Files
ZMMO/Source/ZMMOAttributes/Private/ZMMOAttributeNetworkHandler.cpp
Mateus Rodrigues 396223e2a8 feat(ui-ingame): UI in-game system + PlayerState + Component Registry + HUD composite
Espelho simétrico do front-end pattern (UUIFrontEndFlowSubsystem +
DA_FrontEndScreenSet + UUIPrimaryGameLayout_Base) para a UI in-game.
Pavimenta caminho pra Inventory, Skills, StatusWindow, EscapeMenu, etc.

## UI in-game system (Source/ZMMO/Game/UI/InGame/)

- EZMMOInGameUIState enum (None, Playing, StatusWindow, Inventory,
  SkillTree, EscapeMenu, Loading) em Data/UI/InGameTypes.h
- UUIInGameScreenSet DataAsset: TMap<EZMMOInGameUIState, TSoftClassPtr<...>>
- UUIInGameFlowSubsystem (GameInstanceSubsystem) com SetState/ToggleScreen
- DA_InGameScreenSet em Content/ZMMO/UI/InGame/ mapeia Playing->WBP_HUD
- Layer routing: Playing -> UI.Layer.Game | menus -> GameMenu | loading -> Modal

## AHUD pattern (idiomatic UE5)

- AZMMOHUD : AHUD em Source/ZMMO/Game/Modes/
- AZMMOGameMode::HUDClass = AZMMOHUD::StaticClass()
- AZMMOHUD::BeginPlay chama UIInGameFlowSubsystem::StartInGame
- Pawn não cria mais HUD (separação de responsabilidades)

## PlayerState + Component Registry (Open-Closed)

- AZMMOPlayerState : APlayerState em Source/ZMMO/Game/Modes/
- AZMMOGameMode::PlayerStateClass = AZMMOPlayerState::StaticClass()
- UPROPERTY Config TArray<TSubclassOf<UActorComponent>> ComponentClasses
- DefaultGame.ini: +ComponentClasses=/Script/ZMMOAttributes.ZMMOAttributeComponent
- Ctor lê via GConfig (mais robusto que UPROPERTY Config + parsing) e
  instancia cada componente como CreateDefaultSubobject

Por que componentes no PlayerState e não no Pawn:
- Sobrevive ao despawn (morte/respawn)
- Spectator-friendly
- 1:1 com player (Pawn pode trocar: vehicle, mount, possession)
- Padrão MMO clássico (rathena, TrinityCore)

Adicionar novo módulo (Inventory, Skills, Guild) = 1 linha no
DefaultGame.ini, sem editar AZMMOPlayerState.cpp.

## HUD composite

- UZMMOHudWidget : UCommonActivatableWidget em ZMMO core (UI/InGame/)
- WBP_HUD em Content/ZMMO/UI/HUD/ herda UZMMOHudWidget
- HpSpBar (UZMMOHudHpSpWidget — sub-modulo ZMMOAttributes) embedded via
  BindWidgetOptional. Sub-widgets futuros: PlayerInfo, Minimap, QuickBar,
  Buffs, Chat, TargetInfo
- UZMMOHudHpSpWidget volta a ser UUserWidget puro (sub-widget, não root)
- UZMMOHudWidget::NativeOnActivated:
  - SetVisibility(HitTestInvisible) — mouse passa direto pro Pawn
  - BindToLocalPlayer: busca AttributeComponent no PC->PlayerState
  - Subscreve OnAttributesChanged/OnHpSpChanged/OnLevelUp
  - Propaga snapshots pra sub-widgets via HpSpBar->ApplySnapshot
- GetDesiredInputConfig override: ECommonInputMode::Game (sem cursor,
  movimento livre). Menus override pra GameAndMenu/Menu.

## NetworkHandler refatorado (AttributeComponent agora no PlayerState)

- ZMMOAttributeNetworkHandler::FindComponentForEntity: busca via
  GameState->PlayerArray (O(N_players)), não TActorIterator (O(N_actors))
- ZMMOAttributes.Build.cs += CommonUI, CommonInput

## EnsureRootLayout (fix crítico)

- OpenLevel invalida widgets no viewport ("InvalidateAllWidgets")
- RootLayout (criado pelo FrontEndFlow no boot) sobrevive como UObject
  (LocalPlayerSubsystem) mas fica órfão fora do viewport
- Push do WBP_HUD no Stack_Game funcionava mas widget pai (RootLayout)
  estava fora do viewport → invisível
- UUIFrontEndFlowSubsystem::EnsureRootLayout (público) recria via
  UIManagerSubsystem (idempotente)
- UUIInGameFlowSubsystem::StartInGame chama EnsureRootLayout antes do push

## PlayerCharacter simplificado

- Removido AttributeComponent (vai pro PlayerState via Registry)
- Removido HudHpSpWidgetClass + spawn manual de HUD
- HandleLocalSpawnReady só faz seed do EntityId via PlayerState
- UI lifecycle agora é responsabilidade do AZMMOHUD::BeginPlay

## Verificação (smoke test)

PIE: Login -> CharSelect -> Lobby -> EnterWorld
  ↓
LogZMMO: AZMMOPlayerState ctor: 1 componente(s) no registry
LogZMMO: ZMMOPlayerState: componente registrado [0] ZMMOAttributeComponent
LogZMMO: FrontEndFlow::EnsureRootLayout: RootLayout recriado
LogZMMO: InGameFlow: state None -> Playing
LogZMMO: InGameFlow: tela Playing pushed em UI.Layer.Game (widget=WBP_HUD_C_0)
LogZMMO: ZMMOHudWidget activated (HpSpBar=WBP_HUD_HpSpBar_C_0)
  ↓
HUD aparece com Lv 5 / HP 10/200 / SP 5/20 (valores do DB)
Regen funciona (HP/SP enchem a cada 6s/8s)
Movimento normal (input flui pro Pawn)

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-23 05:27:41 -03:00

182 lines
5.2 KiB
C++

#include "ZMMOAttributeNetworkHandler.h"
#include "Engine/GameInstance.h"
#include "Engine/World.h"
#include "GameFramework/GameStateBase.h"
#include "GameFramework/PlayerState.h"
#include "ZMMOAttributeComponent.h"
#include "ZMMOAttributeTypes.h"
#include "ZeusNetworkSubsystem.h"
namespace
{
// Helper privado — converte o payload binario do plugin pra USTRUCT
// Blueprint que o componente exibe.
FZMMOAttributesSnapshot ToSnapshot(const FZeusAttributesPayload& P)
{
FZMMOAttributesSnapshot S;
S.EntityId = P.EntityId;
S.ClassId = P.ClassId;
S.BaseLevel = P.BaseLevel;
S.BaseExp = P.BaseExp;
S.JobLevel = P.JobLevel;
S.JobExp = P.JobExp;
S.Str = P.Str;
S.Agi = P.Agi;
S.Vit = P.Vit;
S.Int = P.Int;
S.Dex = P.Dex;
S.Luk = P.Luk;
S.StatusPoint = P.StatusPoint;
S.SkillPoint = P.SkillPoint;
S.Hp = P.Hp;
S.MaxHp = P.MaxHp;
S.Sp = P.Sp;
S.MaxSp = P.MaxSp;
S.Money = P.Money;
S.Atk = P.Atk;
S.Matk = P.Matk;
S.Def = P.Def;
S.Mdef = P.Mdef;
S.Hit = P.Hit;
S.Flee = P.Flee;
S.CritX10 = P.CritX10;
S.Aspd = P.Aspd;
return S;
}
// Resolve `EntityId -> UZMMOAttributeComponent` via PlayerArray do GameState.
// AttributeComponent agora vive no PlayerState (vide AZMMOPlayerState +
// Component Registry em DefaultGame.ini). Itera apenas players (1 por
// conexao), nao 1000+ atores — O(N_players).
//
// Cada UZMMOAttributeComponent carrega seu proprio EntityId (seed em
// AZMMOPlayerCharacter::HandleLocalSpawnReady ou no primeiro snapshot).
UZMMOAttributeComponent* FindComponentForEntity(UWorld* World, int32 EntityId)
{
if (!World || EntityId == 0) { return nullptr; }
const AGameStateBase* GS = World->GetGameState();
if (!GS) { return nullptr; }
for (APlayerState* PS : GS->PlayerArray)
{
if (!PS) { continue; }
UZMMOAttributeComponent* Comp = PS->FindComponentByClass<UZMMOAttributeComponent>();
if (!Comp) { continue; }
if (Comp->GetSnapshot().EntityId == EntityId)
{
return Comp;
}
}
return nullptr;
}
}
bool UZMMOAttributeNetworkHandler::ShouldCreateSubsystem(UObject* Outer) const
{
// Cria apenas para mundos de gameplay (PIE/Game), nao para editor preview.
UWorld* World = Cast<UWorld>(Outer);
if (!World) { return false; }
return World->WorldType == EWorldType::Game || World->WorldType == EWorldType::PIE;
}
void UZMMOAttributeNetworkHandler::Initialize(FSubsystemCollectionBase& Collection)
{
Super::Initialize(Collection);
if (UZeusNetworkSubsystem* Net = GetZeusNetSubsystem())
{
SnapshotFullHandle = Net->OnAttributeSnapshotFull.AddUObject(
this, &UZMMOAttributeNetworkHandler::HandleAttributeSnapshotFull);
HpSpUpdateHandle = Net->OnHpSpUpdate.AddUObject(
this, &UZMMOAttributeNetworkHandler::HandleHpSpUpdate);
LevelUpHandle = Net->OnLevelUp.AddUObject(
this, &UZMMOAttributeNetworkHandler::HandleLevelUp);
}
}
void UZMMOAttributeNetworkHandler::Deinitialize()
{
if (UZeusNetworkSubsystem* Net = GetZeusNetSubsystem())
{
if (SnapshotFullHandle.IsValid())
{
Net->OnAttributeSnapshotFull.Remove(SnapshotFullHandle);
SnapshotFullHandle.Reset();
}
if (HpSpUpdateHandle.IsValid())
{
Net->OnHpSpUpdate.Remove(HpSpUpdateHandle);
HpSpUpdateHandle.Reset();
}
if (LevelUpHandle.IsValid())
{
Net->OnLevelUp.Remove(LevelUpHandle);
LevelUpHandle.Reset();
}
}
Super::Deinitialize();
}
UZeusNetworkSubsystem* UZMMOAttributeNetworkHandler::GetZeusNetSubsystem() const
{
const UWorld* World = GetWorld();
if (!World) { return nullptr; }
UGameInstance* GI = World->GetGameInstance();
if (!GI) { return nullptr; }
return GI->GetSubsystem<UZeusNetworkSubsystem>();
}
void UZMMOAttributeNetworkHandler::HandleAttributeSnapshotFull(const FZeusAttributesPayload& Payload)
{
UWorld* World = GetWorld();
if (!World) { return; }
UZMMOAttributeComponent* Comp = FindComponentForEntity(World, Payload.EntityId);
if (!Comp)
{
// Fallback chicken-and-egg: primeiro snapshot chega antes do EntityId
// estar seeded no componente. Aplica ao primeiro componente do
// PlayerArray que ainda tem EntityId=0. Apos o primeiro apply, o
// caminho normal por lookup funciona.
const AGameStateBase* GS = World->GetGameState();
if (GS)
{
for (APlayerState* PS : GS->PlayerArray)
{
if (!PS) { continue; }
UZMMOAttributeComponent* Candidate = PS->FindComponentByClass<UZMMOAttributeComponent>();
if (Candidate && Candidate->GetSnapshot().EntityId == 0)
{
Comp = Candidate;
break;
}
}
}
}
if (Comp)
{
Comp->ApplySnapshot(ToSnapshot(Payload));
}
}
void UZMMOAttributeNetworkHandler::HandleHpSpUpdate(int32 EntityId, int32 Hp, int32 Sp)
{
UWorld* World = GetWorld();
if (!World) { return; }
UZMMOAttributeComponent* Comp = FindComponentForEntity(World, EntityId);
if (Comp)
{
Comp->ApplyHpSpUpdate(Hp, Sp);
}
}
void UZMMOAttributeNetworkHandler::HandleLevelUp(int32 EntityId, int32 NewBaseLevel, int32 StatusPointDelta)
{
UWorld* World = GetWorld();
if (!World) { return; }
UZMMOAttributeComponent* Comp = FindComponentForEntity(World, EntityId);
if (Comp)
{
Comp->NotifyLevelUp(NewBaseLevel, StatusPointDelta);
}
}