Files
ZMMO/Source/ZMMOAttributes/Private/ZMMOAttributeNetworkHandler.cpp
Mateus Rodrigues 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

217 lines
6.6 KiB
C++

#include "ZMMOAttributeNetworkHandler.h"
#include "Engine/GameInstance.h"
#include "Engine/World.h"
#include "GameFramework/GameStateBase.h"
#include "GameFramework/PlayerController.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.AtkBase = P.AtkBase;
S.AtkEquipBonus = P.AtkEquipBonus;
S.MatkBaseMin = P.MatkBaseMin;
S.MatkBaseMax = P.MatkBaseMax;
S.MatkEquipBonus = P.MatkEquipBonus;
S.DefBase = P.DefBase;
S.DefEquipBonus = P.DefEquipBonus;
S.MdefBase = P.MdefBase;
S.MdefEquipBonus = P.MdefEquipBonus;
S.HitBase = P.HitBase;
S.HitEquipBonus = P.HitEquipBonus;
S.FleeBase = P.FleeBase;
S.FleeEquipBonus = P.FleeEquipBonus;
S.CritBaseX10 = P.CritBaseX10;
S.CritEquipBonusX10 = P.CritEquipBonusX10;
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);
StatAllocReplyHandle = Net->OnStatAllocReply.AddUObject(
this, &UZMMOAttributeNetworkHandler::HandleStatAllocReply);
}
}
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();
}
if (StatAllocReplyHandle.IsValid())
{
Net->OnStatAllocReply.Remove(StatAllocReplyHandle);
StatAllocReplyHandle.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);
}
}
void UZMMOAttributeNetworkHandler::HandleStatAllocReply(bool bAccepted, int32 Reason)
{
// S_ATTRIBUTE_STAT_ALLOC_OK nao traz EntityId no payload — sempre do
// player local que fez o request. Busca o AttributeComponent via PC.
if (UZMMOAttributeComponent* Comp = FindLocalPlayerAttributeComponent())
{
Comp->NotifyStatAllocReply(bAccepted, Reason);
}
}
UZMMOAttributeComponent* UZMMOAttributeNetworkHandler::FindLocalPlayerAttributeComponent() const
{
UWorld* World = GetWorld();
if (!World) { return nullptr; }
APlayerController* PC = World->GetFirstPlayerController();
if (!PC || !PC->PlayerState) { return nullptr; }
return PC->PlayerState->FindComponentByClass<UZMMOAttributeComponent>();
}