7d83dd800f8487ca1cab85b6726b01424f1d03ea
Espelho do AttributeSystem do servidor (Game/MMO/Modules/AttributeSystem).
Sub-modulo C++ Source/ZMMOAttributes/ (Runtime, LoadingPhase=PreDefault)
isolando o cliente do AttributeSystem em pasta propria — pavimentando o
caminho para futuros Inventory/Skills/Combat virem como sub-modulos peer.
Componentes:
- FZMMOAttributesSnapshot (USTRUCT Blueprint, espelha
FZeusAttributesPayload do plugin ZeusNetwork)
- UZMMOAttributeComponent (UActorComponent ligado ao player):
ApplySnapshot / ApplyHpSpUpdate / NotifyLevelUp + 3 delegates
dinamicos (OnAttributesChanged / OnHpSpChanged / OnLevelUp) +
helpers GetHpRatio / GetSpRatio
- UZMMOAttributeNetworkHandler (UWorldSubsystem): ponte
UZeusNetworkSubsystem -> componente via lookup por EntityId
- UZMMOHudHpSpWidget (UUserWidget base): BindWidget (HpBar, SpBar) +
BindWidgetOptional (HpText, SpText, LevelText). NativeConstruct
binda nos delegates do componente; NativeDestruct desliga.
OnSnapshotApplied / OnHpSpDelta (BlueprintNativeEvent) com impl
C++ atualizando progress bars e textos.
Integracao no PlayerCharacter:
- CreateDefaultSubobject<UZMMOAttributeComponent> no ctor
- HudHpSpWidgetClass (TSubclassOf) resolvido via
ConstructorHelpers::FClassFinder em /Game/ZMMO/UI/HUD/WBP_HUD_HpSpBar
- HandleLocalSpawnReady seed do EntityId no componente + spawn do HUD
(CreateWidget + AddToViewport + BindToAttributeComponent)
- EndPlay remove widget do parent
WBP_HUD_HpSpBar (UMG, criado via MCP):
- Overlay root + SizeBox (320x120) + VerticalBox
- 5 widgets BindWidget: LevelText, HpBar (vermelho), HpText,
SpBar (azul), SpText
- Herda de UZMMOHudHpSpWidget
Verificacao (smoke test):
- PIE login -> server envia S_ATTRIBUTE_SNAPSHOT_FULL
- Cliente recebe via OnAttributeSnapshotFull -> handler roteia pra
componente do entity -> ApplySnapshot dispara OnAttributesChanged ->
widget atualiza ProgressBars + TextBlocks
- HUD aparece no canto inferior esquerdo da tela com valores
correspondentes ao DB
Refs:
- Plano: C:/Users/mateu/.claude/plans/temos-uma-lab-input-nested-diffie.md
- Server companion commit: feat(attributes): AttributeSystem modular
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
ZMMO — Cliente Unreal Zeus MMO
Cliente Unreal Engine 5.7 do projecto Zeus. Implementa o pipeline "cliente solto + servidor valida input/velocidade" definido em ADR 0038 (landscape autoritativo no cliente; servidor reservado para colisao de objectos).
Arquitectura
Source/ZMMO/Game/Entity/—IZMMOEntityInterface,AZMMOEntity,AZMMOPlayerCharacter(local, CMC livre),AZMMOPlayerProxy(remoto, snapshot-only).Source/ZMMO/Game/Controller/—AZMMOPlayerControllercom Enhanced Input + virtual joystick opcional.Source/ZMMO/Game/Modes/—AZMMOGameModeeUZMMOGameInstance(auto-connect ao servidor Zeus emInit).Source/ZMMO/Game/Network/—UZMMOWorldSubsystem(registryEntityId -> AActor*, dispatch dos delegates doUZeusNetworkSubsystem).
Dependencias
- Unreal Engine 5.7
- Plugin
ZeusNetwork(do projecto servidor, emServer/Plugins/Unreal/) - Plugin
ZeusMapTools(editor-only, opcional)
Smoke test
- Servidor Zeus a correr em
127.0.0.1:27777. - Abrir
ZMMO.uproject, aguardar build do moduloZMMO. - PIE: confirmar
[Zeus] Connected to server 127.0.0.1:27777no Output Log e o spawn do pawn local comEntityIdautoritativo.
Configuracao
bAutoConnectOnStart(defaulttrue) emUZMMOGameInstance. Desligar quando existir UI de login.Config/DefaultEngine.iniapontaGlobalDefaultGameMode=/Script/ZMMO.ZMMOGameMode.
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