8
{ {
Pending, ///< Ainda não começou. Pending, ///< Ainda não começou.
Running, ///< Em andamento (o "barber pole"). Running, ///< Em andamento (o "barber pole").
@@ -34,7 +34,7 @@ enum class EZMMOLoadingStepStatus : uint8
* pra chamar MarkStepDone(StepId); Label é o texto localizado mostrado. * pra chamar MarkStepDone(StepId); Label é o texto localizado mostrado.
*/ */
USTRUCT(BlueprintType) USTRUCT(BlueprintType)
struct FZMMOLoadingStepDef struct FZeusLoadingStepDef
{ {
GENERATED_BODY() GENERATED_BODY()
@@ -52,13 +52,13 @@ struct FZMMOLoadingStepDef
* consulta StepId pra avançar etapa. * consulta StepId pra avançar etapa.
*/ */
USTRUCT(BlueprintType) USTRUCT(BlueprintType)
struct FZMMOLoadingProfile struct FZeusLoadingProfile
{ {
GENERATED_BODY() GENERATED_BODY()
/** Etapas em ordem. ProgressBar = #Done / #Steps. */ /** Etapas em ordem. ProgressBar = #Done / #Steps. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Loading") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Loading")
TArray<FZMMOLoadingStepDef> Steps; TArray<FZeusLoadingStepDef> Steps;
/** Título da tela (vazio = usa default da classe). */ /** Título da tela (vazio = usa default da classe). */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Loading") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Loading")

View File

@@ -4,7 +4,7 @@
#include "ThemeKeys.generated.h" #include "ThemeKeys.generated.h"
UENUM(BlueprintType) UENUM(BlueprintType)
enum class EZMMOThemeKey : uint8 enum class EZeusThemeKey : uint8
{ {
// HUD // HUD
HUD_Frame UMETA(DisplayName = "HUD - Frame"), HUD_Frame UMETA(DisplayName = "HUD - Frame"),

View File

@@ -1,6 +1,6 @@
#include "UI/UILayerTags.h" #include "UI/UILayerTags.h"
namespace ZMMOUITags namespace ZeusUITags
{ {
UE_DEFINE_GAMEPLAY_TAG(UI_Layer_Game, "UI.Layer.Game"); UE_DEFINE_GAMEPLAY_TAG(UI_Layer_Game, "UI.Layer.Game");
UE_DEFINE_GAMEPLAY_TAG(UI_Layer_GameMenu, "UI.Layer.GameMenu"); UE_DEFINE_GAMEPLAY_TAG(UI_Layer_GameMenu, "UI.Layer.GameMenu");

View File

@@ -12,7 +12,7 @@
* UI.Layer.Menu — front-end (Boot/Login/ServerSelect/Lobby) * UI.Layer.Menu — front-end (Boot/Login/ServerSelect/Lobby)
* UI.Layer.Modal — diálogos/loading por cima de tudo * UI.Layer.Modal — diálogos/loading por cima de tudo
*/ */
namespace ZMMOUITags namespace ZeusUITags
{ {
ZMMO_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(UI_Layer_Game); ZMMO_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(UI_Layer_Game);
ZMMO_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(UI_Layer_GameMenu); ZMMO_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(UI_Layer_GameMenu);

View File

@@ -73,7 +73,7 @@ struct ZMMO_API FUIStyle
/** /**
* Linha de DT_UI_Styles. O Row Name é o ThemeId (ex.: "Default", "RPG"), * Linha de DT_UI_Styles. O Row Name é o ThemeId (ex.: "Default", "RPG"),
* espelhando DT_ThemeCalendar e ThemeRegistry — assim a camada de estilo * espelhando DT_ThemeCalendar e ThemeRegistry — assim a camada de estilo
* é consumidora do ThemeId já resolvido pelo UZMMOThemeSubsystem. * é consumidora do ThemeId já resolvido pelo UZeusThemeSubsystem.
*/ */
USTRUCT(BlueprintType) USTRUCT(BlueprintType)
struct ZMMO_API FUIStyleRow : public FTableRowBase struct ZMMO_API FUIStyleRow : public FTableRowBase
@@ -87,7 +87,7 @@ struct ZMMO_API FUIStyleRow : public FTableRowBase
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style") UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style")
EUITheme Theme = EUITheme::None; EUITheme Theme = EUITheme::None;
/** Ponte para o ThemeId resolvido pelo UZMMOThemeSubsystem. */ /** Ponte para o ThemeId resolvido pelo UZeusThemeSubsystem. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style") UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style")
FName ThemeId; FName ThemeId;

View File

@@ -7,7 +7,7 @@
* Enums do sistema de UI Style (tokens de tema visual). * Enums do sistema de UI Style (tokens de tema visual).
* *
* Espelha ThemeKeys.h: enums fortes, BlueprintType, primeiro valor None. * Espelha ThemeKeys.h: enums fortes, BlueprintType, primeiro valor None.
* O conceito de "tema ativo" continua sendo do UZMMOThemeSubsystem * O conceito de "tema ativo" continua sendo do UZeusThemeSubsystem
* (resolvido por FName ThemeId). EUITheme é apenas validação tipada de * (resolvido por FName ThemeId). EUITheme é apenas validação tipada de
* design-time ao preencher DT_UI_Styles — não é a chave de runtime. * design-time ao preencher DT_UI_Styles — não é a chave de runtime.
*/ */

View File

@@ -7,7 +7,7 @@
#include "MapDef.generated.h" #include "MapDef.generated.h"
/** /**
* FZMMOMapSpawn * FZeusMapSpawn
* *
* Ponto de spawn dentro de um mapa, identificado por `Tag`. Usado pelo * Ponto de spawn dentro de um mapa, identificado por `Tag`. Usado pelo
* server pra decidir onde materializar um char quando ele entra: * server pra decidir onde materializar um char quando ele entra:
@@ -15,12 +15,12 @@
* - Char saindo de raid: pode pedir tag="raid_return" * - Char saindo de raid: pode pedir tag="raid_return"
* - Char morto: pode pedir tag="graveyard" * - Char morto: pode pedir tag="graveyard"
* *
* ZeusEditorTools pode auto-popular o `Spawns[]` do FZMMOMapDef varrendo * ZeusEditorTools pode auto-popular o `Spawns[]` do FZeusMapDef varrendo
* todos APlayerStart (ou ator custom AZMMOMapSpawnPoint) presentes no * todos APlayerStart (ou ator custom AZeusMapSpawnPoint) presentes no
* `.umap` do `ClientLevel` — botao "Sync from level". * `.umap` do `ClientLevel` — botao "Sync from level".
*/ */
USTRUCT(BlueprintType) USTRUCT(BlueprintType)
struct ZMMO_API FZMMOMapSpawn struct ZMMO_API FZeusMapSpawn
{ {
GENERATED_BODY() GENERATED_BODY()
@@ -38,7 +38,7 @@ struct ZMMO_API FZMMOMapSpawn
}; };
/** /**
* FZMMOMapDef * FZeusMapDef
* *
* Definicao canonica de um mapa do MMO. Linha da DT_Maps no cliente. * Definicao canonica de um mapa do MMO. Linha da DT_Maps no cliente.
* Exportada para `Server/ZeusServerEngine/Config/DataTables/maps_config.json` * Exportada para `Server/ZeusServerEngine/Config/DataTables/maps_config.json`
@@ -55,7 +55,7 @@ struct ZMMO_API FZMMOMapSpawn
* `mapName` (string), evitando ~10-30 bytes por handoff. * `mapName` (string), evitando ~10-30 bytes por handoff.
*/ */
USTRUCT(BlueprintType) USTRUCT(BlueprintType)
struct ZMMO_API FZMMOMapDef : public FTableRowBase struct ZMMO_API FZeusMapDef : public FTableRowBase
{ {
GENERATED_BODY() GENERATED_BODY()
@@ -77,7 +77,7 @@ struct ZMMO_API FZMMOMapDef : public FTableRowBase
* Pelo menos um com Tag="default" e esperado. * Pelo menos um com Tag="default" e esperado.
*/ */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Map|Spawns") UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Map|Spawns")
TArray<FZMMOMapSpawn> Spawns; TArray<FZeusMapSpawn> Spawns;
/** Regras PvP/Safe/Dungeon. Reusa enum de FZoneRow. */ /** Regras PvP/Safe/Dungeon. Reusa enum de FZoneRow. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Map") UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Map")

View File

@@ -1,14 +1,14 @@
#include "ZMMOFrontEndPlayerController.h" #include "ZeusFrontEndPlayerController.h"
#include "UIFrontEndFlowSubsystem.h" #include "UIFrontEndFlowSubsystem.h"
#include "Engine/GameInstance.h" #include "Engine/GameInstance.h"
AZMMOFrontEndPlayerController::AZMMOFrontEndPlayerController() AZeusFrontEndPlayerController::AZeusFrontEndPlayerController()
{ {
bShowMouseCursor = true; bShowMouseCursor = true;
} }
void AZMMOFrontEndPlayerController::BeginPlay() void AZeusFrontEndPlayerController::BeginPlay()
{ {
Super::BeginPlay(); Super::BeginPlay();

View File

@@ -2,24 +2,24 @@
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "GameFramework/PlayerController.h" #include "GameFramework/PlayerController.h"
#include "ZMMOFrontEndPlayerController.generated.h" #include "ZeusFrontEndPlayerController.generated.h"
/** /**
* AZMMOFrontEndPlayerController * AZeusFrontEndPlayerController
* *
* Controller do mapa de front-end. Não herda de AZMMOPlayerController (sem * Controller do mapa de front-end. Não herda de AZeusPlayerController (sem
* Enhanced Input de gameplay/touch). Em BeginPlay arranca o fluxo de * Enhanced Input de gameplay/touch). Em BeginPlay arranca o fluxo de
* front-end (UUIFrontEndFlowSubsystem) feito aqui, e não no * front-end (UUIFrontEndFlowSubsystem) feito aqui, e não no
* GameInstance::Init, porque os subsistemas existem neste ponto (ver * GameInstance::Init, porque os subsistemas existem neste ponto (ver
* aviso no header do ZeusNetworkSubsystem). * aviso no header do ZeusNetworkSubsystem).
*/ */
UCLASS(Blueprintable, BlueprintType) UCLASS(Blueprintable, BlueprintType)
class ZMMO_API AZMMOFrontEndPlayerController : public APlayerController class ZMMO_API AZeusFrontEndPlayerController : public APlayerController
{ {
GENERATED_BODY() GENERATED_BODY()
public: public:
AZMMOFrontEndPlayerController(); AZeusFrontEndPlayerController();
protected: protected:
virtual void BeginPlay() override; virtual void BeginPlay() override;

View File

@@ -1,4 +1,4 @@
#include "ZMMOPlayerController.h" #include "ZeusPlayerController.h"
#include "Blueprint/UserWidget.h" #include "Blueprint/UserWidget.h"
#include "Components/InputComponent.h" #include "Components/InputComponent.h"
@@ -13,11 +13,11 @@
#include "UI/InGame/UIInGameFlowSubsystem.h" #include "UI/InGame/UIInGameFlowSubsystem.h"
#include "UI/InGameTypes.h" #include "UI/InGameTypes.h"
AZMMOPlayerController::AZMMOPlayerController() AZeusPlayerController::AZeusPlayerController()
{ {
// Defaults dos Input Mapping Contexts (alinhados ao ZClientMMO). Permitem // Defaults dos Input Mapping Contexts (alinhados ao ZClientMMO). Permitem
// instanciar AZMMOPlayerController directamente como // instanciar AZeusPlayerController directamente como
// `PlayerControllerClass` do AZMMOGameMode sem exigir um BP filho. Se o // `PlayerControllerClass` do AZeusGameMode sem exigir um BP filho. Se o
// projeto adicionar mais IMCs, podemos extender via BP filho ou via // projeto adicionar mais IMCs, podemos extender via BP filho ou via
// arquivos de Config (UPROPERTY EditAnywhere abaixo). // arquivos de Config (UPROPERTY EditAnywhere abaixo).
static ConstructorHelpers::FObjectFinder<UInputMappingContext> DefaultImc( static ConstructorHelpers::FObjectFinder<UInputMappingContext> DefaultImc(
@@ -35,7 +35,7 @@ AZMMOPlayerController::AZMMOPlayerController()
} }
} }
void AZMMOPlayerController::BeginPlay() void AZeusPlayerController::BeginPlay()
{ {
Super::BeginPlay(); Super::BeginPlay();
@@ -43,7 +43,7 @@ void AZMMOPlayerController::BeginPlay()
{ {
// Limpa estado de input herdado da UI do FrontEnd (UIManagerSubsystem // Limpa estado de input herdado da UI do FrontEnd (UIManagerSubsystem
// e LocalPlayerSubsystem — sobrevive ao travel, e o controller anterior // e LocalPlayerSubsystem — sobrevive ao travel, e o controller anterior
// (AZMMOFrontEndPlayerController) tinha setado FInputModeUIOnly + // (AZeusFrontEndPlayerController) tinha setado FInputModeUIOnly +
// bShowMouseCursor=true). Sem este reset, WASD/Look podem nao chegar // bShowMouseCursor=true). Sem este reset, WASD/Look podem nao chegar
// ao pawn porque o Slate ainda esta com foco no widget antigo. // ao pawn porque o Slate ainda esta com foco no widget antigo.
FInputModeGameOnly InputMode; FInputModeGameOnly InputMode;
@@ -67,7 +67,7 @@ void AZMMOPlayerController::BeginPlay()
} }
} }
void AZMMOPlayerController::SetupInputComponent() void AZeusPlayerController::SetupInputComponent()
{ {
Super::SetupInputComponent(); Super::SetupInputComponent();
@@ -101,7 +101,7 @@ void AZMMOPlayerController::SetupInputComponent()
FInputKeyBinding& Binding = InputComponent->BindKey( FInputKeyBinding& Binding = InputComponent->BindKey(
FInputChord(EKeys::A, /*bShift*/ false, /*bCtrl*/ false, /*bAlt*/ true, /*bCmd*/ false), FInputChord(EKeys::A, /*bShift*/ false, /*bCtrl*/ false, /*bAlt*/ true, /*bCmd*/ false),
IE_Pressed, IE_Pressed,
this, &AZMMOPlayerController::ToggleStatusWindow); this, &AZeusPlayerController::ToggleStatusWindow);
Binding.bConsumeInput = true; Binding.bConsumeInput = true;
Binding.bExecuteWhenPaused = true; // dispara mesmo com StatusWindow aberto (CommonUI menu mode) Binding.bExecuteWhenPaused = true; // dispara mesmo com StatusWindow aberto (CommonUI menu mode)
@@ -109,35 +109,35 @@ void AZMMOPlayerController::SetupInputComponent()
FInputKeyBinding& JobBinding = InputComponent->BindKey( FInputKeyBinding& JobBinding = InputComponent->BindKey(
FInputChord(EKeys::J, /*bShift*/ false, /*bCtrl*/ false, /*bAlt*/ false, /*bCmd*/ false), FInputChord(EKeys::J, /*bShift*/ false, /*bCtrl*/ false, /*bAlt*/ false, /*bCmd*/ false),
IE_Pressed, IE_Pressed,
this, &AZMMOPlayerController::ToggleJobChangePanel); this, &AZeusPlayerController::ToggleJobChangePanel);
JobBinding.bConsumeInput = true; JobBinding.bConsumeInput = true;
JobBinding.bExecuteWhenPaused = true; JobBinding.bExecuteWhenPaused = true;
} }
} }
void AZMMOPlayerController::ToggleStatusWindow() void AZeusPlayerController::ToggleStatusWindow()
{ {
if (UGameInstance* GI = GetGameInstance()) if (UGameInstance* GI = GetGameInstance())
{ {
if (UUIInGameFlowSubsystem* Flow = GI->GetSubsystem<UUIInGameFlowSubsystem>()) if (UUIInGameFlowSubsystem* Flow = GI->GetSubsystem<UUIInGameFlowSubsystem>())
{ {
Flow->ToggleScreen(EZMMOInGameUIState::StatusWindow); Flow->ToggleScreen(EZeusInGameUIState::StatusWindow);
} }
} }
} }
void AZMMOPlayerController::ToggleJobChangePanel() void AZeusPlayerController::ToggleJobChangePanel()
{ {
if (UGameInstance* GI = GetGameInstance()) if (UGameInstance* GI = GetGameInstance())
{ {
if (UUIInGameFlowSubsystem* Flow = GI->GetSubsystem<UUIInGameFlowSubsystem>()) if (UUIInGameFlowSubsystem* Flow = GI->GetSubsystem<UUIInGameFlowSubsystem>())
{ {
Flow->ToggleScreen(EZMMOInGameUIState::JobChangePanel); Flow->ToggleScreen(EZeusInGameUIState::JobChangePanel);
} }
} }
} }
bool AZMMOPlayerController::ShouldUseTouchControls() const bool AZeusPlayerController::ShouldUseTouchControls() const
{ {
return SVirtualJoystick::ShouldDisplayTouchInterface() || bForceTouchControls; return SVirtualJoystick::ShouldDisplayTouchInterface() || bForceTouchControls;
} }

View File

@@ -2,26 +2,26 @@
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "GameFramework/PlayerController.h" #include "GameFramework/PlayerController.h"
#include "ZMMOPlayerController.generated.h" #include "ZeusPlayerController.generated.h"
class UInputMappingContext; class UInputMappingContext;
class UUserWidget; class UUserWidget;
/** /**
* AZMMOPlayerController * AZeusPlayerController
* *
* Player controller do cliente Zeus MMO. Responsavel apenas pela camada de * Player controller do cliente Zeus MMO. Responsavel apenas pela camada de
* input do Unreal (Enhanced Input Mapping Contexts e widget opcional de * input do Unreal (Enhanced Input Mapping Contexts e widget opcional de
* controlos touch). Toda a logica de identidade Zeus, envio de input e * controlos touch). Toda a logica de identidade Zeus, envio de input e
* reconciliacao vive em `AZMMOPlayerCharacter`. * reconciliacao vive em `AZeusCharacter`.
*/ */
UCLASS(Blueprintable, BlueprintType) UCLASS(Blueprintable, BlueprintType)
class ZMMO_API AZMMOPlayerController : public APlayerController class ZMMO_API AZeusPlayerController : public APlayerController
{ {
GENERATED_BODY() GENERATED_BODY()
public: public:
AZMMOPlayerController(); AZeusPlayerController();
protected: protected:
/** Mapping contexts default (sempre adicionados). */ /** Mapping contexts default (sempre adicionados). */

View File

@@ -1,490 +0,0 @@
#include "ZMMOPlayerCharacter.h"
#include "Animation/AnimInstance.h"
#include "Camera/CameraComponent.h"
#include "Components/CapsuleComponent.h"
#include "Components/SkeletalMeshComponent.h"
#include "EnhancedInputComponent.h"
#include "Engine/GameInstance.h"
#include "Engine/SkeletalMesh.h"
#include "Engine/World.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/Controller.h"
#include "GameFramework/SpringArmComponent.h"
#include "InputAction.h"
#include "InputActionValue.h"
#include "GameFramework/PlayerState.h"
#include "Subsystems/WorldSubsystem.h"
#include "UObject/ConstructorHelpers.h"
#include "ZMMO.h"
#include "ZMMOAttributeComponent.h"
#include "ZMMOPlayerState.h"
#include "ZMMOWorldSubsystem.h"
#include "ZeusNetworkSubsystem.h"
#include "UI/FrontEnd/UIFrontEndFlowSubsystem.h"
DEFINE_LOG_CATEGORY(LogZMMOPlayer);
AZMMOPlayerCharacter::AZMMOPlayerCharacter()
{
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.bStartWithTickEnabled = true;
GetCapsuleComponent()->InitCapsuleSize(42.0f, 96.0f);
bUseControllerRotationPitch = false;
bUseControllerRotationYaw = false;
bUseControllerRotationRoll = false;
UCharacterMovementComponent* CMC = GetCharacterMovement();
CMC->bOrientRotationToMovement = true;
CMC->RotationRate = FRotator(0.0f, 500.0f, 0.0f);
CMC->JumpZVelocity = 500.0f;
CMC->AirControl = 0.35f;
CMC->MaxWalkSpeed = 500.0f;
CMC->MinAnalogWalkSpeed = 20.0f;
CMC->BrakingDecelerationWalking = 2000.0f;
CMC->BrakingDecelerationFalling = 1500.0f;
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->SetupAttachment(RootComponent);
CameraBoom->TargetArmLength = 400.0f;
CameraBoom->bUsePawnControlRotation = true;
FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
FollowCamera->bUsePawnControlRotation = false;
// AttributeComponent migrou pro PlayerState (AZMMOPlayerState + Component
// Registry config-driven). Pawn fica leve — so' movement/input/camera.
// Defaults visuais (mesh + AnimBP) — alinhados ao ZClientMMO. Permitem ao
// motor spawnar AZMMOPlayerCharacter directamente como DefaultPawnClass do
// AZMMOGameMode sem exigir um BP filho. Um BP filho continua opcional para
// trocar mesh/AnimBP por mapa.
if (USkeletalMeshComponent* MeshComponent = GetMesh())
{
static ConstructorHelpers::FObjectFinder<USkeletalMesh> QuinnMesh(
TEXT("/Game/Characters/Mannequins/Meshes/SKM_Quinn_Simple.SKM_Quinn_Simple"));
static ConstructorHelpers::FClassFinder<UAnimInstance> QuinnAnimBp(
TEXT("/Game/Characters/Mannequins/Anims/Unarmed/ABP_Unarmed"));
if (QuinnMesh.Succeeded())
{
MeshComponent->SetSkeletalMesh(QuinnMesh.Object);
MeshComponent->SetRelativeLocation(FVector(0.0f, 0.0f, -90.0f));
MeshComponent->SetRelativeRotation(FRotator(0.0f, -90.0f, 0.0f));
}
else
{
UE_LOG(LogZMMOPlayer, Warning, TEXT("Default mesh SKM_Quinn_Simple not found for AZMMOPlayerCharacter."));
}
if (QuinnAnimBp.Succeeded())
{
MeshComponent->SetAnimationMode(EAnimationMode::AnimationBlueprint);
MeshComponent->SetAnimInstanceClass(QuinnAnimBp.Class);
}
else
{
UE_LOG(LogZMMOPlayer, Warning, TEXT("Default anim blueprint ABP_Unarmed not found for AZMMOPlayerCharacter."));
}
}
// Input Actions defaults (Enhanced Input) — IMCs sao adicionados pelo
// AZMMOPlayerController. As IAs aqui resolvem o asset por path; um BP filho
// pode sobrescrever caso queira inputs custom.
static ConstructorHelpers::FObjectFinder<UInputAction> MoveActionAsset(
TEXT("/Game/Input/Actions/IA_Move.IA_Move"));
static ConstructorHelpers::FObjectFinder<UInputAction> LookActionAsset(
TEXT("/Game/Input/Actions/IA_Look.IA_Look"));
static ConstructorHelpers::FObjectFinder<UInputAction> MouseLookActionAsset(
TEXT("/Game/Input/Actions/IA_MouseLook.IA_MouseLook"));
static ConstructorHelpers::FObjectFinder<UInputAction> JumpActionAsset(
TEXT("/Game/Input/Actions/IA_Jump.IA_Jump"));
if (MoveActionAsset.Succeeded()) { MoveAction = MoveActionAsset.Object; }
if (LookActionAsset.Succeeded()) { LookAction = LookActionAsset.Object; }
if (MouseLookActionAsset.Succeeded()) { MouseLookAction = MouseLookActionAsset.Object; }
if (JumpActionAsset.Succeeded()) { JumpAction = JumpActionAsset.Object; }
}
void AZMMOPlayerCharacter::BeginPlay()
{
Super::BeginPlay();
ResolveZeusNetworkSubsystem();
BindZeusSpawnDelegate();
TryRegisterLocalEntityFromCachedSpawn();
// Fase 4: reposiciona o pawn na pos salva no DB (vinda no S_CHAR_SELECT_OK
// e memorizada no Flow). Substitui o PlayerStart default do level. Se nao
// ha pose pendente (primeiro boot / debug PIE direto no level), mantem o
// PlayerStart.
if (const UGameInstance* GI = GetGameInstance())
{
if (UUIFrontEndFlowSubsystem* Flow = GI->GetSubsystem<UUIFrontEndFlowSubsystem>())
{
FVector PosCm = FVector::ZeroVector;
float YawDeg = 0.0f;
if (Flow->ConsumePendingSpawnPose(PosCm, YawDeg))
{
const FRotator NewRot(0.0f, YawDeg, 0.0f);
SetActorLocationAndRotation(PosCm, NewRot, /*bSweep=*/false, nullptr, ETeleportType::TeleportPhysics);
if (AController* C = GetController())
{
C->SetControlRotation(NewRot);
}
UE_LOG(LogZMMOPlayer, Log,
TEXT("AZMMOPlayerCharacter: pawn reposicionado pra pos do DB (%s) yaw=%.1f"),
*PosCm.ToString(), YawDeg);
}
}
}
}
void AZMMOPlayerCharacter::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
UnbindZeusSpawnDelegate();
ZeusNetwork = nullptr;
Super::EndPlay(EndPlayReason);
}
void AZMMOPlayerCharacter::Tick(const float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
FlushInputAxisToServer(DeltaSeconds);
}
void AZMMOPlayerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
if (UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(PlayerInputComponent))
{
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &AZMMOPlayerCharacter::OnJumpPressed);
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &AZMMOPlayerCharacter::OnJumpReleased);
EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AZMMOPlayerCharacter::Move);
EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Completed, this, &AZMMOPlayerCharacter::MoveCompleted);
EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AZMMOPlayerCharacter::Look);
EnhancedInputComponent->BindAction(MouseLookAction, ETriggerEvent::Triggered, this, &AZMMOPlayerCharacter::Look);
}
else
{
UE_LOG(LogZMMOPlayer, Error, TEXT("'%s' Failed to find an Enhanced Input component."), *GetNameSafe(this));
}
}
void AZMMOPlayerCharacter::Move(const FInputActionValue& Value)
{
const FVector2D MovementVector = Value.Get<FVector2D>();
DoMove(MovementVector.X, MovementVector.Y);
}
void AZMMOPlayerCharacter::MoveCompleted(const FInputActionValue& Value)
{
(void)Value;
DoMove(0.0f, 0.0f);
}
void AZMMOPlayerCharacter::Look(const FInputActionValue& Value)
{
const FVector2D LookAxisVector = Value.Get<FVector2D>();
DoLook(LookAxisVector.X, LookAxisVector.Y);
}
void AZMMOPlayerCharacter::OnJumpPressed()
{
bPendingJumpPressed = true;
DoJumpStart();
}
void AZMMOPlayerCharacter::OnJumpReleased()
{
bPendingJumpReleased = true;
DoJumpEnd();
}
void AZMMOPlayerCharacter::DoMove(const float Right, const float Forward)
{
PendingMoveRight = FMath::Clamp(Right, -1.0f, 1.0f);
PendingMoveForward = FMath::Clamp(Forward, -1.0f, 1.0f);
if (GetController() != nullptr)
{
const FRotator Rotation = GetController()->GetControlRotation();
const FRotator YawRotation(0.0f, Rotation.Yaw, 0.0f);
const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
AddMovementInput(ForwardDirection, Forward);
AddMovementInput(RightDirection, Right);
}
}
void AZMMOPlayerCharacter::DoLook(const float Yaw, const float Pitch)
{
if (GetController() != nullptr)
{
AddControllerYawInput(Yaw);
AddControllerPitchInput(Pitch);
}
}
void AZMMOPlayerCharacter::DoJumpStart()
{
Jump();
}
void AZMMOPlayerCharacter::DoJumpEnd()
{
StopJumping();
}
void AZMMOPlayerCharacter::ApplyEntitySnapshot(const FZMMOEntitySnapshot& /*Snapshot*/)
{
// Cliente local solto: o servidor nao reconcilia posicao em V0 (ADR 0038).
// Quando colisao de objetos chegar, podemos ligar uma reconciliacao opcional
// horizontal aqui (XY only), preservando o Z do CMC local.
}
void AZMMOPlayerCharacter::SetEntityRelevant(bool /*bRelevant*/)
{
// Nunca despawnamos o jogador local via AOI.
}
void AZMMOPlayerCharacter::ResolveZeusNetworkSubsystem()
{
if (ZeusNetwork)
{
return;
}
UGameInstance* GI = GetGameInstance();
if (!GI)
{
return;
}
ZeusNetwork = GI->GetSubsystem<UZeusNetworkSubsystem>();
}
void AZMMOPlayerCharacter::BindZeusSpawnDelegate()
{
if (bSpawnDelegateBound || !IsLocallyControlled())
{
return;
}
if (!ZeusNetwork)
{
return;
}
ZeusNetwork->OnPlayerSpawned.AddDynamic(this, &AZMMOPlayerCharacter::HandleZeusPlayerSpawned);
ZeusNetwork->OnCharInfoReceived.AddDynamic(this, &AZMMOPlayerCharacter::HandleZeusCharInfo);
bSpawnDelegateBound = true;
}
void AZMMOPlayerCharacter::UnbindZeusSpawnDelegate()
{
if (!bSpawnDelegateBound || !ZeusNetwork)
{
bSpawnDelegateBound = false;
return;
}
ZeusNetwork->OnPlayerSpawned.RemoveDynamic(this, &AZMMOPlayerCharacter::HandleZeusPlayerSpawned);
ZeusNetwork->OnCharInfoReceived.RemoveDynamic(this, &AZMMOPlayerCharacter::HandleZeusCharInfo);
bSpawnDelegateBound = false;
}
void AZMMOPlayerCharacter::TryRegisterLocalEntityFromCachedSpawn()
{
if (!ZeusNetwork)
{
return;
}
int64 CachedEntityId = 0;
FVector CachedPosCm = FVector::ZeroVector;
float CachedYawDeg = 0.0f;
int64 CachedServerTimeMs = 0;
if (ZeusNetwork->TryGetLastLocalSpawn(CachedEntityId, CachedPosCm, CachedYawDeg, CachedServerTimeMs))
{
HandleLocalSpawnReady(CachedEntityId, CachedPosCm, CachedYawDeg, CachedServerTimeMs);
}
// Race fix: o S_CHAR_INFO chega ANTES de S_SPAWN_PLAYER mas o pawn pode
// nao existir ainda (OpenLevel em andamento). Aplica o ultimo cacheado.
TryApplyCachedCharInfo();
}
void AZMMOPlayerCharacter::HandleZeusPlayerSpawned(const int64 InEntityId, const bool bIsLocal,
const FVector PosCm, const float YawDeg, const int64 ServerTimeMs)
{
if (!bIsLocal)
{
// Remote spawns sao tratados pelo `UZMMOWorldSubsystem`; aqui so reagimos
// ao spawn do pawn possessivel local (S_SPAWN_PLAYER com bIsLocal=true).
return;
}
HandleLocalSpawnReady(InEntityId, PosCm, YawDeg, ServerTimeMs);
}
void AZMMOPlayerCharacter::HandleLocalSpawnReady(const int64 InEntityId, const FVector PosCm,
const float YawDeg, const int64 ServerTimeMs)
{
if (InEntityId == 0)
{
return;
}
// PR-HANDOFF-007 — InEntityId é int64 (era int32)
if (ZMMOEntityId == InEntityId)
{
return;
}
ZMMOEntityId = InEntityId;
UE_LOG(LogZMMOPlayer, Log,
TEXT("AZMMOPlayerCharacter: local spawn captured EntityId=%lld pos=(%s) yaw=%.1f t=%lld"),
InEntityId, *PosCm.ToString(), YawDeg, ServerTimeMs);
if (UWorld* World = GetWorld())
{
if (UZMMOWorldSubsystem* WorldSubsystem = World->GetSubsystem<UZMMOWorldSubsystem>())
{
WorldSubsystem->RegisterLocalEntity(InEntityId, this);
}
}
// Identidade publica (EntityId) + seed no AttributeComponent. CharName/Guild
// vem separado via S_CHAR_INFO -> HandleZeusCharInfo. AttributeComponent vive
// como subobject e recebe seed pra que o ZMMOAttributeNetworkHandler consiga
// rotear o snapshot por EntityId desde o primeiro pacote.
if (APlayerState* PS = GetPlayerState())
{
if (AZMMOPlayerState* ZMMOPs = Cast<AZMMOPlayerState>(PS))
{
ZMMOPs->SetPublicIdentity(InEntityId, /*CharId*/ FString(),
/*BaseLevel*/ 1, /*ClassId*/ 0);
}
if (UZMMOAttributeComponent* AttrComp = PS->FindComponentByClass<UZMMOAttributeComponent>())
{
AttrComp->SeedEntityId(InEntityId);
}
}
// Aplica char info cacheada (caso S_CHAR_INFO tenha chegado antes do PS existir).
TryApplyCachedCharInfo();
// UI in-game e' responsabilidade do AZMMOHUD (GameMode.HUDClass), nao do
// Pawn. AHUD::BeginPlay chama UUIInGameFlowSubsystem::StartInGame, que
// pushea WBP_HUD em UI.Layer.Game. UZMMOHudWidget::NativeOnActivated auto-binda
// no UZMMOAttributeComponent via PlayerState.
}
void AZMMOPlayerCharacter::HandleZeusCharInfo(const int64 InEntityId, const FString& CharName, const FString& GuildName)
{
UE_LOG(LogZMMOPlayer, Log,
TEXT("AZMMOPlayerCharacter: S_CHAR_INFO recebido EntityId=%lld name=%s guild=%s"),
InEntityId, *CharName, *GuildName);
APlayerState* PS = GetPlayerState();
if (!PS)
{
// Race fix: pawn pode nao ter PlayerState ainda. Subsystem ja cacheou
// (LastLocalCharInfoCache); TryApplyCachedCharInfo aplica em
// HandleLocalSpawnReady ou em outra oportunidade.
return;
}
if (AZMMOPlayerState* ZMMOPs = Cast<AZMMOPlayerState>(PS))
{
ZMMOPs->SetCharInfo(CharName, GuildName);
}
}
void AZMMOPlayerCharacter::TryApplyCachedCharInfo()
{
if (!ZeusNetwork)
{
return;
}
int64 CachedEntityId = 0;
FString CachedCharName;
FString CachedGuildName;
if (!ZeusNetwork->TryGetLastLocalCharInfo(CachedEntityId, CachedCharName, CachedGuildName))
{
return;
}
if (APlayerState* PS = GetPlayerState())
{
if (AZMMOPlayerState* ZMMOPs = Cast<AZMMOPlayerState>(PS))
{
ZMMOPs->SetCharInfo(CachedCharName, CachedGuildName);
}
}
}
void AZMMOPlayerCharacter::FlushInputAxisToServer(const float DeltaSeconds)
{
ResolveZeusNetworkSubsystem();
if (!ZeusNetwork || !ZeusNetwork->IsConnected())
{
return;
}
const float SendInterval = 1.0f / FMath::Max(1, InputSendRateHz);
SendAccumulatorSec += DeltaSeconds;
TimeSinceLastSendSec += DeltaSeconds;
const bool bMovingInput = !FMath::IsNearlyZero(PendingMoveForward) || !FMath::IsNearlyZero(PendingMoveRight);
const bool bJumpEvent = bPendingJumpPressed || bPendingJumpReleased;
const bool bRateReached = SendAccumulatorSec >= SendInterval;
const bool bHeartbeatReached = TimeSinceLastSendSec >= HeartbeatIntervalSec;
// IsFalling é estado contínuo do CMC (espelhado em PlayerStatePayload::grounded
// para alimentar o MovementMode dos proxies). Forçar envio em transições
// walking↔falling garante que a animação de queda/pulo dispare nos outros
// clientes mesmo quando estamos em rate limit / sem input de movimento.
const UCharacterMovementComponent* CMCForFalling = GetCharacterMovement();
const bool bIsFalling = CMCForFalling != nullptr && CMCForFalling->IsFalling();
const bool bFallingChanged = (bIsFalling != bPreviousFalling);
const bool bShouldSend = bJumpEvent || bFallingChanged || (bMovingInput && bRateReached) || (!bMovingInput && bHeartbeatReached);
if (!bShouldSend)
{
return;
}
++InputSequence;
const int32 ClientTimeMs = static_cast<int32>(FPlatformTime::Seconds() * 1000.0);
// ADR 0040: yaw da camara/controller para que o servidor consiga rotar o
// input (referencial-camara) para velocidade mundial. Fallback para o yaw
// do actor se nao houver controller (e.g. tela de loading).
const float ViewYawDeg = (GetController()
? static_cast<float>(GetController()->GetControlRotation().Yaw)
: static_cast<float>(GetActorRotation().Yaw));
// ADR 0041: cliente autoritativo da posicao XYZ + velocidade XY. O CMC ja
// integrou o input local antes deste flush, portanto `GetActorLocation` e
// `GetVelocity` reflectem o estado real que o servidor deve replicar para
// os outros clientes (sujeito ao clamp anti-cheat).
const FVector PosCm = GetActorLocation();
const FVector Vel = GetVelocity();
ZeusNetwork->SendInputAxis(
PendingMoveForward,
PendingMoveRight,
bPendingJumpPressed,
bPendingJumpReleased,
InputSequence,
ClientTimeMs,
ViewYawDeg,
PosCm,
FVector2D(Vel.X, Vel.Y),
bIsFalling,
static_cast<float>(Vel.Z));
SendAccumulatorSec = 0.0f;
TimeSinceLastSendSec = 0.0f;
bPendingJumpPressed = false;
bPendingJumpReleased = false;
bPreviousFalling = bIsFalling;
}

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@@ -1,25 +0,0 @@
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "ZMMOProxyMovementComponent.generated.h"
/**
* CMC customizado para AZMMOPlayerProxy. Expõe escrita direta de Acceleration
* (protected na base) para que o AnimBP veja Acceleration!=0 quando o proxy
* recebe snapshots, alimentando a fórmula ShouldMove e a transição Jump_Start
* do ABP_Unarmed (ambas dependem de aceleração não-nula). Espelha
* UZeusProxyMovementComponent do ZClientMMO.
*/
UCLASS(ClassGroup = (ZMMO), meta = (BlueprintSpawnableComponent))
class ZMMO_API UZMMOProxyMovementComponent : public UCharacterMovementComponent
{
GENERATED_BODY()
public:
void SetZMMOExternalAcceleration(const FVector& InAccelerationCmS2)
{
Acceleration = InAccelerationCmS2;
}
};

View File

@@ -0,0 +1,717 @@
#include "ZeusCharacter.h"
#include "Animation/AnimInstance.h"
#include "Camera/CameraComponent.h"
#include "Components/CapsuleComponent.h"
#include "Components/SkeletalMeshComponent.h"
#include "EnhancedInputComponent.h"
#include "Engine/GameInstance.h"
#include "Engine/SkeletalMesh.h"
#include "Engine/World.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/Controller.h"
#include "GameFramework/SpringArmComponent.h"
#include "InputAction.h"
#include "InputActionValue.h"
#include "GameFramework/PlayerState.h"
#include "Subsystems/WorldSubsystem.h"
#include "UObject/ConstructorHelpers.h"
#include "ZMMO.h"
#include "GameplayTagContainer.h"
#include "GameplayTagsManager.h"
#include "ZeusGASComponent.h"
#include "ZeusAOIComponent.h"
#include "ZeusPlayerState.h"
#include "Blueprint/UserWidget.h"
#include "GameFramework/PlayerController.h"
#include "ZeusWorldSubsystem.h"
#include "ZeusNetworkSubsystem.h"
#include "ZeusNetworkingClientSubsystem.h"
#include "UI/FrontEnd/UIFrontEndFlowSubsystem.h"
DEFINE_LOG_CATEGORY(LogZeusPlayer);
AZeusCharacter::AZeusCharacter()
{
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.bStartWithTickEnabled = true;
GetCapsuleComponent()->InitCapsuleSize(42.0f, 96.0f);
bUseControllerRotationPitch = false;
bUseControllerRotationYaw = false;
bUseControllerRotationRoll = false;
UCharacterMovementComponent* CMC = GetCharacterMovement();
CMC->bOrientRotationToMovement = true;
CMC->RotationRate = FRotator(0.0f, 500.0f, 0.0f);
CMC->JumpZVelocity = 500.0f;
CMC->AirControl = 0.35f;
CMC->MaxWalkSpeed = 500.0f;
CMC->MinAnalogWalkSpeed = 20.0f;
CMC->BrakingDecelerationWalking = 2000.0f;
CMC->BrakingDecelerationFalling = 1500.0f;
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->SetupAttachment(RootComponent);
CameraBoom->TargetArmLength = 400.0f;
CameraBoom->bUsePawnControlRotation = true;
FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
FollowCamera->bUsePawnControlRotation = false;
// AOI do cliente (+ overlays de debug). Implementa IZeusAOIDebugTarget; o
// Zeus Admin Tools acha este componente no pawn e dirige os overlays.
AOIComponent = CreateDefaultSubobject<UZeusAOIComponent>(TEXT("ZeusAOIComponent"));
// AdminPanelClass NAO e' resolvido aqui via FClassFinder: na criacao do CDO
// (load do modulo) o asset registry pode nao estar pronto e o static cacheia
// null pra sempre. Resolvido lazy em ToggleAdminPanel (LoadClass em runtime).
// AttributeComponent migrou pro PlayerState (AZeusPlayerState + Component
// Registry config-driven). Pawn fica leve — so' movement/input/camera.
// Defaults visuais (mesh + AnimBP). Permitem ao motor spawnar AZeusCharacter
// directamente como DefaultPawnClass do AZeusGameMode sem exigir um BP filho.
// Um BP filho continua opcional para trocar mesh/AnimBP por mapa.
if (USkeletalMeshComponent* MeshComponent = GetMesh())
{
static ConstructorHelpers::FObjectFinder<USkeletalMesh> QuinnMesh(
TEXT("/Game/Characters/Mannequins/Meshes/SKM_Quinn_Simple.SKM_Quinn_Simple"));
static ConstructorHelpers::FClassFinder<UAnimInstance> QuinnAnimBp(
TEXT("/Game/Characters/Mannequins/Anims/Unarmed/ABP_Unarmed"));
if (QuinnMesh.Succeeded())
{
MeshComponent->SetSkeletalMesh(QuinnMesh.Object);
MeshComponent->SetRelativeLocation(FVector(0.0f, 0.0f, -90.0f));
MeshComponent->SetRelativeRotation(FRotator(0.0f, -90.0f, 0.0f));
}
else
{
UE_LOG(LogZeusPlayer, Warning, TEXT("Default mesh SKM_Quinn_Simple not found for AZeusCharacter."));
}
if (QuinnAnimBp.Succeeded())
{
MeshComponent->SetAnimationMode(EAnimationMode::AnimationBlueprint);
MeshComponent->SetAnimInstanceClass(QuinnAnimBp.Class);
}
else
{
UE_LOG(LogZeusPlayer, Warning, TEXT("Default anim blueprint ABP_Unarmed not found for AZeusCharacter."));
}
}
// Input Actions defaults (Enhanced Input) — IMCs sao adicionados pelo
// AZeusPlayerController. As IAs aqui resolvem o asset por path; um BP filho
// pode sobrescrever caso queira inputs custom.
static ConstructorHelpers::FObjectFinder<UInputAction> MoveActionAsset(
TEXT("/Game/Input/Actions/IA_Move.IA_Move"));
static ConstructorHelpers::FObjectFinder<UInputAction> LookActionAsset(
TEXT("/Game/Input/Actions/IA_Look.IA_Look"));
static ConstructorHelpers::FObjectFinder<UInputAction> MouseLookActionAsset(
TEXT("/Game/Input/Actions/IA_MouseLook.IA_MouseLook"));
static ConstructorHelpers::FObjectFinder<UInputAction> JumpActionAsset(
TEXT("/Game/Input/Actions/IA_Jump.IA_Jump"));
static ConstructorHelpers::FObjectFinder<UInputAction> DashActionAsset(
TEXT("/Game/Input/Actions/IA_Dash.IA_Dash"));
if (MoveActionAsset.Succeeded()) { MoveAction = MoveActionAsset.Object; }
if (LookActionAsset.Succeeded()) { LookAction = LookActionAsset.Object; }
if (MouseLookActionAsset.Succeeded()) { MouseLookAction = MouseLookActionAsset.Object; }
if (JumpActionAsset.Succeeded()) { JumpAction = JumpActionAsset.Object; }
if (DashActionAsset.Succeeded()) { DashAction = DashActionAsset.Object; }
}
void AZeusCharacter::BeginPlay()
{
Super::BeginPlay();
ResolveZeusNetworkSubsystem();
BindZeusSpawnDelegate();
TryRegisterLocalEntityFromCachedSpawn();
// Fase 4: reposiciona o pawn na pos salva no DB (vinda no S_CHAR_SELECT_OK
// e memorizada no Flow). Substitui o PlayerStart default do level. Se nao
// ha pose pendente (primeiro boot / debug PIE direto no level), mantem o
// PlayerStart.
if (const UGameInstance* GI = GetGameInstance())
{
if (UUIFrontEndFlowSubsystem* Flow = GI->GetSubsystem<UUIFrontEndFlowSubsystem>())
{
FVector PosCm = FVector::ZeroVector;
float YawDeg = 0.0f;
if (Flow->ConsumePendingSpawnPose(PosCm, YawDeg))
{
const FRotator NewRot(0.0f, YawDeg, 0.0f);
SetActorLocationAndRotation(PosCm, NewRot, /*bSweep=*/false, nullptr, ETeleportType::TeleportPhysics);
if (AController* C = GetController())
{
C->SetControlRotation(NewRot);
}
UE_LOG(LogZeusPlayer, Log,
TEXT("AZeusCharacter: pawn reposicionado pra pos do DB (%s) yaw=%.1f"),
*PosCm.ToString(), YawDeg);
}
}
}
}
void AZeusCharacter::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
UnbindZeusSpawnDelegate();
ZeusNetwork = nullptr;
Super::EndPlay(EndPlayReason);
}
void AZeusCharacter::Tick(const float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
FlushInputAxisToServer(DeltaSeconds);
}
void AZeusCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
// IMPORTANTE: chamar Super:: pra que BPs filhos consigam auto-bindar
// nodes EnhancedInputAction no Event Graph (ex: GA_Kick / IA_Kick no
// BP_ThirdPersonCharacter). Sem isso, bindings em BP ficam orfaos --
// so' bindings C++ (Move/Look/Jump/Dash abaixo) recebem input.
Super::SetupPlayerInputComponent(PlayerInputComponent);
if (UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(PlayerInputComponent))
{
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &AZeusCharacter::OnJumpPressed);
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &AZeusCharacter::OnJumpReleased);
EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AZeusCharacter::Move);
EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Completed, this, &AZeusCharacter::MoveCompleted);
EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AZeusCharacter::Look);
EnhancedInputComponent->BindAction(MouseLookAction, ETriggerEvent::Triggered, this, &AZeusCharacter::Look);
if (DashAction)
{
EnhancedInputComponent->BindAction(DashAction, ETriggerEvent::Triggered, this, &AZeusCharacter::OnDashTriggered);
}
}
else
{
UE_LOG(LogZeusPlayer, Error, TEXT("'%s' Failed to find an Enhanced Input component."), *GetNameSafe(this));
}
// Debug: F8 abre/fecha o Zeus Admin Tools (AIO Debug). Legacy BindKey
// convive com Enhanced Input. Trocar a tecla aqui se conflitar.
PlayerInputComponent->BindKey(EKeys::F8, IE_Pressed, this, &AZeusCharacter::ToggleAdminPanel);
}
void AZeusCharacter::ToggleAdminPanel()
{
APlayerController* PC = Cast<APlayerController>(GetController());
if (!PC)
{
return;
}
// Aberto -> fecha + devolve input pro jogo.
if (AdminPanelInstance && AdminPanelInstance->IsInViewport())
{
AdminPanelInstance->RemoveFromParent();
PC->SetInputMode(FInputModeGameOnly());
PC->bShowMouseCursor = false;
return;
}
// Lazy load (runtime): no F8 o asset ja' esta carregavel; evita o pitfall do
// FClassFinder na criacao do CDO. Path do generated class (_C).
// A UI vive no CONTENT DO PLUGIN (mount /ZeusAdminTools/), nao no /Game do projeto:
// o plugin ZeusAdminTools e' autocontido (C++ + UI no repo Server).
if (!AdminPanelClass)
{
AdminPanelClass = LoadClass<UUserWidget>(nullptr,
TEXT("/ZeusAdminTools/UI/WBP_AdminToolsAIO.WBP_AdminToolsAIO_C"));
}
if (!AdminPanelClass)
{
UE_LOG(LogZeusPlayer, Warning, TEXT("[AdminPanel] AdminPanelClass nao resolvido (WBP_AdminToolsAIO ausente?)."));
return;
}
if (!AdminPanelInstance)
{
AdminPanelInstance = CreateWidget<UUserWidget>(PC, AdminPanelClass);
}
if (AdminPanelInstance)
{
AdminPanelInstance->AddToViewport(1000);
// UIOnly: trava a acao do jogo enquanto o menu esta aberto e garante que
// os cliques vao 100% pra UI (no GameAndUI o viewport rouba o clique).
// O mundo continua renderizando + os overlays de debug seguem desenhando.
FInputModeUIOnly Mode;
Mode.SetWidgetToFocus(AdminPanelInstance->TakeWidget());
Mode.SetLockMouseToViewportBehavior(EMouseLockMode::DoNotLock);
PC->SetInputMode(Mode);
PC->bShowMouseCursor = true;
}
}
void AZeusCharacter::Move(const FInputActionValue& Value)
{
const FVector2D MovementVector = Value.Get<FVector2D>();
DoMove(MovementVector.X, MovementVector.Y);
}
void AZeusCharacter::MoveCompleted(const FInputActionValue& Value)
{
(void)Value;
DoMove(0.0f, 0.0f);
}
void AZeusCharacter::Look(const FInputActionValue& Value)
{
const FVector2D LookAxisVector = Value.Get<FVector2D>();
DoLook(LookAxisVector.X, LookAxisVector.Y);
}
void AZeusCharacter::OnJumpPressed()
{
bPendingJumpPressed = true;
DoJumpStart();
}
void AZeusCharacter::OnJumpReleased()
{
bPendingJumpReleased = true;
DoJumpEnd();
}
void AZeusCharacter::OnDashTriggered()
{
// Resolve UZeusGASComponent do PlayerState. Component vive la' via
// AZeusPlayerState Component Registry (config-driven). Sem el, ASC ausente
// e RequestActivateAbilityByTag falha — log warning.
const APlayerState* PS = GetPlayerState();
if (!PS)
{
UE_LOG(LogZeusPlayer, Warning, TEXT("OnDashTriggered: PlayerState nullptr — ignorado"));
return;
}
UZeusGASComponent* Comp = PS->FindComponentByClass<UZeusGASComponent>();
if (!Comp)
{
UE_LOG(LogZeusPlayer, Warning, TEXT("OnDashTriggered: UZeusGASComponent nao achado"));
return;
}
// Tag canonica casa com row do DT + JSON do server. Hash FNV calculado
// dentro do componente (RequestActivateAbilityByTag).
const FGameplayTag DashTag = UGameplayTagsManager::Get().RequestGameplayTag(
FName(TEXT("Zeus.Ability.Movement.Dash")));
if (!DashTag.IsValid())
{
UE_LOG(LogZeusPlayer, Warning,
TEXT("OnDashTriggered: tag Zeus.Ability.Movement.Dash nao registrada no cliente"));
return;
}
const bool bSent = Comp->RequestActivateAbilityByTag(DashTag);
UE_LOG(LogZeusPlayer, Log, TEXT("OnDashTriggered -> RequestActivateAbilityByTag = %s"),
bSent ? TEXT("OK (C_ABILITY_TRY_ACTIVATE enviado)") : TEXT("FALHOU"));
}
void AZeusCharacter::DoMove(const float Right, const float Forward)
{
PendingMoveRight = FMath::Clamp(Right, -1.0f, 1.0f);
PendingMoveForward = FMath::Clamp(Forward, -1.0f, 1.0f);
if (GetController() != nullptr)
{
const FRotator Rotation = GetController()->GetControlRotation();
const FRotator YawRotation(0.0f, Rotation.Yaw, 0.0f);
const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
AddMovementInput(ForwardDirection, Forward);
AddMovementInput(RightDirection, Right);
}
}
void AZeusCharacter::DoLook(const float Yaw, const float Pitch)
{
if (GetController() != nullptr)
{
AddControllerYawInput(Yaw);
AddControllerPitchInput(Pitch);
}
}
void AZeusCharacter::DoJumpStart()
{
Jump();
}
void AZeusCharacter::DoJumpEnd()
{
StopJumping();
}
void AZeusCharacter::ApplyEntitySnapshot(const FZeusEntitySnapshot& /*Snapshot*/)
{
// Cliente local solto: o servidor nao reconcilia posicao em V0 (ADR 0038).
// Quando colisao de objetos chegar, podemos ligar uma reconciliacao opcional
// horizontal aqui (XY only), preservando o Z do CMC local.
}
void AZeusCharacter::SetEntityRelevant(bool /*bRelevant*/)
{
// Nunca despawnamos o jogador local via AOI.
}
void AZeusCharacter::ResolveZeusNetworkSubsystem()
{
if (ZeusNetwork && NetClient)
{
return;
}
UGameInstance* GI = GetGameInstance();
if (!GI)
{
return;
}
if (!ZeusNetwork)
{
ZeusNetwork = GI->GetSubsystem<UZeusNetworkSubsystem>();
}
if (!NetClient)
{
NetClient = GI->GetSubsystem<UZeusNetworkingClientSubsystem>();
}
}
void AZeusCharacter::BindZeusSpawnDelegate()
{
if (bSpawnDelegateBound || !IsLocallyControlled())
{
return;
}
if (!NetClient && !ZeusNetwork)
{
return;
}
// Self-entity (entityId do proprio char) vem do sistema de rede novo.
if (NetClient)
{
NetClient->OnSelfEntityAssigned.AddDynamic(this, &AZeusCharacter::HandleSelfEntityAssigned);
}
// CHAR_INFO (nome/guild) ainda nao tem equivalente no sistema novo -> legacy.
if (ZeusNetwork)
{
ZeusNetwork->OnCharInfoReceived.AddDynamic(this, &AZeusCharacter::HandleZeusCharInfo);
}
bSpawnDelegateBound = true;
}
void AZeusCharacter::UnbindZeusSpawnDelegate()
{
if (!bSpawnDelegateBound)
{
return;
}
if (NetClient)
{
NetClient->OnSelfEntityAssigned.RemoveDynamic(this, &AZeusCharacter::HandleSelfEntityAssigned);
}
if (ZeusNetwork)
{
ZeusNetwork->OnCharInfoReceived.RemoveDynamic(this, &AZeusCharacter::HandleZeusCharInfo);
}
bSpawnDelegateBound = false;
}
void AZeusCharacter::TryRegisterLocalEntityFromCachedSpawn()
{
// Self-entity vem do sistema de rede novo (ENT_SELF). O subsystem e'
// per-GameInstance e sobrevive ao OpenLevel, entao o entityId pode ja' ter
// chegado antes deste pawn existir -- puxa o cache agora. Caso ainda nao
// tenha chegado, o bind em OnSelfEntityAssigned cobre quando chegar.
// A pos/yaw vem do proprio pawn (ja posicionado via PendingSpawnPose do DB);
// o sistema novo so' carrega o entityId.
if (NetClient)
{
const int64 SelfId = NetClient->GetLocalEntityId();
if (SelfId != 0)
{
HandleLocalSpawnReady(SelfId, GetActorLocation(), GetActorRotation().Yaw, 0);
}
}
// Race fix CHAR_INFO (ainda legacy): o S_CHAR_INFO pode ter chegado antes do
// pawn existir; aplica o ultimo nome/guild cacheado.
TryApplyCachedCharInfo();
}
void AZeusCharacter::HandleSelfEntityAssigned(const int64 InEntityId)
{
// Sistema novo informou o entityId do proprio char (ENT_SELF). Reusa o mesmo
// caminho do spawn local legacy (seta ZeusEntityId + RegisterLocalEntity).
// pos/yaw vem do pawn (ja posicionado); o sistema novo so' traz o entityId.
HandleLocalSpawnReady(InEntityId, GetActorLocation(), GetActorRotation().Yaw, 0);
}
void AZeusCharacter::HandleZeusPlayerSpawned(const int64 InEntityId, const bool bIsLocal,
const FVector PosCm, const float YawDeg, const int64 ServerTimeMs)
{
if (!bIsLocal)
{
// Remote spawns sao tratados pelo `UZeusWorldSubsystem`; aqui so reagimos
// ao spawn do pawn possessivel local (S_SPAWN_PLAYER com bIsLocal=true).
return;
}
HandleLocalSpawnReady(InEntityId, PosCm, YawDeg, ServerTimeMs);
}
void AZeusCharacter::HandleLocalSpawnReady(const int64 InEntityId, const FVector PosCm,
const float YawDeg, const int64 ServerTimeMs)
{
if (InEntityId == 0)
{
return;
}
// PR-HANDOFF-007 — InEntityId é int64 (era int32)
if (ZeusEntityId == InEntityId)
{
return;
}
ZeusEntityId = InEntityId;
UE_LOG(LogZeusPlayer, Log,
TEXT("AZeusCharacter: local spawn captured EntityId=%lld pos=(%s) yaw=%.1f t=%lld"),
InEntityId, *PosCm.ToString(), YawDeg, ServerTimeMs);
if (UWorld* World = GetWorld())
{
if (UZeusWorldSubsystem* WorldSubsystem = World->GetSubsystem<UZeusWorldSubsystem>())
{
WorldSubsystem->RegisterLocalEntity(InEntityId, this);
}
}
// Identidade publica (EntityId) + seed no GAS Component. CharName/Guild
// vem separado via S_CHAR_INFO -> HandleZeusCharInfo. UZeusGASComponent
// vive como subobject do PlayerState (Component Registry) e recebe seed
// pra que o UZeusGASNetworkHandler consiga rotear o snapshot por
// EntityId desde o primeiro pacote.
if (APlayerState* PS = GetPlayerState())
{
if (AZeusPlayerState* ZeusPs = Cast<AZeusPlayerState>(PS))
{
ZeusPs->SetPublicIdentity(InEntityId, /*CharId*/ FString(),
/*BaseLevel*/ 1, /*ClassId*/ 0);
}
if (UZeusGASComponent* GASComp = PS->FindComponentByClass<UZeusGASComponent>())
{
GASComp->SeedEntityId(InEntityId);
}
}
// Aplica char info cacheada (caso S_CHAR_INFO tenha chegado antes do PS existir).
TryApplyCachedCharInfo();
// UI in-game e' responsabilidade do AZeusHUD (GameMode.HUDClass), nao do
// Pawn. AHUD::BeginPlay chama UUIInGameFlowSubsystem::StartInGame, que
// pushea WBP_HUD em UI.Layer.Game. UZeusHudWidget::NativeOnActivated auto-binda
// no UZeusGASComponent via PlayerState.
}
void AZeusCharacter::HandleZeusCharInfo(const int64 InEntityId, const FString& CharName, const FString& GuildName)
{
UE_LOG(LogZeusPlayer, Log,
TEXT("AZeusCharacter: S_CHAR_INFO recebido EntityId=%lld name=%s guild=%s"),
InEntityId, *CharName, *GuildName);
// 2026-06-03 fix: server envia S_CHAR_INFO de TODOS os players (proprio +
// catch-up de proxies pre-existentes). Sem este filtro, o nome do ultimo
// proxy recebido sobrescrevia o do pawn local (ex: player Mateuus loga e
// ve "Olatudook" em si mesmo porque o catch-up do Olatudook chegou depois
// do S_CHAR_INFO proprio). Proxies remotos sao roteados pelo registry no
// UZeusWorldSubsystem (futuro nameplate por EntityId).
if (ZeusEntityId != 0 && InEntityId != ZeusEntityId)
{
return;
}
APlayerState* PS = GetPlayerState();
if (!PS)
{
// Race fix: pawn pode nao ter PlayerState ainda. Subsystem ja cacheou
// (LastLocalCharInfoCache); TryApplyCachedCharInfo aplica em
// HandleLocalSpawnReady ou em outra oportunidade.
return;
}
if (AZeusPlayerState* ZeusPs = Cast<AZeusPlayerState>(PS))
{
ZeusPs->SetCharInfo(CharName, GuildName);
}
}
void AZeusCharacter::TryApplyCachedCharInfo()
{
if (!ZeusNetwork)
{
return;
}
int64 CachedEntityId = 0;
FString CachedCharName;
FString CachedGuildName;
if (!ZeusNetwork->TryGetLastLocalCharInfo(CachedEntityId, CachedCharName, CachedGuildName))
{
return;
}
if (APlayerState* PS = GetPlayerState())
{
if (AZeusPlayerState* ZeusPs = Cast<AZeusPlayerState>(PS))
{
ZeusPs->SetCharInfo(CachedCharName, CachedGuildName);
}
}
}
void AZeusCharacter::FlushInputAxisToServer(const float DeltaSeconds)
{
ResolveZeusNetworkSubsystem();
// Sistema de rede novo (canonico) tem prioridade; legacy e' fallback.
const bool bV1 = (NetClient
&& NetClient->GetConnectionState() == EZeusV1ConnectionState::Accepted);
if (!bV1 && (!ZeusNetwork || !ZeusNetwork->IsConnected()))
{
return;
}
const float SendInterval = 1.0f / FMath::Max(1, InputSendRateHz);
SendAccumulatorSec += DeltaSeconds;
TimeSinceLastSendSec += DeltaSeconds;
// Movimento p/ efeitos de rate NAO e' so' o input (W/A/S/D): o CMC do dono
// continua desacelerando (braking) por ~0.3s depois de soltar a tecla. Se
// pararmos de enviar no rate rapido assim que o input zera, o servidor fica
// congelado na ultima `simpleVelCmS` alta e o proxy remoto extrapola ~1m alem
// (NewPos = Last.Pos + Last.Vel*ExtrapSec) ate o heartbeat corrigir -> overshoot
// + snap-back ("velocidade grande que demora a zerar" + jitter). Tratar a
// velocidade residual como movimento mantem o envio a InputSendRateHz ate o
// dono realmente parar, alimentando o proxy com a curva de desaceleracao.
const bool bHasInputAxis = !FMath::IsNearlyZero(PendingMoveForward) || !FMath::IsNearlyZero(PendingMoveRight);
const FVector OwnerVelNow = GetVelocity();
constexpr float kResidualSpeedSqCmS = 25.0f * 25.0f; // abaixo de 25 cm/s tratamos como parado
const bool bHasResidualVel = OwnerVelNow.SizeSquared() > kResidualSpeedSqCmS;
const bool bMovingInput = bHasInputAxis || bHasResidualVel;
const bool bJumpEvent = bPendingJumpPressed || bPendingJumpReleased;
const bool bRateReached = SendAccumulatorSec >= SendInterval;
const bool bHeartbeatReached = TimeSinceLastSendSec >= HeartbeatIntervalSec;
// IsFalling é estado contínuo do CMC (espelhado em PlayerStatePayload::grounded
// para alimentar o MovementMode dos proxies). Forçar envio em transições
// walking↔falling garante que a animação de queda/pulo dispare nos outros
// clientes mesmo quando estamos em rate limit / sem input de movimento.
const UCharacterMovementComponent* CMCForFalling = GetCharacterMovement();
const bool bIsFalling = CMCForFalling != nullptr && CMCForFalling->IsFalling();
const bool bFallingChanged = (bIsFalling != bPreviousFalling);
const bool bShouldSend = bJumpEvent || bFallingChanged || (bMovingInput && bRateReached) || (!bMovingInput && bHeartbeatReached);
// DEBUG-INPUT (2026-06-12): log ~1x/s COM o PIE. Remover apos achar o gap.
{
static float DbgInputAcc = 0.0f;
DbgInputAcc += DeltaSeconds;
if (DbgInputAcc >= 1.0f)
{
DbgInputAcc = 0.0f;
const int32 PieId = (GetWorld() && GetWorld()->GetOutermost())
? GetWorld()->GetOutermost()->GetPIEInstanceID() : -1;
UE_LOG(LogZeusPlayer, Warning,
TEXT("[PIE%d][InputDbg] bV1=%d state=%d moving=%d rate=%d should=%d hbReached=%d fwd=%.2f right=%.2f"),
PieId, bV1 ? 1 : 0,
NetClient ? static_cast<int32>(NetClient->GetConnectionState()) : -99,
bMovingInput ? 1 : 0, bRateReached ? 1 : 0, bShouldSend ? 1 : 0,
bHeartbeatReached ? 1 : 0, PendingMoveForward, PendingMoveRight);
}
}
if (!bShouldSend)
{
return;
}
++InputSequence;
const int32 ClientTimeMs = static_cast<int32>(FPlatformTime::Seconds() * 1000.0);
// YAW DO CORPO (nao da mira): GetActorRotation().Yaw reflete o orient-to-movement
// do CMC (bOrientRotationToMovement=true, RotationRate=(0,500,0)) -> o corpo vira
// pra direcao do MOVIMENTO (WASD), suave a 500 deg/s, e o MOUSE nao gira o corpo
// (bUseControllerRotationYaw=false). O servidor usa este yaw direto e o proxy nos
// outros clientes o replica -> o proxy vira IDENTICO ao corpo do dono.
//
// (Historico bug 2026-06-13: antes mandava GetControlRotation().Yaw -- a MIRA --
// e o servidor fazia atan2(vel) INSTANTANEO quando movia (proxy "virava demais"
// 45 graus) e usava a mira quando parado (proxy seguia o mouse). ADR 0040: o
// servidor NAO rotaciona mais o input por este yaw (ADR 0041 manda pos+vel
// mundiais), entao trocar a mira pelo corpo e' seguro. Quando precisar da MIRA
// real (aim/combate), adicionar um campo aimYawDeg dedicado -- nao reusar este.)
const float BodyYawDeg = static_cast<float>(GetActorRotation().Yaw);
// ADR 0041: cliente autoritativo da posicao XYZ + velocidade XY. O CMC ja
// integrou o input local antes deste flush, portanto `GetActorLocation` e
// `GetVelocity` reflectem o estado real que o servidor deve replicar para
// os outros clientes (sujeito ao clamp anti-cheat).
const FVector PosCm = GetActorLocation();
const FVector Vel = GetVelocity();
if (bV1)
{
// Sistema novo: INPUT 6077 com a pose absoluta (ADR 0040/0041).
const bool bSent = NetClient->EmitInput(
PendingMoveForward,
PendingMoveRight,
bPendingJumpPressed,
bPendingJumpReleased,
InputSequence,
ClientTimeMs,
BodyYawDeg,
PosCm,
FVector2D(Vel.X, Vel.Y),
bIsFalling,
static_cast<float>(Vel.Z));
// DEBUG-INPUT (2026-06-12): confirma chamada + retorno do SendPacket.
static float DbgEmitAcc = 0.0f;
DbgEmitAcc += DeltaSeconds;
if (DbgEmitAcc >= 1.0f)
{
DbgEmitAcc = 0.0f;
const int32 PieId = (GetWorld() && GetWorld()->GetOutermost())
? GetWorld()->GetOutermost()->GetPIEInstanceID() : -1;
UE_LOG(LogZeusPlayer, Warning,
TEXT("[PIE%d][InputDbg] EmitInput seq=%d sent=%d pos=%s"),
PieId, InputSequence, bSent ? 1 : 0, *PosCm.ToString());
}
}
else if (ZeusNetwork)
{
ZeusNetwork->SendInputAxis(
PendingMoveForward,
PendingMoveRight,
bPendingJumpPressed,
bPendingJumpReleased,
InputSequence,
ClientTimeMs,
BodyYawDeg,
PosCm,
FVector2D(Vel.X, Vel.Y),
bIsFalling,
static_cast<float>(Vel.Z));
}
SendAccumulatorSec = 0.0f;
TimeSinceLastSendSec = 0.0f;
bPendingJumpPressed = false;
bPendingJumpReleased = false;
bPreviousFalling = bIsFalling;
}

View File

@@ -3,23 +3,25 @@
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "GameFramework/Character.h" #include "GameFramework/Character.h"
#include "Logging/LogMacros.h" #include "Logging/LogMacros.h"
#include "ZMMOEntityInterface.h" #include "ZeusEntityInterface.h"
#include "ZMMOEntityTypes.h" #include "ZeusEntityTypes.h"
#include "ZMMOPlayerCharacter.generated.h" #include "ZeusCharacter.generated.h"
class USpringArmComponent; class USpringArmComponent;
class UCameraComponent; class UCameraComponent;
class UInputAction; class UInputAction;
class UZeusNetworkSubsystem; class UZeusNetworkSubsystem;
class UZeusNetworkingClientSubsystem;
class UZeusAOIComponent;
class UUserWidget;
struct FInputActionValue; struct FInputActionValue;
DECLARE_LOG_CATEGORY_EXTERN(LogZMMOPlayer, Log, All); DECLARE_LOG_CATEGORY_EXTERN(LogZeusPlayer, Log, All);
/** /**
* AZMMOPlayerCharacter * AZeusCharacter
* *
* Personagem do jogador local. Diferente do template `ThirdPersonCharacter` * Personagem do jogador local. Parte do pipeline de rede Zeus:
* e do antigo `AZMMOCharacter`, este ator e parte do pipeline de rede Zeus:
* *
* - Continua a usar o `UCharacterMovementComponent` LIVRE para correr a * - Continua a usar o `UCharacterMovementComponent` LIVRE para correr a
* fisica do landscape (ADR 0038): o cliente e autoritativo localmente * fisica do landscape (ADR 0038): o cliente e autoritativo localmente
@@ -27,15 +29,15 @@ DECLARE_LOG_CATEGORY_EXTERN(LogZMMOPlayer, Log, All);
* - Envia `C_INPUT_AXIS` ao `UZeusNetworkSubsystem` na cadencia * - Envia `C_INPUT_AXIS` ao `UZeusNetworkSubsystem` na cadencia
* `InputSendRateHz` (com heartbeat 5 Hz quando parado para evitar * `InputSendRateHz` (com heartbeat 5 Hz quando parado para evitar
* starvation do `MovementSystem` no servidor). * starvation do `MovementSystem` no servidor).
* - Implementa `IZMMOEntityInterface` para participar do registry do * - Implementa `IZeusEntityInterface` para participar do registry do
* `UZMMOWorldSubsystem`, mas `ApplyEntitySnapshot` e `SetEntityRelevant` * `UZeusWorldSubsystem`, mas `ApplyEntitySnapshot` e `SetEntityRelevant`
* sao no-op em V0 o cliente local nao reconcilia (cliente solto). * sao no-op em V0 o cliente local nao reconcilia (cliente solto).
* *
* TODO V1: reconciliacao opcional XY quando colisao de objetos chegar; AOI * TODO V1: reconciliacao opcional XY quando colisao de objetos chegar; AOI
* debug spheres; visual smoothing apos correcao do servidor. * debug spheres; visual smoothing apos correcao do servidor.
*/ */
UCLASS(Blueprintable, BlueprintType) UCLASS(Blueprintable, BlueprintType)
class ZMMO_API AZMMOPlayerCharacter : public ACharacter, public IZMMOEntityInterface class ZMMO_API AZeusCharacter : public ACharacter, public IZeusEntityInterface
{ {
GENERATED_BODY() GENERATED_BODY()
@@ -47,8 +49,12 @@ class ZMMO_API AZMMOPlayerCharacter : public ACharacter, public IZMMOEntityInter
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true")) UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true"))
UCameraComponent* FollowCamera; UCameraComponent* FollowCamera;
// AttributeComponent vive no PlayerState (AZMMOPlayerState + Component Registry). /** AOI do cliente (+ overlays de debug dirigidos pelo Zeus Admin Tools). */
// Acesso: GetPlayerState<AZMMOPlayerState>()->GetZMMOComponent<UZMMOAttributeComponent>(). UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Zeus|AOI", meta = (AllowPrivateAccess = "true"))
TObjectPtr<UZeusAOIComponent> AOIComponent;
// GAS Component vive no PlayerState (AZeusPlayerState + Component Registry).
// Acesso: GetPlayerState<AZeusPlayerState>()->GetZeusComponent<UZeusGASComponent>().
protected: protected:
UPROPERTY(EditAnywhere, Category = "Input") UPROPERTY(EditAnywhere, Category = "Input")
@@ -63,8 +69,18 @@ protected:
UPROPERTY(EditAnywhere, Category = "Input") UPROPERTY(EditAnywhere, Category = "Input")
UInputAction* MouseLookAction; UInputAction* MouseLookAction;
/// IA_Dash — dispara C_ABILITY_TRY_ACTIVATE pra Zeus.Ability.Movement.Dash
/// via UZeusGASComponent. Bind padrao no IMC_Default: LeftShift -> Pressed.
UPROPERTY(EditAnywhere, Category = "Input")
UInputAction* DashAction;
/** Painel Zeus Admin Tools (AIO Debug), aberto/fechado por F8. Default =
* WBP_AdminToolsAIO (resolvido no construtor). */
UPROPERTY(EditAnywhere, Category = "Zeus|Admin")
TSubclassOf<UUserWidget> AdminPanelClass;
/** Cadencia de envio dos pacotes `C_INPUT_AXIS` (Hz). */ /** Cadencia de envio dos pacotes `C_INPUT_AXIS` (Hz). */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ZMMO|Networking", meta = (ClampMin = "1", ClampMax = "120")) UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Zeus|Networking", meta = (ClampMin = "1", ClampMax = "120"))
int32 InputSendRateHz = 30; int32 InputSendRateHz = 30;
/** /**
@@ -73,22 +89,22 @@ protected:
* evitar starvation do servidor caso pacotes sejam perdidos. Em movimento * evitar starvation do servidor caso pacotes sejam perdidos. Em movimento
* o envio segue `InputSendRateHz` (30 Hz). * o envio segue `InputSendRateHz` (30 Hz).
*/ */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ZMMO|Networking", meta = (ClampMin = "0.05", ClampMax = "5.0")) UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Zeus|Networking", meta = (ClampMin = "0.05", ClampMax = "5.0"))
float HeartbeatIntervalSec = 0.2f; float HeartbeatIntervalSec = 0.2f;
public: public:
AZMMOPlayerCharacter(); AZeusCharacter();
virtual void Tick(float DeltaSeconds) override; virtual void Tick(float DeltaSeconds) override;
// --- IZMMOEntityInterface --- // --- IZeusEntityInterface ---
virtual int64 GetZMMOEntityId() const override { return ZMMOEntityId; } virtual int64 GetZeusEntityId() const override { return ZeusEntityId; }
virtual EZMMOEntityType GetZMMOEntityType() const override { return EZMMOEntityType::Player; } virtual EZeusEntityType GetZeusEntityType() const override { return EZeusEntityType::Player; }
virtual void ApplyEntitySnapshot(const FZMMOEntitySnapshot& Snapshot) override; virtual void ApplyEntitySnapshot(const FZeusEntitySnapshot& Snapshot) override;
virtual void SetEntityRelevant(bool bRelevant) override; virtual void SetEntityRelevant(bool bRelevant) override;
UFUNCTION(BlueprintCallable, Category = "ZMMO|Entity") UFUNCTION(BlueprintCallable, Category = "Zeus|Entity")
void SetZMMOEntityId(int64 InEntityId) { ZMMOEntityId = InEntityId; } void SetZeusEntityId(int64 InEntityId) { ZeusEntityId = InEntityId; }
FORCEINLINE USpringArmComponent* GetCameraBoom() const { return CameraBoom; } FORCEINLINE USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
FORCEINLINE UCameraComponent* GetFollowCamera() const { return FollowCamera; } FORCEINLINE UCameraComponent* GetFollowCamera() const { return FollowCamera; }
@@ -105,6 +121,14 @@ protected:
void OnJumpPressed(); void OnJumpPressed();
void OnJumpReleased(); void OnJumpReleased();
/// IA_Dash Triggered -> resolve UZeusGASComponent do PlayerState e chama
/// RequestActivateAbilityByTag("Zeus.Ability.Movement.Dash"). Server valida
/// + responde S_ABILITY_ACTIVATED (HP/SP atualizado, montage roda local).
void OnDashTriggered();
/** F8: cria/mostra ou esconde o painel Zeus Admin Tools (input mode UI + cursor). */
void ToggleAdminPanel();
public: public:
/** Wrappers expostos a Blueprint (UI / mobile / automation). */ /** Wrappers expostos a Blueprint (UI / mobile / automation). */
UFUNCTION(BlueprintCallable, Category = "Input") UFUNCTION(BlueprintCallable, Category = "Input")
@@ -131,7 +155,7 @@ private:
void TryRegisterLocalEntityFromCachedSpawn(); void TryRegisterLocalEntityFromCachedSpawn();
/** /**
* Memoriza `EntityId` autoritativo e regista o pawn no `UZMMOWorldSubsystem` * Memoriza `EntityId` autoritativo e regista o pawn no `UZeusWorldSubsystem`
* para o registry partilhado por proxies remotos (filtra snapshots locais). * para o registry partilhado por proxies remotos (filtra snapshots locais).
* Metadados publicos do char (Name/Guild) chegam via S_CHAR_INFO em * Metadados publicos do char (Name/Guild) chegam via S_CHAR_INFO em
* HandleZeusCharInfo (servidor envia ANTES de S_SPAWN_PLAYER). * HandleZeusCharInfo (servidor envia ANTES de S_SPAWN_PLAYER).
@@ -141,6 +165,11 @@ private:
UFUNCTION() UFUNCTION()
void HandleZeusPlayerSpawned(int64 InEntityId, bool bIsLocal, FVector PosCm, float YawDeg, int64 ServerTimeMs); void HandleZeusPlayerSpawned(int64 InEntityId, bool bIsLocal, FVector PosCm, float YawDeg, int64 ServerTimeMs);
// Self-entity do sistema de rede novo (ENT_SELF): o cliente aprende o
// proprio entityId. Substitui o caminho legacy OnPlayerSpawned(bIsLocal=true).
UFUNCTION()
void HandleSelfEntityAssigned(int64 InEntityId);
UFUNCTION() UFUNCTION()
void HandleZeusCharInfo(int64 InEntityId, const FString& CharName, const FString& GuildName); void HandleZeusCharInfo(int64 InEntityId, const FString& CharName, const FString& GuildName);
@@ -149,11 +178,19 @@ private:
UPROPERTY() UPROPERTY()
TObjectPtr<UZeusNetworkSubsystem> ZeusNetwork; TObjectPtr<UZeusNetworkSubsystem> ZeusNetwork;
// Sistema de rede novo (canonico): fonte do self-entity (ENT_SELF).
UPROPERTY()
TObjectPtr<UZeusNetworkingClientSubsystem> NetClient;
/** Instancia viva do painel admin (criada lazy no primeiro F8). */
UPROPERTY(Transient)
TObjectPtr<UUserWidget> AdminPanelInstance;
bool bSpawnDelegateBound = false; bool bSpawnDelegateBound = false;
/** Identidade autoritativa atribuida quando o servidor envia S_SPAWN_PLAYER local. */ /** Identidade autoritativa atribuida quando o servidor envia S_SPAWN_PLAYER local. */
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "ZMMO|Entity", meta = (AllowPrivateAccess = "true")) UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "Zeus|Entity", meta = (AllowPrivateAccess = "true"))
int64 ZMMOEntityId = 0; int64 ZeusEntityId = 0;
float PendingMoveForward = 0.0f; float PendingMoveForward = 0.0f;
float PendingMoveRight = 0.0f; float PendingMoveRight = 0.0f;

View File

@@ -1,31 +1,31 @@
#include "ZMMOEntity.h" #include "ZeusEntity.h"
AZMMOEntity::AZMMOEntity() AZeusEntity::AZeusEntity()
{ {
PrimaryActorTick.bCanEverTick = false; PrimaryActorTick.bCanEverTick = false;
bReplicates = false; bReplicates = false;
} }
void AZMMOEntity::SetZMMOIdentity(const int64 InEntityId, const EZMMOEntityType InEntityType) void AZeusEntity::SetZeusIdentity(const int64 InEntityId, const EZeusEntityType InEntityType)
{ {
EntityId = InEntityId; EntityId = InEntityId;
EntityType = InEntityType; EntityType = InEntityType;
} }
void AZMMOEntity::ApplyEntitySnapshot(const FZMMOEntitySnapshot& Snapshot) void AZeusEntity::ApplyEntitySnapshot(const FZeusEntitySnapshot& Snapshot)
{ {
const FRotator NewRotation(0.0f, Snapshot.YawDeg, 0.0f); const FRotator NewRotation(0.0f, Snapshot.YawDeg, 0.0f);
SetActorLocationAndRotation(Snapshot.PositionCm, NewRotation); SetActorLocationAndRotation(Snapshot.PositionCm, NewRotation);
} }
void AZMMOEntity::SetEntityRelevant(const bool bRelevant) void AZeusEntity::SetEntityRelevant(const bool bRelevant)
{ {
if (bIsZMMORelevant == bRelevant) if (bIsZeusRelevant == bRelevant)
{ {
return; return;
} }
bIsZMMORelevant = bRelevant; bIsZeusRelevant = bRelevant;
SetActorHiddenInGame(!bRelevant); SetActorHiddenInGame(!bRelevant);
SetActorEnableCollision(bRelevant); SetActorEnableCollision(bRelevant);
SetActorTickEnabled(bRelevant); SetActorTickEnabled(bRelevant);

View File

@@ -2,22 +2,22 @@
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "GameFramework/Actor.h" #include "GameFramework/Actor.h"
#include "ZMMOEntityInterface.h" #include "ZeusEntityInterface.h"
#include "ZMMOEntityTypes.h" #include "ZeusEntityTypes.h"
#include "ZMMOEntity.generated.h" #include "ZeusEntity.generated.h"
/** /**
* AZMMOEntity * AZeusEntity
* *
* Classe base para entidades replicadas pelo servidor que NAO precisam de * Classe base para entidades replicadas pelo servidor que NAO precisam de
* capsula + `UCharacterMovementComponent` tipicamente NPCs estaticos, * capsula + `UCharacterMovementComponent` tipicamente NPCs estaticos,
* objetos dinamicos do mundo, mobs simples sem locomotion fisica. * objetos dinamicos do mundo, mobs simples sem locomotion fisica.
* *
* Para personagens com capsula + CMC (proxy de jogador, mobs com locomotion * Para personagens com capsula + CMC (proxy de jogador, mobs com locomotion
* por capsula), use `AZMMOPlayerProxy` ou uma futura `AZMMOMob` que herde * por capsula), use `AZeusPlayerProxy` ou uma futura `AZeusMob` que herde
* de `ACharacter`. * de `ACharacter`.
* *
* Implementa `IZMMOEntityInterface` com: * Implementa `IZeusEntityInterface` com:
* - getters para `EntityId` / `EntityType`; * - getters para `EntityId` / `EntityType`;
* - `ApplyEntitySnapshot` default: `SetActorLocationAndRotation` (sem * - `ApplyEntitySnapshot` default: `SetActorLocationAndRotation` (sem
* interpolacao temporal V1 podera adicionar ring-buffer + lerp); * interpolacao temporal V1 podera adicionar ring-buffer + lerp);
@@ -25,33 +25,33 @@
* desativa tick (preserva o ator no mundo para futuro pooling). * desativa tick (preserva o ator no mundo para futuro pooling).
*/ */
UCLASS(Blueprintable, BlueprintType) UCLASS(Blueprintable, BlueprintType)
class ZMMO_API AZMMOEntity : public AActor, public IZMMOEntityInterface class ZMMO_API AZeusEntity : public AActor, public IZeusEntityInterface
{ {
GENERATED_BODY() GENERATED_BODY()
public: public:
AZMMOEntity(); AZeusEntity();
// --- IZMMOEntityInterface --- // --- IZeusEntityInterface ---
virtual int64 GetZMMOEntityId() const override { return EntityId; } virtual int64 GetZeusEntityId() const override { return EntityId; }
virtual EZMMOEntityType GetZMMOEntityType() const override { return EntityType; } virtual EZeusEntityType GetZeusEntityType() const override { return EntityType; }
virtual void ApplyEntitySnapshot(const FZMMOEntitySnapshot& Snapshot) override; virtual void ApplyEntitySnapshot(const FZeusEntitySnapshot& Snapshot) override;
virtual void SetEntityRelevant(bool bRelevant) override; virtual void SetEntityRelevant(bool bRelevant) override;
/** Setter usado pelo `UZMMOWorldSubsystem` apos o spawn para registrar a identidade. */ /** Setter usado pelo `UZeusWorldSubsystem` apos o spawn para registrar a identidade. */
UFUNCTION(BlueprintCallable, Category = "ZMMO|Entity") UFUNCTION(BlueprintCallable, Category = "Zeus|Entity")
void SetZMMOIdentity(int64 InEntityId, EZMMOEntityType InEntityType); void SetZeusIdentity(int64 InEntityId, EZeusEntityType InEntityType);
protected: protected:
/** Identificador autoritativo do servidor. Atribuido em `SetZMMOIdentity`. */ /** Identificador autoritativo do servidor. Atribuido em `SetZeusIdentity`. */
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "ZMMO|Entity") UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "Zeus|Entity")
int64 EntityId = 0; int64 EntityId = 0;
/** Categoria autoritativa (Player/Mob/NPC/Object). */ /** Categoria autoritativa (Player/Mob/NPC/Object). */
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "ZMMO|Entity") UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "Zeus|Entity")
EZMMOEntityType EntityType = EZMMOEntityType::Object; EZeusEntityType EntityType = EZeusEntityType::Object;
/** Estado de relevancia atual (espelha as transicoes Hidden<->Relevant do servidor). */ /** Estado de relevancia atual (espelha as transicoes Hidden<->Relevant do servidor). */
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "ZMMO|Entity") UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "Zeus|Entity")
bool bIsZMMORelevant = true; bool bIsZeusRelevant = true;
}; };

View File

@@ -2,27 +2,27 @@
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "UObject/Interface.h" #include "UObject/Interface.h"
#include "ZMMOEntityTypes.h" #include "ZeusEntityTypes.h"
#include "ZMMOEntityInterface.generated.h" #include "ZeusEntityInterface.generated.h"
/** /**
* UZMMOEntityInterface * UZeusEntityInterface
* *
* Marcador `UInterface` necessario para o sistema de reflexao da Unreal. Todo o * Marcador `UInterface` necessario para o sistema de reflexao da Unreal. Todo o
* contrato vive em `IZMMOEntityInterface` (puro C++). * contrato vive em `IZeusEntityInterface` (puro C++).
*/ */
UINTERFACE(BlueprintType, MinimalAPI, meta = (CannotImplementInterfaceInBlueprint)) UINTERFACE(BlueprintType, MinimalAPI, meta = (CannotImplementInterfaceInBlueprint))
class UZMMOEntityInterface : public UInterface class UZeusEntityInterface : public UInterface
{ {
GENERATED_BODY() GENERATED_BODY()
}; };
/** /**
* IZMMOEntityInterface * IZeusEntityInterface
* *
* Contrato comum de todas as entidades replicadas pelo Zeus Server (player * Contrato comum de todas as entidades replicadas pelo Zeus Server (player
* local, players remotos, mobs, NPCs, objetos). Inspirado em `IZeusEntityInterface` * local, players remotos, mobs, NPCs, objetos). Adaptado para o nosso modelo
* (ZeusV1) e adaptado para o nosso modelo "cliente solto + servidor valida input". * "cliente solto + servidor valida input".
* *
* Decisoes: * Decisoes:
* 1. **Identidade autoritativa**: `EntityId` e `EntityType` vem do servidor; o * 1. **Identidade autoritativa**: `EntityId` e `EntityType` vem do servidor; o
@@ -30,28 +30,28 @@ class UZMMOEntityInterface : public UInterface
* 2. **Visibilidade gated por AOI**: o servidor envia spawn/despawn quando o * 2. **Visibilidade gated por AOI**: o servidor envia spawn/despawn quando o
* target entra/sai da area de interesse. O cliente reage via * target entra/sai da area de interesse. O cliente reage via
* `SetEntityRelevant(bool)`. * `SetEntityRelevant(bool)`.
* 3. **Player local nao reconcilia em V0**: para o `AZMMOPlayerCharacter` o * 3. **Player local nao reconcilia em V0**: para o `AZeusCharacter` o
* `ApplyEntitySnapshot` e no-op (cliente solto controla landscape). Quando * `ApplyEntitySnapshot` e no-op (cliente solto controla landscape). Quando
* a colisao de objetos chegar no servidor podemos ligar reconciliacao * a colisao de objetos chegar no servidor podemos ligar reconciliacao
* horizontal opcional. * horizontal opcional.
* *
* Por que UInterface (e nao heranca classica)? * Por que UInterface (e nao heranca classica)?
* - `AZMMOPlayerCharacter` ja herda de `ACharacter`. Forcar uma classe base * - `AZeusCharacter` ja herda de `ACharacter`. Forcar uma classe base
* `AZMMOEntity : AActor` para todos perderia o `ACharacter` gratuito. * `AZeusEntity : AActor` para todos perderia o `ACharacter` gratuito.
* A interface permite que o player local (`ACharacter`), o proxy remoto * A interface permite que o player local (`ACharacter`), o proxy remoto
* (`ACharacter`) e entidades genericas (`AActor`) implementem o mesmo * (`ACharacter`) e entidades genericas (`AActor`) implementem o mesmo
* contrato sem heranca multipla concreta. * contrato sem heranca multipla concreta.
*/ */
class ZMMO_API IZMMOEntityInterface class ZMMO_API IZeusEntityInterface
{ {
GENERATED_BODY() GENERATED_BODY()
public: public:
/** Identificador autoritativo da entidade no servidor. */ /** Identificador autoritativo da entidade no servidor. */
virtual int64 GetZMMOEntityId() const = 0; virtual int64 GetZeusEntityId() const = 0;
/** Categoria da entidade (Player, Mob, NPC, Object). */ /** Categoria da entidade (Player, Mob, NPC, Object). */
virtual EZMMOEntityType GetZMMOEntityType() const = 0; virtual EZeusEntityType GetZeusEntityType() const = 0;
/** /**
* Aplica um snapshot autoritativo. Implementacoes podem extender com * Aplica um snapshot autoritativo. Implementacoes podem extender com
@@ -61,7 +61,7 @@ public:
* fisica do landscape de forma autoritativa local, e o servidor apenas * fisica do landscape de forma autoritativa local, e o servidor apenas
* valida input/velocidade (ADR 0038). * valida input/velocidade (ADR 0038).
*/ */
virtual void ApplyEntitySnapshot(const FZMMOEntitySnapshot& Snapshot) = 0; virtual void ApplyEntitySnapshot(const FZeusEntitySnapshot& Snapshot) = 0;
/** /**
* Alterna entre estado visivel/ativo (`true`) e oculto/desativado (`false`). * Alterna entre estado visivel/ativo (`true`) e oculto/desativado (`false`).

View File

@@ -1,14 +1,14 @@
#pragma once #pragma once
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "ZMMOEntityTypes.generated.h" #include "ZeusEntityTypes.generated.h"
/** /**
* Categoria autoritativa replicada pelo servidor. Determina que classe de ator * Categoria autoritativa replicada pelo servidor. Determina que classe de ator
* o `UZMMOWorldSubsystem` deve spawnar para um snapshot recebido. * o `UZeusWorldSubsystem` deve spawnar para um snapshot recebido.
*/ */
UENUM(BlueprintType) UENUM(BlueprintType)
enum class EZMMOEntityType : uint8 enum class EZeusEntityType : uint8
{ {
Player UMETA(DisplayName = "Player"), Player UMETA(DisplayName = "Player"),
Mob UMETA(DisplayName = "Mob"), Mob UMETA(DisplayName = "Mob"),
@@ -17,48 +17,48 @@ enum class EZMMOEntityType : uint8
}; };
/** /**
* Snapshot autoritativo aplicado por `IZMMOEntityInterface::ApplyEntitySnapshot`. * Snapshot autoritativo aplicado por `IZeusEntityInterface::ApplyEntitySnapshot`.
* *
* Construido pelo `UZMMOWorldSubsystem` a partir dos delegates do * Construido pelo `UZeusWorldSubsystem` a partir dos delegates do
* `UZeusNetworkSubsystem` (`OnPlayerStateUpdate` em V0; opcodes para mobs/NPCs * `UZeusNetworkSubsystem` (`OnPlayerStateUpdate` em V0; opcodes para mobs/NPCs
* em V1+). Mantemos os campos minimos que o servidor ja replica hoje * em V1+). Mantemos os campos minimos que o servidor ja replica hoje
* (`S_PLAYER_STATE`); novos campos sao adicionados aqui sempre que o protocolo * (`S_PLAYER_STATE`); novos campos sao adicionados aqui sempre que o protocolo
* evoluir, sem mexer nas classes de proxy. * evoluir, sem mexer nas classes de proxy.
*/ */
USTRUCT(BlueprintType) USTRUCT(BlueprintType)
struct FZMMOEntitySnapshot struct FZeusEntitySnapshot
{ {
GENERATED_BODY() GENERATED_BODY()
/** EntityId autoritativo do servidor. */ /** EntityId autoritativo do servidor. */
UPROPERTY(BlueprintReadOnly, Category = "ZMMO|Entity") UPROPERTY(BlueprintReadOnly, Category = "Zeus|Entity")
int64 EntityId = 0; int64 EntityId = 0;
/** Categoria do ator (define qual proxy class spawnar). */ /** Categoria do ator (define qual proxy class spawnar). */
UPROPERTY(BlueprintReadOnly, Category = "ZMMO|Entity") UPROPERTY(BlueprintReadOnly, Category = "Zeus|Entity")
EZMMOEntityType EntityType = EZMMOEntityType::Player; EZeusEntityType EntityType = EZeusEntityType::Player;
/** Sequencia de input processada no servidor (so faz sentido para players). */ /** Sequencia de input processada no servidor (so faz sentido para players). */
UPROPERTY(BlueprintReadOnly, Category = "ZMMO|Entity") UPROPERTY(BlueprintReadOnly, Category = "Zeus|Entity")
int32 LastProcessedInputSeq = 0; int32 LastProcessedInputSeq = 0;
/** Posicao mundo (cm). */ /** Posicao mundo (cm). */
UPROPERTY(BlueprintReadOnly, Category = "ZMMO|Entity") UPROPERTY(BlueprintReadOnly, Category = "Zeus|Entity")
FVector PositionCm = FVector::ZeroVector; FVector PositionCm = FVector::ZeroVector;
/** Velocidade mundo (cm/s) — usada para network smoothing e drivers de animacao. */ /** Velocidade mundo (cm/s) — usada para network smoothing e drivers de animacao. */
UPROPERTY(BlueprintReadOnly, Category = "ZMMO|Entity") UPROPERTY(BlueprintReadOnly, Category = "Zeus|Entity")
FVector VelocityCmS = FVector::ZeroVector; FVector VelocityCmS = FVector::ZeroVector;
/** Yaw em graus (orientacao visual). */ /** Yaw em graus (orientacao visual). */
UPROPERTY(BlueprintReadOnly, Category = "ZMMO|Entity") UPROPERTY(BlueprintReadOnly, Category = "Zeus|Entity")
float YawDeg = 0.0f; float YawDeg = 0.0f;
/** Indica se o servidor considera o ator em solo. */ /** Indica se o servidor considera o ator em solo. */
UPROPERTY(BlueprintReadOnly, Category = "ZMMO|Entity") UPROPERTY(BlueprintReadOnly, Category = "Zeus|Entity")
bool bGrounded = false; bool bGrounded = false;
/** Tempo do servidor (ms desde epoch) quando este snapshot foi gerado. */ /** Tempo do servidor (ms desde epoch) quando este snapshot foi gerado. */
UPROPERTY(BlueprintReadOnly, Category = "ZMMO|Entity") UPROPERTY(BlueprintReadOnly, Category = "Zeus|Entity")
int64 ServerTimeMs = 0; int64 ServerTimeMs = 0;
}; };

View File

@@ -1,4 +1,4 @@
#include "ZMMOPlayerProxy.h" #include "ZeusPlayerProxy.h"
#include "Animation/AnimInstance.h" #include "Animation/AnimInstance.h"
#include "Components/CapsuleComponent.h" #include "Components/CapsuleComponent.h"
@@ -8,10 +8,10 @@
#include "GameFramework/CharacterMovementComponent.h" #include "GameFramework/CharacterMovementComponent.h"
#include "UObject/ConstructorHelpers.h" #include "UObject/ConstructorHelpers.h"
#include "ZMMO.h" #include "ZMMO.h"
#include "ZMMOProxyMovementComponent.h" #include "ZeusProxyMovementComponent.h"
AZMMOPlayerProxy::AZMMOPlayerProxy(const FObjectInitializer& ObjectInitializer) AZeusPlayerProxy::AZeusPlayerProxy(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer.SetDefaultSubobjectClass<UZMMOProxyMovementComponent>(ACharacter::CharacterMovementComponentName)) : Super(ObjectInitializer.SetDefaultSubobjectClass<UZeusProxyMovementComponent>(ACharacter::CharacterMovementComponentName))
{ {
PrimaryActorTick.bCanEverTick = true; PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.bStartWithTickEnabled = true; PrimaryActorTick.bStartWithTickEnabled = true;
@@ -43,7 +43,7 @@ AZMMOPlayerProxy::AZMMOPlayerProxy(const FObjectInitializer& ObjectInitializer)
CMC->BrakingFrictionFactor = 0.0f; CMC->BrakingFrictionFactor = 0.0f;
} }
// Defaults visuais (mesh + AnimBP) em paridade com `AZMMOPlayerCharacter`. // Defaults visuais (mesh + AnimBP) em paridade com `AZeusCharacter`.
if (USkeletalMeshComponent* MeshComponent = GetMesh()) if (USkeletalMeshComponent* MeshComponent = GetMesh())
{ {
static ConstructorHelpers::FObjectFinder<USkeletalMesh> QuinnMesh( static ConstructorHelpers::FObjectFinder<USkeletalMesh> QuinnMesh(
@@ -60,7 +60,7 @@ AZMMOPlayerProxy::AZMMOPlayerProxy(const FObjectInitializer& ObjectInitializer)
else else
{ {
UE_LOG(LogZMMO, Warning, UE_LOG(LogZMMO, Warning,
TEXT("AZMMOPlayerProxy: SKM_Quinn_Simple nao encontrado em /Game/Characters/Mannequins/Meshes.")); TEXT("AZeusPlayerProxy: SKM_Quinn_Simple nao encontrado em /Game/Characters/Mannequins/Meshes."));
} }
if (QuinnAnimBp.Succeeded()) if (QuinnAnimBp.Succeeded())
@@ -71,7 +71,7 @@ AZMMOPlayerProxy::AZMMOPlayerProxy(const FObjectInitializer& ObjectInitializer)
else else
{ {
UE_LOG(LogZMMO, Warning, UE_LOG(LogZMMO, Warning,
TEXT("AZMMOPlayerProxy: ABP_Unarmed nao encontrado em /Game/Characters/Mannequins/Anims/Unarmed.")); TEXT("AZeusPlayerProxy: ABP_Unarmed nao encontrado em /Game/Characters/Mannequins/Anims/Unarmed."));
} }
} }
@@ -80,7 +80,7 @@ AZMMOPlayerProxy::AZMMOPlayerProxy(const FObjectInitializer& ObjectInitializer)
bUseControllerRotationRoll = false; bUseControllerRotationRoll = false;
} }
void AZMMOPlayerProxy::BeginPlay() void AZeusPlayerProxy::BeginPlay()
{ {
Super::BeginPlay(); Super::BeginPlay();
@@ -94,7 +94,7 @@ void AZMMOPlayerProxy::BeginPlay()
} }
} }
void AZMMOPlayerProxy::Tick(const float DeltaSeconds) void AZeusPlayerProxy::Tick(const float DeltaSeconds)
{ {
Super::Tick(DeltaSeconds); Super::Tick(DeltaSeconds);
@@ -131,18 +131,25 @@ void AZMMOPlayerProxy::Tick(const float DeltaSeconds)
// Sem snapshot futuro: extrapolacao curta com a ultima velocidade // Sem snapshot futuro: extrapolacao curta com a ultima velocidade
// conhecida, clampada por `MaxExtrapolationSeconds` para nao deixar // conhecida, clampada por `MaxExtrapolationSeconds` para nao deixar
// o proxy fugir se a rede ficar muda. // o proxy fugir se a rede ficar muda.
const FZMMOProxySnapshot& Last = SnapshotBuffer.Last(); const FZeusProxySnapshot& Last = SnapshotBuffer.Last();
const float ExtrapSec = FMath::Clamp( const float RawExtrapSec =
static_cast<float>(RenderMs - Last.ServerTimeMs) / 1000.0f, static_cast<float>(RenderMs - Last.ServerTimeMs) / 1000.0f;
0.0f, MaxExtrapolationSeconds); const float ExtrapSec = FMath::Clamp(RawExtrapSec, 0.0f, MaxExtrapolationSeconds);
NewPos = Last.PosCm + Last.VelCmS * ExtrapSec; NewPos = Last.PosCm + Last.VelCmS * ExtrapSec;
NewVel = Last.VelCmS; // STARVATION (buffer=1 por muito tempo -- ex: 1o login sem DELTA_BATCH por
// segundos): a extrapolacao satura no clamp e a POSE congela, mas manter a
// velocidade faz o AnimBP rodar locomocao PARADO ("andar no lugar"/moonwalk
// = o "jitter" reportado). Se ja passamos bem do clamp, zera a vel visual
// pra o proxy ir pra Idle ate' os deltas voltarem (em vez de animar
// andando travado). Quando os deltas chegam, o ramo de interpolacao retoma.
const bool bStarved = RawExtrapSec > (MaxExtrapolationSeconds + 0.15f);
NewVel = bStarved ? FVector::ZeroVector : Last.VelCmS;
bExtrapolating = ExtrapSec > KINDA_SMALL_NUMBER; bExtrapolating = ExtrapSec > KINDA_SMALL_NUMBER;
} }
else else
{ {
const FZMMOProxySnapshot& A = SnapshotBuffer[IdxB - 1]; const FZeusProxySnapshot& A = SnapshotBuffer[IdxB - 1];
const FZMMOProxySnapshot& B = SnapshotBuffer[IdxB]; const FZeusProxySnapshot& B = SnapshotBuffer[IdxB];
const double Span = FMath::Max<double>(1.0, static_cast<double>(B.ServerTimeMs - A.ServerTimeMs)); const double Span = FMath::Max<double>(1.0, static_cast<double>(B.ServerTimeMs - A.ServerTimeMs));
InterpAlpha = static_cast<float>(FMath::Clamp( InterpAlpha = static_cast<float>(FMath::Clamp(
static_cast<double>(RenderMs - A.ServerTimeMs) / Span, 0.0, 1.0)); static_cast<double>(RenderMs - A.ServerTimeMs) / Span, 0.0, 1.0));
@@ -150,12 +157,32 @@ void AZMMOPlayerProxy::Tick(const float DeltaSeconds)
NewVel = FMath::Lerp(A.VelCmS, B.VelCmS, InterpAlpha); NewVel = FMath::Lerp(A.VelCmS, B.VelCmS, InterpAlpha);
} }
// Yaw deriva da velocidade interpolada: locomotion mantem face na direcao // ORIENTACAO DO CORPO = REPLICA do yaw autoritativo do servidor (Snapshot.YawDeg),
// do movimento; em idle preserva o yaw atual para nao "snappar". // interpolado shortest-path entre os MESMOS A/B da posicao. Esse yaw agora carrega
// o yaw do CORPO do dono (orient-to-movement do CMC: vira pra direcao do MOVIMENTO
// /WASD, suave a 500 deg/s; parado mantem; o MOUSE nao gira o corpo) -- o cliente
// dono manda GetActorRotation().Yaw e o servidor repassa direto. Por isso o proxy
// so' REPLICA: vira identico ao corpo do dono, sem re-derivar nada.
//
// NAO derivamos de Atan2(velocidade): isso era a fonte do bug 2026-06-13 ("virava
// demais 45 graus") -- a direcao da velocidade salta, o yaw do corpo nao. A
// suavizacao correta ja' aconteceu no CMC do dono; aqui so' interpolamos amostras.
//
// FUTURO -- Motion Matching/aim: quando "a mira dita a locomocao" (strafe/aim
// offset), o servidor passara a mandar um aimYawDeg separado e o AnimBP usara a
// velocidade relativa a este yaw pra escolher fwd/back/left/right. Por ORA, 1 yaw.
FRotator NewRot = GetActorRotation(); FRotator NewRot = GetActorRotation();
if (FVector(NewVel.X, NewVel.Y, 0.0f).SizeSquared() > 1.0f) if (IdxB == INDEX_NONE)
{ {
NewRot.Yaw = FMath::RadiansToDegrees(FMath::Atan2(NewVel.Y, NewVel.X)); NewRot.Yaw = SnapshotBuffer.Last().YawDeg; // extrapolando: segura o ultimo yaw
}
else
{
const float YawA = SnapshotBuffer[IdxB - 1].YawDeg;
const float YawB = SnapshotBuffer[IdxB].YawDeg;
// FindDeltaAngleDegrees -> menor arco (-180..180); evita girar "o lado longo".
const float DeltaYaw = FMath::FindDeltaAngleDegrees(YawA, YawB);
NewRot.Yaw = YawA + DeltaYaw * InterpAlpha;
} }
NewRot.Pitch = 0.0f; NewRot.Pitch = 0.0f;
NewRot.Roll = 0.0f; NewRot.Roll = 0.0f;
@@ -207,33 +234,96 @@ void AZMMOPlayerProxy::Tick(const float DeltaSeconds)
LastDiagLogSec = NowSec; LastDiagLogSec = NowSec;
const int64 NewestMs = SnapshotBuffer.Last().ServerTimeMs; const int64 NewestMs = SnapshotBuffer.Last().ServerTimeMs;
const int64 RenderLagMs = ServerNowMs - NewestMs; const int64 RenderLagMs = ServerNowMs - NewestMs;
UE_LOG(LogZMMO, Verbose, // === DIAG PERMANENTE -- jitter por FOME DE DELTAS ========================
TEXT("ZMMOPlayerProxy[%lld] buffer=%d renderLagMs=%lld interpAlpha=%.2f extrap=%d delayMs=%.0f"), // Bug investigado/resolvido 2026-06-13 (ver memoria
EntityId, SnapshotBuffer.Num(), RenderLagMs, InterpAlpha, // project_proxy_delta_starvation_jitter). Este Warning FICA DE PROPOSITO
bExtrapolating ? 1 : 0, InterpolationDelayMs); // (decisao do dono: NAO rebaixar p/ Verbose nem remover) -- e' a sonda pra
// cacar regressao do jitter de proxy. Como ler:
// secsSinceSnap = ha quanto tempo o proxy NAO recebe snapshot. Sobe = FOME
// (player remoto parado -> ComputeDelta suprime no server -> sem DELTA_BATCH).
// newestMs = serverTimeMs do ultimo snapshot; CONGELA na fome (deveria avancar).
// renderLagMs = ServerNowMs - newestMs; cresce 1:1 com o wall-clock na fome.
// speed=0 na fome = a mitigacao (zera a vel visual -> Idle, sem "moonwalk") agindo.
// Ao o player voltar a se mover sai "buffer STALE ... reset+reseed" (anti-stale)
// e renderLagMs/secsSinceSnap voltam a ~0 (snap limpo, sem salto/jitter).
// =========================================================================
const double SecsSinceSnap =
(LastSnapshotRecvSec > 0.0) ? (NowSec - LastSnapshotRecvSec) : -1.0;
UE_LOG(LogZMMO, Warning,
TEXT("ZeusPlayerProxy[%lld] buffer=%d renderLagMs=%lld newestMs=%lld secsSinceSnap=%.1f interpAlpha=%.2f extrap=%d speed=%.0f"),
EntityId, SnapshotBuffer.Num(), RenderLagMs, NewestMs, SecsSinceSnap, InterpAlpha,
bExtrapolating ? 1 : 0,
FVector(VisualVelocity.X, VisualVelocity.Y, 0.0f).Size());
} }
} }
void AZMMOPlayerProxy::SetZMMOIdentity(const int64 InEntityId, const EZMMOEntityType InEntityType) void AZeusPlayerProxy::SetZeusIdentity(const int64 InEntityId, const EZeusEntityType InEntityType)
{ {
EntityId = InEntityId; EntityId = InEntityId;
EntityType = InEntityType; EntityType = InEntityType;
} }
void AZMMOPlayerProxy::ApplyEntitySnapshot(const FZMMOEntitySnapshot& Snapshot) void AZeusPlayerProxy::ApplyEntitySnapshot(const FZeusEntitySnapshot& Snapshot)
{ {
// Estabiliza o offset de relogio na primeira amostra. Subsequente nao LastSnapshotRecvSec = FPlatformTime::Seconds(); // DIAG: marca chegada (mede a fome no Tick)
// re-sincroniza para evitar saltos visuais; um esquema mais sofisticado
// (ema do offset) cabe quando tivermos ping/RTT estabilizado por sessao. // 2026-06-06 H3 fix — disciplina o ServerClockOffsetMs via EMA com clamp.
if (SnapshotBuffer.Num() == 0) // Antes: offset congelado na 1a amostra. Em cross-server handoff a fonte
// do ServerTimeMs muda (publisher antigo -> novo) e o offset fica
// permanentemente skewed, alimentando tremor pos-handoff e drift cumulativo
// de clock cliente vs server. Agora cada amostra recalcula candidato e
// suaviza (alpha=0.02, ~50 amostras pra convergir) com clamp max 2ms/snapshot
// pra evitar salto visual durante transicao.
const int64 LocalNowMs = static_cast<int64>(FPlatformTime::Seconds() * 1000.0);
const int64 OffsetCandidate = LocalNowMs - Snapshot.ServerTimeMs;
// Anti-stale (2026-06-13): se este snapshot esta MUITO a frente do mais novo
// do buffer, o proxy ficou "mudo" por segundos -- player remoto parado ->
// ComputeDelta suprime -> sem DELTA_BATCH novo -> renderLagMs disparou pra
// dezenas de segundos. Manter os snapshots velhos faz a interpolacao usar um
// span gigante (pose de ~100s atras -> agora) quando o player volta a se mover,
// causando rasteio/salto (o jitter reportado). Descarta o buffer obsoleto +
// re-bootstrapa o relogio pra a interpolacao recomecar limpa neste keyframe.
if (SnapshotBuffer.Num() > 0
&& (Snapshot.ServerTimeMs - SnapshotBuffer.Last().ServerTimeMs) > 1000)
{ {
const int64 LocalNowMs = static_cast<int64>(FPlatformTime::Seconds() * 1000.0); UE_LOG(LogZMMO, Warning,
ServerClockOffsetMs = LocalNowMs - Snapshot.ServerTimeMs; TEXT("ZeusPlayerProxy[%lld] buffer STALE gap=%lldms -> reset+reseed"),
EntityId, Snapshot.ServerTimeMs - SnapshotBuffer.Last().ServerTimeMs);
SnapshotBuffer.Reset();
ServerClockOffsetMs = OffsetCandidate;
} }
FZMMOProxySnapshot S; if (SnapshotBuffer.Num() == 0)
{
// Primeira amostra: bootstrap direto (nao tem baseline pra suavizar).
ServerClockOffsetMs = OffsetCandidate;
// DIAG (jitter 1o login): confirma o seed do relogio. serverTimeMs deve ser
// != 0 e o offset razoavel; se vier 0 aqui, o keyframe/catch-up corrompeu o
// bootstrap (hipotese descartada, mas o log fecha a questao em campo).
UE_LOG(LogZMMO, Warning,
TEXT("ZeusPlayerProxy[%lld] SEED clock serverTimeMs=%lld localNowMs=%lld offset=%lld"),
EntityId, Snapshot.ServerTimeMs, LocalNowMs, ServerClockOffsetMs);
}
else
{
const double Alpha = 0.02;
const int64 RawTarget = static_cast<int64>(
static_cast<double>(ServerClockOffsetMs) * (1.0 - Alpha)
+ static_cast<double>(OffsetCandidate) * Alpha);
// Clamp max 2ms por amostra — em 30Hz isso converge a 60ms/s, mais que
// o suficiente pra absorver drift normal sem causar tremor visual.
const int64 Delta = RawTarget - ServerClockOffsetMs;
const int64 ClampedDelta = (Delta > 2) ? 2
: (Delta < -2) ? -2
: Delta;
ServerClockOffsetMs += ClampedDelta;
}
FZeusProxySnapshot S;
S.PosCm = Snapshot.PositionCm; S.PosCm = Snapshot.PositionCm;
S.VelCmS = Snapshot.VelocityCmS; S.VelCmS = Snapshot.VelocityCmS;
S.YawDeg = Snapshot.YawDeg; // yaw do CORPO do dono (orient-to-movement; mouse nao gira)
S.bGrounded = Snapshot.bGrounded; S.bGrounded = Snapshot.bGrounded;
S.ServerTimeMs = Snapshot.ServerTimeMs; S.ServerTimeMs = Snapshot.ServerTimeMs;
@@ -282,20 +372,20 @@ void AZMMOPlayerProxy::ApplyEntitySnapshot(const FZMMOEntitySnapshot& Snapshot)
ApplyCollisionPolicy(); ApplyCollisionPolicy();
} }
void AZMMOPlayerProxy::SetEntityRelevant(const bool bRelevant) void AZeusPlayerProxy::SetEntityRelevant(const bool bRelevant)
{ {
if (bIsZMMORelevant == bRelevant) if (bIsZeusRelevant == bRelevant)
{ {
return; return;
} }
bIsZMMORelevant = bRelevant; bIsZeusRelevant = bRelevant;
SetActorHiddenInGame(!bRelevant); SetActorHiddenInGame(!bRelevant);
SetActorTickEnabled(bRelevant); SetActorTickEnabled(bRelevant);
ApplyCollisionPolicy(); ApplyCollisionPolicy();
} }
void AZMMOPlayerProxy::RefreshAnimationDrivers() void AZeusPlayerProxy::RefreshAnimationDrivers()
{ {
UCharacterMovementComponent* CMC = GetCharacterMovement(); UCharacterMovementComponent* CMC = GetCharacterMovement();
if (!CMC) if (!CMC)
@@ -314,13 +404,13 @@ void AZMMOPlayerProxy::RefreshAnimationDrivers()
// Acceleration externa via CMC custom — alimenta `Get Current Acceleration` // Acceleration externa via CMC custom — alimenta `Get Current Acceleration`
// que o AnimBP do Quinn usa em `ShouldMove` e nas transições de Jump_Start. // que o AnimBP do Quinn usa em `ShouldMove` e nas transições de Jump_Start.
if (UZMMOProxyMovementComponent* ProxyCMC = Cast<UZMMOProxyMovementComponent>(CMC)) if (UZeusProxyMovementComponent* ProxyCMC = Cast<UZeusProxyMovementComponent>(CMC))
{ {
ProxyCMC->SetZMMOExternalAcceleration(LastDerivedAccelerationCmS2); ProxyCMC->SetZeusExternalAcceleration(LastDerivedAccelerationCmS2);
} }
} }
void AZMMOPlayerProxy::ApplyCollisionPolicy() void AZeusPlayerProxy::ApplyCollisionPolicy()
{ {
UCapsuleComponent* Capsule = GetCapsuleComponent(); UCapsuleComponent* Capsule = GetCapsuleComponent();
if (!Capsule) if (!Capsule)
@@ -328,6 +418,6 @@ void AZMMOPlayerProxy::ApplyCollisionPolicy()
return; return;
} }
const bool bShouldCollide = bIsZMMORelevant && bHasFirstSnapshot; const bool bShouldCollide = bIsZeusRelevant && bHasFirstSnapshot;
Capsule->SetCollisionEnabled(bShouldCollide ? ECollisionEnabled::QueryOnly : ECollisionEnabled::NoCollision); Capsule->SetCollisionEnabled(bShouldCollide ? ECollisionEnabled::QueryOnly : ECollisionEnabled::NoCollision);
} }

View File

@@ -2,19 +2,18 @@
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "GameFramework/Character.h" #include "GameFramework/Character.h"
#include "ZMMOEntityInterface.h" #include "ZeusEntityInterface.h"
#include "ZMMOEntityTypes.h" #include "ZeusEntityTypes.h"
#include "ZMMOPlayerProxy.generated.h" #include "ZeusPlayerProxy.generated.h"
/** /**
* AZMMOPlayerProxy * AZeusPlayerProxy
* *
* Proxy visual para jogadores remotos (e, no futuro, mobs com locomotion * Proxy visual para jogadores remotos (e, no futuro, mobs com locomotion
* por capsula) cuja posicao vem 100% do servidor via snapshots * por capsula) cuja posicao vem 100% do servidor via snapshots
* (`UZeusNetworkSubsystem::OnPlayerStateUpdate`). * (`UZeusNetworkSubsystem::OnPlayerStateUpdate`).
* *
* Inspirado em `AZeusRemoteCharacter` (ZeusV1). Diferencas chave vs. * Diferencas chave vs. `AZeusCharacter` (jogador local):
* `AZMMOPlayerCharacter` (jogador local):
* - SEM `EnhancedInput`, sem envio de `C_INPUT_AXIS`. * - SEM `EnhancedInput`, sem envio de `C_INPUT_AXIS`.
* - SEM buffer de pending inputs nem reconciliacao. * - SEM buffer de pending inputs nem reconciliacao.
* - Posicao aplicada por snapshot (`ApplyEntitySnapshot`); a `ACharacter` * - Posicao aplicada por snapshot (`ApplyEntitySnapshot`); a `ACharacter`
@@ -22,19 +21,18 @@
* mas o CMC fica em modo "kinematic-ish" (nao integra fisica). * mas o CMC fica em modo "kinematic-ish" (nao integra fisica).
* *
* Animacao no AnimBP do Quinn (`ABP_Unarmed`): a formula `ShouldMove` exige * Animacao no AnimBP do Quinn (`ABP_Unarmed`): a formula `ShouldMove` exige
* `Acceleration != 0`. Como proxies nao tem input, adoptamos a mesma * `Acceleration != 0`. Como proxies nao tem input, adoptamos a estrategia
* estrategia do ZClientMMO: CMC custom (`UZMMOProxyMovementComponent`) com * de CMC custom (`UZeusProxyMovementComponent`) com escrita externa de
* escrita externa de `Acceleration`, alimentada pela derivada da velocidade * `Acceleration`, alimentada pela derivada da velocidade entre snapshots.
* entre snapshots. Tick do proxy roda **antes** do mesh tick para que * Tick do proxy roda **antes** do mesh tick para que Velocity+Acceleration
* Velocity+Acceleration estejam populados quando o `NativeUpdateAnimation` * estejam populados quando o `NativeUpdateAnimation` do AnimBP os ler.
* do AnimBP os ler.
*/ */
/** /**
* Snapshot bruto guardado no buffer de interpolacao. Mantido como struct privada * Snapshot bruto guardado no buffer de interpolacao. Mantido como struct privada
* ao .h porque so o proxy (e debugging local) precisa olhar para ele. * ao .h porque so o proxy (e debugging local) precisa olhar para ele.
*/ */
USTRUCT() USTRUCT()
struct FZMMOProxySnapshot struct FZeusProxySnapshot
{ {
GENERATED_BODY() GENERATED_BODY()
@@ -44,6 +42,15 @@ struct FZMMOProxySnapshot
UPROPERTY() UPROPERTY()
FVector VelCmS = FVector::ZeroVector; FVector VelCmS = FVector::ZeroVector;
/** Yaw autoritativo do servidor (graus) = o MESMO yaw que o player LOCAL aplicou
* ao virar. O proxy replica EXATAMENTE a viradinha do local (apertou D = mesma
* virada nos dois). Sem armazenar isto, o proxy derivava o yaw da velocidade
* (Atan2) e "virava totalmente pra direcao do movimento" (bug 2026-06-13).
* NAO confundir com "mira dita a locomocao" (strafe / Motion Matching) -- isso
* esta' DESABILITADO por ora (ver AVISO em ZeusPlayerProxy.cpp::Tick). */
UPROPERTY()
float YawDeg = 0.0f;
UPROPERTY() UPROPERTY()
bool bGrounded = true; bool bGrounded = true;
@@ -53,37 +60,37 @@ struct FZMMOProxySnapshot
}; };
UCLASS(Blueprintable, BlueprintType) UCLASS(Blueprintable, BlueprintType)
class ZMMO_API AZMMOPlayerProxy : public ACharacter, public IZMMOEntityInterface class ZMMO_API AZeusPlayerProxy : public ACharacter, public IZeusEntityInterface
{ {
GENERATED_BODY() GENERATED_BODY()
public: public:
AZMMOPlayerProxy(const FObjectInitializer& ObjectInitializer); AZeusPlayerProxy(const FObjectInitializer& ObjectInitializer);
virtual void BeginPlay() override; virtual void BeginPlay() override;
virtual void Tick(float DeltaSeconds) override; virtual void Tick(float DeltaSeconds) override;
// --- IZMMOEntityInterface --- // --- IZeusEntityInterface ---
virtual int64 GetZMMOEntityId() const override { return EntityId; } virtual int64 GetZeusEntityId() const override { return EntityId; }
virtual EZMMOEntityType GetZMMOEntityType() const override { return EntityType; } virtual EZeusEntityType GetZeusEntityType() const override { return EntityType; }
virtual void ApplyEntitySnapshot(const FZMMOEntitySnapshot& Snapshot) override; virtual void ApplyEntitySnapshot(const FZeusEntitySnapshot& Snapshot) override;
virtual void SetEntityRelevant(bool bRelevant) override; virtual void SetEntityRelevant(bool bRelevant) override;
UFUNCTION(BlueprintCallable, Category = "ZMMO|Entity") UFUNCTION(BlueprintCallable, Category = "Zeus|Entity")
void SetZMMOIdentity(int64 InEntityId, EZMMOEntityType InEntityType); void SetZeusIdentity(int64 InEntityId, EZeusEntityType InEntityType);
protected: protected:
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "ZMMO|Entity") UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "Zeus|Entity")
int64 EntityId = 0; int64 EntityId = 0;
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "ZMMO|Entity") UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "Zeus|Entity")
EZMMOEntityType EntityType = EZMMOEntityType::Player; EZeusEntityType EntityType = EZeusEntityType::Player;
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "ZMMO|Entity") UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "Zeus|Entity")
bool bIsZMMORelevant = true; bool bIsZeusRelevant = true;
/** True apos o primeiro snapshot ser aplicado — antes disso o ator pode ficar oculto. */ /** True apos o primeiro snapshot ser aplicado — antes disso o ator pode ficar oculto. */
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "ZMMO|Entity") UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "Zeus|Entity")
bool bHasFirstSnapshot = false; bool bHasFirstSnapshot = false;
/** /**
@@ -91,15 +98,15 @@ protected:
* de `InterpolatedPosCm` (visual) separar os dois e essencial para * de `InterpolatedPosCm` (visual) separar os dois e essencial para
* comparar drift autoritativo vs visual via debug overlay/logs. * comparar drift autoritativo vs visual via debug overlay/logs.
*/ */
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "ZMMO|Entity") UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "Zeus|Entity")
FVector AuthoritativePosCm = FVector::ZeroVector; FVector AuthoritativePosCm = FVector::ZeroVector;
/** Posicao **visual** atual (resultado da interpolacao do tick). */ /** Posicao **visual** atual (resultado da interpolacao do tick). */
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "ZMMO|Entity") UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "Zeus|Entity")
FVector InterpolatedPosCm = FVector::ZeroVector; FVector InterpolatedPosCm = FVector::ZeroVector;
/** Compat: alias para `AuthoritativePosCm` (preserva binding de Blueprint, se houver). */ /** Compat: alias para `AuthoritativePosCm` (preserva binding de Blueprint, se houver). */
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "ZMMO|Entity") UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "Zeus|Entity")
FVector LastSnapshotPosition = FVector::ZeroVector; FVector LastSnapshotPosition = FVector::ZeroVector;
/** /**
@@ -108,7 +115,7 @@ protected:
* em cada `Tick` para manter os drivers de animacao alimentados entre * em cada `Tick` para manter os drivers de animacao alimentados entre
* updates de rede. * updates de rede.
*/ */
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "ZMMO|Entity") UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "Zeus|Entity")
FVector VisualVelocity = FVector::ZeroVector; FVector VisualVelocity = FVector::ZeroVector;
/** /**
@@ -116,23 +123,23 @@ protected:
* expresso no dominio do tempo do servidor. Padrao 100 ms (~3 snapshots a 30 Hz) * expresso no dominio do tempo do servidor. Padrao 100 ms (~3 snapshots a 30 Hz)
* cobre 1 perda + 1 jitter sem extrapolar. * cobre 1 perda + 1 jitter sem extrapolar.
*/ */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ZMMO|Network", UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Zeus|Network",
meta = (ClampMin = "0.0", ClampMax = "500.0")) meta = (ClampMin = "0.0", ClampMax = "500.0"))
double InterpolationDelayMs = 100.0; double InterpolationDelayMs = 100.0;
/** Tamanho maximo do buffer (em snapshots). Cobre ~270 ms a 30 Hz. */ /** Tamanho maximo do buffer (em snapshots). Cobre ~270 ms a 30 Hz. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ZMMO|Network", UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Zeus|Network",
meta = (ClampMin = "2", ClampMax = "32")) meta = (ClampMin = "2", ClampMax = "32"))
int32 SnapshotBufferCapacity = 8; int32 SnapshotBufferCapacity = 8;
/** Limite duro de extrapolacao (s) quando nao ha snapshot futuro. */ /** Limite duro de extrapolacao (s) quando nao ha snapshot futuro. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ZMMO|Network", UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Zeus|Network",
meta = (ClampMin = "0.0", ClampMax = "0.5")) meta = (ClampMin = "0.0", ClampMax = "0.5"))
float MaxExtrapolationSeconds = 0.1f; float MaxExtrapolationSeconds = 0.1f;
/** Buffer ordenado por `ServerTimeMs` ascendente. */ /** Buffer ordenado por `ServerTimeMs` ascendente. */
UPROPERTY() UPROPERTY()
TArray<FZMMOProxySnapshot> SnapshotBuffer; TArray<FZeusProxySnapshot> SnapshotBuffer;
/** /**
* Offset entre o relogio local (`FPlatformTime::Seconds * 1000`) e o * Offset entre o relogio local (`FPlatformTime::Seconds * 1000`) e o
@@ -142,6 +149,12 @@ protected:
*/ */
int64 ServerClockOffsetMs = 0; int64 ServerClockOffsetMs = 0;
/** DIAG (2026-06-13): instante (s, monotonic) do ultimo snapshot recebido em
* ApplyEntitySnapshot. Usado no log do Tick pra medir "secsSinceSnap" = quanto
* tempo o proxy ficou MUDO (sem delta). secsSinceSnap grande == fome (player
* remoto parado -> ComputeDelta suprime). 0 = nenhum snapshot ainda. */
double LastSnapshotRecvSec = 0.0;
/** Aceleracao derivada (com smoothing) escrita no CMC custom para alimentar /** Aceleracao derivada (com smoothing) escrita no CMC custom para alimentar
* o AnimBP (`ShouldMove`/`Jump_Start` exigem Acceleration!=0). */ * o AnimBP (`ShouldMove`/`Jump_Start` exigem Acceleration!=0). */
FVector LastDerivedAccelerationCmS2 = FVector::ZeroVector; FVector LastDerivedAccelerationCmS2 = FVector::ZeroVector;

View File

@@ -0,0 +1,24 @@
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "ZeusProxyMovementComponent.generated.h"
/**
* CMC customizado para AZeusPlayerProxy. Expõe escrita direta de Acceleration
* (protected na base) para que o AnimBP veja Acceleration!=0 quando o proxy
* recebe snapshots, alimentando a fórmula ShouldMove e a transição Jump_Start
* do ABP_Unarmed (ambas dependem de aceleração não-nula).
*/
UCLASS(ClassGroup = (Zeus), meta = (BlueprintSpawnableComponent))
class ZMMO_API UZeusProxyMovementComponent : public UCharacterMovementComponent
{
GENERATED_BODY()
public:
void SetZeusExternalAcceleration(const FVector& InAccelerationCmS2)
{
Acceleration = InAccelerationCmS2;
}
};

View File

@@ -1,10 +0,0 @@
#include "ZMMOFrontEndGameMode.h"
#include "ZMMOFrontEndPlayerController.h"
AZMMOFrontEndGameMode::AZMMOFrontEndGameMode()
{
// UI pura: sem pawn. O controller cria o root layout e arranca o fluxo.
DefaultPawnClass = nullptr;
PlayerControllerClass = AZMMOFrontEndPlayerController::StaticClass();
}

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