Files
ZMMO/Source/ZMMO/Game/Entity/ZeusCharacter.h
Mateus Rodrigues 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

210 lines
7.8 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "Logging/LogMacros.h"
#include "ZeusEntityInterface.h"
#include "ZeusEntityTypes.h"
#include "ZeusCharacter.generated.h"
class USpringArmComponent;
class UCameraComponent;
class UInputAction;
class UZeusNetworkSubsystem;
class UZeusNetworkingClientSubsystem;
class UZeusAOIComponent;
class UUserWidget;
struct FInputActionValue;
DECLARE_LOG_CATEGORY_EXTERN(LogZeusPlayer, Log, All);
/**
* AZeusCharacter
*
* Personagem do jogador local. Parte do pipeline de rede Zeus:
*
* - Continua a usar o `UCharacterMovementComponent` LIVRE para correr a
* fisica do landscape (ADR 0038): o cliente e autoritativo localmente
* sobre Z/colisao com terreno; o servidor apenas valida input/velocidade.
* - Envia `C_INPUT_AXIS` ao `UZeusNetworkSubsystem` na cadencia
* `InputSendRateHz` (com heartbeat 5 Hz quando parado para evitar
* starvation do `MovementSystem` no servidor).
* - Implementa `IZeusEntityInterface` para participar do registry do
* `UZeusWorldSubsystem`, mas `ApplyEntitySnapshot` e `SetEntityRelevant`
* sao no-op em V0 — o cliente local nao reconcilia (cliente solto).
*
* TODO V1: reconciliacao opcional XY quando colisao de objetos chegar; AOI
* debug spheres; visual smoothing apos correcao do servidor.
*/
UCLASS(Blueprintable, BlueprintType)
class ZMMO_API AZeusCharacter : public ACharacter, public IZeusEntityInterface
{
GENERATED_BODY()
/** Camera boom positioning the camera behind the character */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true"))
USpringArmComponent* CameraBoom;
/** Follow camera */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true"))
UCameraComponent* FollowCamera;
/** AOI do cliente (+ overlays de debug dirigidos pelo Zeus Admin Tools). */
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:
UPROPERTY(EditAnywhere, Category = "Input")
UInputAction* JumpAction;
UPROPERTY(EditAnywhere, Category = "Input")
UInputAction* MoveAction;
UPROPERTY(EditAnywhere, Category = "Input")
UInputAction* LookAction;
UPROPERTY(EditAnywhere, Category = "Input")
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). */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Zeus|Networking", meta = (ClampMin = "1", ClampMax = "120"))
int32 InputSendRateHz = 30;
/**
* Intervalo maximo (s) entre envios de `C_INPUT_AXIS` quando os inputs sao
* vazios (forward=0, right=0, sem jump). Mantem ~5 Hz de heartbeat para
* evitar starvation do servidor caso pacotes sejam perdidos. Em movimento
* o envio segue `InputSendRateHz` (30 Hz).
*/
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Zeus|Networking", meta = (ClampMin = "0.05", ClampMax = "5.0"))
float HeartbeatIntervalSec = 0.2f;
public:
AZeusCharacter();
virtual void Tick(float DeltaSeconds) override;
// --- IZeusEntityInterface ---
virtual int64 GetZeusEntityId() const override { return ZeusEntityId; }
virtual EZeusEntityType GetZeusEntityType() const override { return EZeusEntityType::Player; }
virtual void ApplyEntitySnapshot(const FZeusEntitySnapshot& Snapshot) override;
virtual void SetEntityRelevant(bool bRelevant) override;
UFUNCTION(BlueprintCallable, Category = "Zeus|Entity")
void SetZeusEntityId(int64 InEntityId) { ZeusEntityId = InEntityId; }
FORCEINLINE USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
FORCEINLINE UCameraComponent* GetFollowCamera() const { return FollowCamera; }
protected:
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
void Move(const FInputActionValue& Value);
void MoveCompleted(const FInputActionValue& Value);
void Look(const FInputActionValue& Value);
void OnJumpPressed();
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:
/** Wrappers expostos a Blueprint (UI / mobile / automation). */
UFUNCTION(BlueprintCallable, Category = "Input")
virtual void DoMove(float Right, float Forward);
UFUNCTION(BlueprintCallable, Category = "Input")
virtual void DoLook(float Yaw, float Pitch);
UFUNCTION(BlueprintCallable, Category = "Input")
virtual void DoJumpStart();
UFUNCTION(BlueprintCallable, Category = "Input")
virtual void DoJumpEnd();
private:
void ResolveZeusNetworkSubsystem();
void FlushInputAxisToServer(float DeltaSeconds);
/** Liga `OnPlayerSpawned` para captar EntityId local apos o handshake. */
void BindZeusSpawnDelegate();
void UnbindZeusSpawnDelegate();
/** Caso o spawn ja tenha chegado antes deste pawn existir, aplica via cache. */
void TryRegisterLocalEntityFromCachedSpawn();
/**
* Memoriza `EntityId` autoritativo e regista o pawn no `UZeusWorldSubsystem`
* para o registry partilhado por proxies remotos (filtra snapshots locais).
* Metadados publicos do char (Name/Guild) chegam via S_CHAR_INFO em
* HandleZeusCharInfo (servidor envia ANTES de S_SPAWN_PLAYER).
*/
void HandleLocalSpawnReady(int64 InEntityId, FVector PosCm, float YawDeg, int64 ServerTimeMs);
UFUNCTION()
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()
void HandleZeusCharInfo(int64 InEntityId, const FString& CharName, const FString& GuildName);
void TryApplyCachedCharInfo();
UPROPERTY()
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;
/** Identidade autoritativa atribuida quando o servidor envia S_SPAWN_PLAYER local. */
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "Zeus|Entity", meta = (AllowPrivateAccess = "true"))
int64 ZeusEntityId = 0;
float PendingMoveForward = 0.0f;
float PendingMoveRight = 0.0f;
bool bPendingJumpPressed = false;
bool bPendingJumpReleased = false;
bool bPreviousJumpHeld = false;
/** Último estado IsFalling enviado ao servidor. Usado para forçar um envio
* imediato em transições walking↔falling, evitando que o rate limit segure
* a transição até o próximo heartbeat. */
bool bPreviousFalling = false;
float SendAccumulatorSec = 0.0f;
float TimeSinceLastSendSec = 0.0f;
int32 InputSequence = 0;
};