Files
ZMMO/Source/ZMMO/Game/Modes/ZeusGameInstance.cpp
Mateus Rodrigues 6a6a28a086 refactor: prefixo ZMMO -> Zeus em classes/módulos C++ do cliente
- Renomeia ~50 classes UCLASS/USTRUCT/UENUM/UINTERFACE pra Zeus*
  (AZeusGameMode, AZeusCharacter, UZeusGameInstance, IZeusEntityInterface,
  UZeusWorldSubsystem, FZeusEntitySnapshot, etc.)
- Encurta AZMMOPlayerCharacter -> AZeusCharacter
- Renomeia módulos satélite ZMMOAttributes -> ZeusAttributes e
  ZMMOJobs -> ZeusJobs (pasta + .Build.cs + .uproject)
- Mantém módulo principal ZMMO (renomeia depois quando jogo ganhar nome)
- DefaultEngine.ini: ActiveClassRedirects ZMMOX -> ZeusX (preserva BPs/assets)
- DefaultGame.ini: sections atualizadas pra ZeusThemeSubsystem/ZeusPlayerState
- Category="ZMMO|..." -> "Zeus|..." em UPROPERTYs
- Preserva LogZMMO, ZMMO_API, /Script/ZMMO., /Game/ZMMO/, classes Target

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 17:24:38 -03:00

98 lines
2.6 KiB
C++

#include "ZeusGameInstance.h"
#include "ZMMO.h"
#include "ZeusNetworkSubsystem.h"
void UZeusGameInstance::Init()
{
Super::Init();
UE_LOG(LogZMMO, Log, TEXT("ZeusGameInstance::Init AutoConnect=%s Host=%s Port=%d"),
bAutoConnectOnStart ? TEXT("true") : TEXT("false"),
*ZeusServerHost,
ZeusServerPort);
UZeusNetworkSubsystem* ZeusNet = GetZeusNetwork();
if (!ZeusNet)
{
UE_LOG(LogZMMO, Warning, TEXT("ZeusGameInstance: ZeusNetworkSubsystem unavailable; ZeusNetwork plugin enabled?"));
return;
}
BindZeusDelegates(ZeusNet);
if (!bAutoConnectOnStart)
{
return;
}
ZeusNet->ConnectToZeusServer(ZeusServerHost, ZeusServerPort);
}
void UZeusGameInstance::Shutdown()
{
if (UZeusNetworkSubsystem* ZeusNet = GetZeusNetwork())
{
UnbindZeusDelegates(ZeusNet);
if (ZeusNet->IsConnected())
{
ZeusNet->DisconnectFromZeusServer();
}
}
Super::Shutdown();
}
UZeusNetworkSubsystem* UZeusGameInstance::GetZeusNetwork() const
{
return GetSubsystem<UZeusNetworkSubsystem>();
}
void UZeusGameInstance::BindZeusDelegates(UZeusNetworkSubsystem* Zeus)
{
if (!Zeus)
{
return;
}
Zeus->OnConnected.AddDynamic(this, &UZeusGameInstance::HandleZeusConnected);
Zeus->OnConnectionFailed.AddDynamic(this, &UZeusGameInstance::HandleZeusConnectionFailed);
Zeus->OnDisconnected.AddDynamic(this, &UZeusGameInstance::HandleZeusDisconnected);
// OnNetworkLog: NAO assinamos. Plugin ja loga em LogZeusNetwork (console)
// + arquivo proprio em Saved/Logs/ZeusNetwork/. Forwarding em LogZMMO era
// diagnostico inicial (sessao 2026-05-07); agora gera duplicacao de cada
// linha. Remova esta nota e descomente abaixo se quiser ver no LogZMMO:
// Zeus->OnNetworkLog.AddDynamic(this, &UZeusGameInstance::HandleZeusNetworkLog);
}
void UZeusGameInstance::UnbindZeusDelegates(UZeusNetworkSubsystem* Zeus)
{
if (!Zeus)
{
return;
}
Zeus->OnConnected.RemoveDynamic(this, &UZeusGameInstance::HandleZeusConnected);
Zeus->OnConnectionFailed.RemoveDynamic(this, &UZeusGameInstance::HandleZeusConnectionFailed);
Zeus->OnDisconnected.RemoveDynamic(this, &UZeusGameInstance::HandleZeusDisconnected);
// OnNetworkLog: nao foi assinado (ver BindZeusDelegates) — nada a remover.
}
void UZeusGameInstance::HandleZeusConnected()
{
UE_LOG(LogZMMO, Log, TEXT("[Zeus] Connected to server %s:%d"), *ZeusServerHost, ZeusServerPort);
}
void UZeusGameInstance::HandleZeusConnectionFailed(FString Reason)
{
UE_LOG(LogZMMO, Warning, TEXT("[Zeus] Connection failed: %s"), *Reason);
}
void UZeusGameInstance::HandleZeusDisconnected()
{
UE_LOG(LogZMMO, Log, TEXT("[Zeus] Disconnected."));
}
void UZeusGameInstance::HandleZeusNetworkLog(FString Message)
{
UE_LOG(LogZMMO, Log, TEXT("[Zeus] %s"), *Message);
}