Files
ZMMO/Source/ZMMOAttributes/Public/ZMMOAttributeNetworkHandler.h
Mateus Rodrigues 5e32cb0757 feat(network): migra entityId int32→int64 nos delegates do ZeusNetwork
V3 Server Meshing (server-side) precisa entityId 64-bit (high32 = FNV-1a do
worldId, low32 = counter local) pra evitar collision cross-ZS. Os delegates do
plugin (OnPlayerSpawned, OnPlayerDespawned, OnCharInfoReceived, OnPlayerStateUpdate,
OnHpSpUpdate, OnLevelUp) e os métodos TryGetLast* migram pra int64; handlers em
ZMMOPlayerCharacter, ZMMOWorldSubsystem, UIFrontEndFlowSubsystem e
ZMMOAttributeNetworkHandler acompanham. FCachedSpawn::EntityId,
FZMMOAttributesSnapshot::EntityId e SeedEntityId também viram int64.

Wire S_SPAWN_PLAYER ainda carrega uint32 (server faz XOR high32^low32 pra
manter unicidade estatística entre ZSs); ampliação do opcode pra uint64 fica
pra PR futuro.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 12:53:43 -03:00

52 lines
1.8 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "Subsystems/WorldSubsystem.h"
#include "ZeusAttributesPayload.h"
#include "ZMMOAttributeNetworkHandler.generated.h"
class UZeusNetworkSubsystem;
/**
* Ponte entre o `UZeusNetworkSubsystem` (GameInstanceSubsystem do plugin
* ZeusNetwork) e os `UZMMOAttributeComponent` ligados aos atores do mundo.
*
* Por que UWorldSubsystem (e nao GameInstanceSubsystem)?
* - O registry de atores (`UZMMOWorldSubsystem::GetActorByEntityId`) e'
* World-scoped, reset a cada OpenLevel.
* - World subsystem so existe enquanto ha mundo carregado, o que e' exato
* quando precisamos rotear snapshots (no front-end nao ha pawn).
*
* Lifecycle: `Initialize` binda nos 3 delegates do ZeusNetworkSubsystem;
* `Deinitialize` unbinda. Conversao `FZeusAttributesPayload ->
* FZMMOAttributesSnapshot` (USTRUCT Blueprint) acontece aqui.
*/
UCLASS()
class ZMMOATTRIBUTES_API UZMMOAttributeNetworkHandler : public UWorldSubsystem
{
GENERATED_BODY()
public:
virtual void Initialize(FSubsystemCollectionBase& Collection) override;
virtual void Deinitialize() override;
virtual bool ShouldCreateSubsystem(UObject* Outer) const override;
private:
void HandleAttributeSnapshotFull(const FZeusAttributesPayload& Payload);
void HandleHpSpUpdate(int64 EntityId, int32 Hp, int32 Sp);
void HandleLevelUp(int64 EntityId, int32 NewBaseLevel, int32 StatusPointDelta);
void HandleStatAllocReply(bool bAccepted, int32 Reason);
UZeusNetworkSubsystem* GetZeusNetSubsystem() const;
/// Acha o AttributeComponent do player local (Pawn->PlayerState).
/// Usado pro StatAllocReply (sem EntityId no payload).
class UZMMOAttributeComponent* FindLocalPlayerAttributeComponent() const;
FDelegateHandle SnapshotFullHandle;
FDelegateHandle HpSpUpdateHandle;
FDelegateHandle LevelUpHandle;
FDelegateHandle StatAllocReplyHandle;
};