feat: Add multiplayer networking architecture and documentation updates
- Updated Master Blueprint Index to include Multiplayer Networking support. - Added detailed Multiplayer Networking sections across all developer documentation (01-11). - Introduced authority maps, key patterns, and RPC guidelines for each system. - Established a comprehensive multiplayer networking architecture document outlining core principles, replication strategies, and anti-cheat considerations. - Enhanced UI documentation to clarify local-only behavior and binding to replicated dispatchers. - Implemented client prediction strategies and RPC naming conventions for consistency across the framework.
This commit is contained in:
@@ -186,4 +186,12 @@ This asset does not talk to other systems directly. All communication is passive
|
||||
5. Add variables `TagNamespace` (FText) and `bIsFrameworkTag` (bool).
|
||||
6. Implement the functions listed in Section 6 as Blueprint Callable / Pure nodes.
|
||||
7. Document all tag namespaces from Section 10 in the asset's description.
|
||||
8. Save and run the validation test.
|
||||
8. Save and run the validation test.
|
||||
|
||||
---
|
||||
|
||||
## 15. Multiplayer Networking
|
||||
|
||||
**Replication: None needed.** This Data Asset is read-only configuration. All clients load identical copies from disk. GameplayTag data lives in `DefaultGameplayTags.ini` which is identical on all instances.
|
||||
|
||||
**Authority: N/A.** No runtime state changes.
|
||||
@@ -137,4 +137,14 @@ All functions can be called from Construction Scripts since they are pure (no wo
|
||||
2. `GetSubsystemSafe` returns `None` instead of crashing when a subsystem doesn't exist.
|
||||
3. `FormatTime(3661.0)` returns `01:01:01`.
|
||||
4. `LogDebug` prints to both the output log and the viewport in editor builds.
|
||||
5. `LogDebug` produces no output in a shipping build.
|
||||
5. `LogDebug` produces no output in a shipping build.
|
||||
|
||||
---
|
||||
|
||||
## Multiplayer Networking
|
||||
|
||||
**Replication: None needed.** This is a static BlueprintFunctionLibrary with no state. All functions are callable from any Blueprint on any side (client or server).
|
||||
|
||||
**Authority: N/A.** Functions are context-free. World-context operations work identically on server and client.
|
||||
|
||||
**Note:** `GetSubsystemSafe()` returns local subsystems. On clients, only client-side subsystems are available. Never rely on a server-only subsystem being available on a client.
|
||||
@@ -393,4 +393,22 @@ Objects with continuous adjustment values rather than binary states. Pressure va
|
||||
2. An actor with [`I_Persistable`] saves and restores its state correctly through the save system.
|
||||
3. An actor can implement multiple interfaces simultaneously without conflicts.
|
||||
4. Calling an interface function on an actor that doesn't implement it safely returns the default value (no crash).
|
||||
5. All interface functions are accessible via the Blueprint node context menu under their category name.
|
||||
5. All interface functions are accessible via the Blueprint node context menu under their category name.
|
||||
|
||||
---
|
||||
|
||||
## Multiplayer Networking
|
||||
|
||||
**Replication: None needed.** Interfaces are communication contracts — they define function signatures, not data. Interface calls work identically on client and server.
|
||||
|
||||
**Key Rule:** When calling an interface function that modifies state (e.g. `I_Interactable.Execute_OnInteract`), the caller must either:
|
||||
- Be on the server (HasAuthority check), OR
|
||||
- Call through a `Server_` RPC wrapper that validates and executes the interface function server-side
|
||||
|
||||
**Example:**
|
||||
```
|
||||
Client calls: Server_Interact(TargetActor)
|
||||
→ Server validates range, conditions
|
||||
→ Server calls: I_Interactable.Execute_OnInteract(TargetActor)
|
||||
→ State changes replicate back via RepNotify
|
||||
```
|
||||
@@ -214,4 +214,45 @@ flowchart TD
|
||||
- Add new subsystems to the init list; they are auto-initialized by UE's GameInstanceSubsystem system.
|
||||
- The `SessionFlags` map lets you add per-project transient state without modifying this class.
|
||||
- For multi-world / split-screen, treat this as a single-instance singleton per application session.
|
||||
- `PlatformType` can be overridden via command-line switch `-Platform=Steam` in packaging scripts.
|
||||
- `PlatformType` can be overridden via command-line switch `-Platform=Steam` in packaging scripts.
|
||||
|
||||
---
|
||||
|
||||
## 11. Multiplayer Networking
|
||||
|
||||
### Replicated Variables
|
||||
|
||||
| Variable | Type | Condition | Description |
|
||||
|----------|------|-----------|-------------|
|
||||
| `CurrentGamePhase` | `E_GamePhase` | `Replicated Using OnRep_GamePhase` | Replicated phase; OnRep fires dispatcher for all clients |
|
||||
| `ActiveSaveSlotIndex` | `Integer` | `Replicated` | Synced save slot |
|
||||
| `PlatformType` | `E_PlatformType` | `Replicated` | Platform info for cross-play filtering |
|
||||
|
||||
### Authority Notes
|
||||
|
||||
| Function | Authority | Notes |
|
||||
|----------|-----------|-------|
|
||||
| `SetGamePhase` | `Server` | Clients cannot change game phase. OnRep broadcasts to all. |
|
||||
| `SetSessionFlag` | `Server` | Session flags are server-authoritative. |
|
||||
| `GetSubsystem` | `Any` | Read-only — safe for clients. Returns subsystems that exist per-side. |
|
||||
| `InitPlatformServices` | `Any` | Runs on each instance; platform type synced. |
|
||||
|
||||
### Server RPCs
|
||||
|
||||
| RPC | Direction | Description |
|
||||
|-----|-----------|-------------|
|
||||
| `Server_SetGamePhase` | Client→Server | Client requests phase change (e.g. player pauses). Server validates and sets. |
|
||||
|
||||
### Client Prediction
|
||||
|
||||
- GamePhase transitions are server-authoritative with no client prediction.
|
||||
- Clients bind to `OnGamePhaseChanged` dispatcher (fired by `OnRep_GamePhase`) — same as single-player.
|
||||
- `SessionFlags` are not predicted; clients read after server sets them.
|
||||
|
||||
### OnRep Handlers
|
||||
|
||||
```
|
||||
OnRep_GamePhase(NewPhase)
|
||||
→ Broadcast OnGamePhaseChanged(NewPhase)
|
||||
→ All systems react exactly as in single-player
|
||||
```
|
||||
@@ -178,4 +178,43 @@ flowchart TD
|
||||
- **`TriggerEnding`** is the only project-specific hook — override to handle unique ending sequences
|
||||
- **`bPauseAllowed`** can be extended to a tag-based system for finer control
|
||||
- For multiplayer, extend to derive from a replicated GameMode base
|
||||
- The entire class is project-agnostic — drop into any UE5 project and configure class references
|
||||
- The entire class is project-agnostic — drop into any UE5 project and configure class references
|
||||
|
||||
---
|
||||
|
||||
## Multiplayer Networking
|
||||
|
||||
### Parent Class
|
||||
Derive from `GameMode` (not `GameModeBase`) in multiplayer. `GameMode` is replicated — `GameModeBase` is not. All default class references and spawn logic remain identical.
|
||||
|
||||
### Replicated Variables
|
||||
| Variable | Type | Condition | Description |
|
||||
|----------|------|-----------|-------------|
|
||||
| `CurrentChapterTag` | `GameplayTag` | `Replicated Using OnRep_ChapterTag` | Synced chapter for all clients |
|
||||
| `bPauseAllowed` | `Boolean` | `Replicated` | Whether pause is permitted |
|
||||
|
||||
### Authority Notes
|
||||
| Function | Authority | Notes |
|
||||
|----------|-----------|-------|
|
||||
| `TransitionToChapter` | `Server` | Chapter transitions are server-only. OnRep syncs chapter tag to clients. |
|
||||
| `HandlePlayerDead` | `Server` | Death is server-authoritative. Routes respawn or game-over. |
|
||||
| `SetPauseAllowed` | `Server` | Pause permission is server-controlled. |
|
||||
| `TriggerGameOver` | `Server` | Game-over sequence runs on server. |
|
||||
| `TriggerEnding` | `Server` | Ending determination is server-authoritative. |
|
||||
|
||||
### Server RPCs
|
||||
| RPC | Direction | Description |
|
||||
|-----|-----------|-------------|
|
||||
| `Server_PauseRequest` | Client→Server | Client requests pause. Server checks `bPauseAllowed`, pauses if permitted. |
|
||||
|
||||
### Client Prediction
|
||||
- Chapter transitions: no client prediction — loading screen runs on all clients.
|
||||
- Death routing: clients see death animation via multicast; respawn is server-driven.
|
||||
- Pause: server-authoritative with client request.
|
||||
|
||||
### OnRep Handlers
|
||||
```
|
||||
OnRep_ChapterTag(NewTag)
|
||||
→ Update GS_CoreGameState.ActiveChapterTag
|
||||
→ Broadcast OnChapterTransition
|
||||
```
|
||||
@@ -267,4 +267,46 @@ flowchart TD
|
||||
|
||||
---
|
||||
|
||||
## 11. Multiplayer Networking
|
||||
|
||||
### Full Replication Map
|
||||
|
||||
All 5 state variables are replicated with `OnRep` handlers. GS_CoreGameState is the **primary replicated state bus** — every system that needs shared state writes through this object.
|
||||
|
||||
| Variable | Replication | OnRep Handler | Writer (Authority) | Consumer |
|
||||
|----------|-------------|---------------|---------------------|----------|
|
||||
| `ElapsedPlayTime` | `Replicated Using` | `OnRep_ElapsedPlayTime` → dispatcher | Tick (server-only) | RunHistoryTracker, HUD |
|
||||
| `ActiveChapterTag` | `Replicated Using` | `OnRep_ActiveChapterTag` → dispatcher | GM_CoreGameMode | NarrativeSystem, HUD |
|
||||
| `ActiveNarrativePhase` | `Replicated Using` | `OnRep_ActiveNarrativePhase` → dispatcher | BPC_NarrativeStateSystem | UI, narrative triggers |
|
||||
| `bEncounterActive` | `Replicated Using` | `OnRep_EncounterActive` → dispatcher | BPC_EncounterDirector | HUD, atmosphere controller |
|
||||
| `ActiveObjectiveTags` | `Replicated Using` | `OnRep_ActiveObjectiveTags` → dispatcher | BPC_ObjectiveSystem | WBP_ObjectiveDisplay, journal |
|
||||
|
||||
### Authority Notes
|
||||
|
||||
- **All setter functions are Server-only.** Call with `HasAuthority()` check.
|
||||
- **All getter functions are Any.** Clients can read replicated state freely.
|
||||
- **OnRep fires dispatcher** — consumers bind to dispatcher, not variable. Identical SP/MP code path.
|
||||
- **Tick accumulation** is server-only (ElapsedPlayTime). Clients receive time via OnRep.
|
||||
|
||||
### Server RPCs (None)
|
||||
|
||||
GS_CoreGameState is a passive state bus. Clients never call RPCs on it directly — they call RPCs on the systems that write to it (e.g. `BPC_ObjectiveSystem.Server_CompleteObjective`).
|
||||
|
||||
### Multicast Events (None)
|
||||
|
||||
All state changes replicate via standard variable replication + OnRep dispatcher. No separate multicast needed.
|
||||
|
||||
### Cross-System Flow (Multiplayer)
|
||||
```
|
||||
Client: Player completes objective
|
||||
→ Server_CompleteObjective RPC on BPC_ObjectiveSystem
|
||||
→ Server validates completion conditions
|
||||
→ Server calls GS_CoreGameState.RemoveActiveObjectiveTag
|
||||
→ Variable replicates to all clients
|
||||
→ OnRep_ActiveObjectiveTags fires OnObjectiveTagsChanged
|
||||
→ WBP_ObjectiveDisplay (local per-client) refreshes
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
*Blueprint Spec v1.0 — GS_CoreGameState for UE5.5-5.7*
|
||||
@@ -182,4 +182,12 @@ flowchart LR
|
||||
|
||||
---
|
||||
|
||||
## Multiplayer Networking
|
||||
|
||||
**Replication: None needed.** `DA_ItemData` is a PrimaryDataAsset — read-only configuration loaded identically on all clients. No runtime state.
|
||||
|
||||
**Authority: N/A.** All clients load the same asset data from disk. Inventory operations that reference item data are server-authoritative (see `BPC_InventorySystem`).
|
||||
|
||||
---
|
||||
|
||||
*Blueprint Spec v1.0 — DA_ItemData for UE5.5-5.7*
|
||||
Reference in New Issue
Block a user