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.
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@@ -337,4 +337,70 @@ flowchart TD
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---
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## 11. Multiplayer Networking (Expanded)
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### Replicated Variables (Existing + New)
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| Variable | Type | Condition | Description |
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|----------|------|-----------|-------------|
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| `CurrentHealth` | `Float` | `Replicated Using OnRep_CurrentHealth` | Clients sync via OnRep → dispatcher |
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| `DeathState` | `E_DeathState` | `Replicated Using OnRep_DeathState` | Death state synced; OnRep triggers death effects |
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| `bIsInvincible` | `Boolean` | `Replicated` | Invincibility visible to other players |
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| `MaxHealth` | `Float` | `Replicated` | Synced for UI percentage calculations |
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### Server RPCs
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| RPC | Direction | Description |
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|-----|-----------|-------------|
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| `Server_ApplyDamage` | Client→Server | Client reports taking damage. Server validates source, range, damage type. |
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| `Server_ApplyHealing` | Client→Server | Client requests healing. Server validates heal source, applies. |
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| `Server_KillInstant` | Client→Server | Only accepted from authoritative sources (GM, traps). Client calls are rejected. |
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### Authority Gates
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```
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Function ApplyDamage(DamageEvent)
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Switch HasAuthority
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Authority:
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→ Calculate resistance, apply damage, fire dispatchers
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Remote:
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→ Return (clients never modify health directly)
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→ Server_ApplyDamage is called by damage source (weapon/trap), not victim
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Function ApplyHealing(HealAmount)
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Switch HasAuthority
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Authority:
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→ Apply healing, fire dispatchers
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Remote:
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→ Return
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→ Consumable use calls Server_UseConsumable → server calls ApplyHealing
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```
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### Client Prediction
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- **Health bar:** Client predicts damage flash on hit; server-corrected value arrives via `OnRep_CurrentHealth`.
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- **Death:** No prediction. `OnRep_DeathState` triggers all death effects (screen fade, ragdoll).
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- **Healing:** Client shows green flash immediately + predicted health; server corrects within one RTT.
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- **Invincibility:** Visual effect (shield shimmer) is local cosmetic; state is replicated.
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### OnRep Handlers
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```
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OnRep_CurrentHealth()
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→ Broadcast OnHealthChanged(OldHealth, CurrentHealth, Delta)
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→ UI updates identically to single-player path
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OnRep_DeathState()
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→ Broadcast OnDeathStateChanged(OldState, NewState)
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→ If Dead: play death animation, screen effects, notify GM
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```
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### Anti-Cheat
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- Server validates all `Server_ApplyDamage` calls: check instigator range, weapon fire rate, damage type validity.
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- Server never trusts `DamageEvent.BaseAmount` from client — always recalculates from weapon data.
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- `Server_KillInstant` is only callable from server-authoritative systems (traps, death zones, GM).
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---
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*Blueprint Spec: Health System. Conforms to TEMPLATE.md v1.0 — part of the UE5 Modular Game Framework.*
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@@ -326,6 +326,41 @@ flowchart TD
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- The drain rate map supports runtime modification for buffs/debuffs (e.g. Adrenaline reduces sprint cost).
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- UI widgets should bind to OnStaminaChanged for smooth bar animation, not tick polling.
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- For multiplayer: Server authorises all DrainStamina calls; client predicts and corrects on repnotify.
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---
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## 11. Multiplayer Networking (Expanded)
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### Server RPCs
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| RPC | Direction | Description |
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|-----|-----------|-------------|
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| `Server_DrainStamina` | Client→Server | Client requests stamina drain for action. Server validates MinStamina, applies. |
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| `Server_StartContinuousDrain` | Client→Server | Client starts sprinting. Server begins drain timer. |
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| `Server_StopContinuousDrain` | Client→Server | Client stops sprinting. Server stops drain, begins regen. |
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| `Server_RestoreStamina` | Client→Server | Client uses stamina item. Server validates item, applies restore. |
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### Authority Gates
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```
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Function DrainStamina(ActionType)
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If HasAuthority:
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→ Check cooldown, MinStamina
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→ Apply drain, update exhaustion, fire dispatchers
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Else:
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→ Client predicts stamina bar decrease for responsiveness
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→ Server_ RPC called; server corrects via OnRep if wrong
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Function SetMaxStamina(NewMax, bMaintainRatio)
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If NOT HasAuthority → Return
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→ Apply change, fire dispatchers, auto-replicates
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```
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### Client Prediction
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- **Stamina bar:** Client predicts decrease on sprint/jump. Server corrects via `OnRep_CurrentStamina`.
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- **Exhaustion:** ExhaustionState replicated. Client plays breathing audio locally.
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- **Cooldowns:** Server-authoritative. Client shows cooldown timer after server confirms action.
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- Exhaustion state can drive conditional audio: heavy breathing, heart-beat, fatigue voice lines.
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---
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@@ -337,6 +337,28 @@ flowchart TD
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- Stress tiers can gate narrative content — questgivers behave differently based on player stress.
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- Hallucination types can be configured via Data Asset (DA_HallucinationConfig).
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- For multiplayer: Stress is server-authoritative; clients receive tier changes for local effects.
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---
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## 11. Multiplayer Networking (Expanded)
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### Server RPCs
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| RPC | Direction | Description |
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|-----|-----------|-------------|
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| `Server_AddStress` | Client→Server | Client reports stress event. Server validates source, applies. |
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| `Server_AddStressSource` | Client→Server | Client enters enemy proximity zone. Server adds/updates source. |
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| `Server_RemoveStressSource` | Client→Server | Client leaves enemy zone. Server removes source. |
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| `Server_SetSafeZone` | Client→Server | Client reports safe zone status. Server validates, applies decay. |
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### Authority
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- **Server** calculates total stress from all sources, updates tier, replicates.
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- **Client** plays local hallucination/audio effects based on replicated tier.
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- `ForcePanic()` is server-only (narrative system calls it directly on server).
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### Client Prediction
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- Stress bar: predicted on client, corrected by `OnRep_CurrentStress`.
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- Hallucinations: randomly triggered by client based on replicated tier (cosmetic only).
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- Safe zone: server-authoritative; clients see OnSafeZoneChanged dispatcher.
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- The HealthDeficitMultiplier creates a death spiral feel — use carefully for horror pacing.
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- Safe zones double as narrative checkpoints and stress recovery areas.
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@@ -320,4 +320,33 @@ flowchart TD
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---
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## 11. Multiplayer Networking (Expanded)
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### Replication
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Movement state is natively handled by `CharacterMovementComponent` replication. `BPC_MovementStateSystem` replicates state enums for non-movement consumers (UI, camera, audio).
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| Variable | Condition | Notes |
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|----------|-----------|-------|
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| `CurrentPosture` | `Replicated Using OnRep_Posture` | Synced posture for other players' animation |
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| `CurrentMovementMode` | `Replicated Using OnRep_MovementMode` | Synced mode for audio/camera systems |
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| CMC velocity | Native replication | Position/velocity handled by CharacterMovementComponent |
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### Server RPCs
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| RPC | Direction | Description |
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|-----|-----------|-------------|
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| `Server_SetMovementMode` | Client→Server | Client requests mode change. Server validates against MovementSettings. |
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| `Server_SetPosture` | Client→Server | Client requests posture change. Server validates ceiling clearance. |
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| `Server_SetSprinting` | Client→Server | Client toggles sprint. Server checks stamina before authorizing. |
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### Authority
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- `SetMovementMode` and `SetPosture` check `HasAuthority()` before modifying state.
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- Movement penalties (`ApplyMovementPenalty`) are server-authoritative.
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- `CanTransitionToPosture` is read-only; clients can call for local prediction.
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### Client Prediction
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- Posture/mode transitions: client predicts movement locally; server validates.
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- Footstep sounds: local calculation based on replicated state.
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---
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*Blueprint Spec: Movement State System. Conforms to TEMPLATE.md v1.0 — part of the UE5 Modular Game Framework.*
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@@ -321,6 +321,30 @@ flowchart TD
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- The LOS trace channel should be custom (e.g., DetectionChannel) to ignore small props.
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- Breath-hold mechanic adds depth to stealth gameplay near enemies.
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- For multiplayer: only the hiding player knows their state; other players see a generic "occupado" on the spot.
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---
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## 11. Multiplayer Networking (Expanded)
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### Server RPCs
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| RPC | Direction | Description |
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|-----|-----------|-------------|
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| `Server_EnterHideSpot` | Client→Server | Client requests entering hide spot. Server validates slot availability, proximity. |
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| `Server_ExitHideSpot` | Client→Server | Client requests exiting. Server validates, teleports player, replicates. |
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| `Server_StartPeek` | Client→Server | Client starts peeking. Server validates peek ability, starts duration timer. |
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| `Server_StopPeek` | Client→Server | Client stops peeking. Server returns to Hidden state. |
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| `Server_TryBreathHold` | Client→Server | Client holds breath. Server validates, applies noise reduction on server. |
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### Authority
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- `EnterHideSpot`, `ExitHideSpot` are server-authoritative.
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- `IsPlayerDetectable` is server-only — AI runs on server.
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- `PerformLOSCheck` runs on server; results multicast to clients for UI feedback.
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- `ForceKickFromHide` is server-only (triggered by enemy discovery / damage).
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### Client Prediction
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- Enter/exit animations: client predicts; server confirms via replicated `CurrentHideState`.
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- Peek: camera offset is local; state replicated.
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- Hide spot occupation: `I_HidingSpot.OccupantPawn` is replicated — other clients see "Occupied".
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- Hide spots with bBlocksStress = true can double as narrative safe rooms.
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---
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@@ -255,4 +255,21 @@ flowchart TD
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---
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## 11. Multiplayer Networking
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**Replication: Minimal.** Embodiment is primarily local rendering. Only visibility mode and overlay state sync for shared visual consistency.
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| Variable | Condition | Purpose |
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|----------|-----------|---------|
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| `CurrentVisibility` | `Replicated` | Other clients see correct body visibility (FullBody in mirrors/death) |
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| `CurrentOverlay` | `Replicated` | Blood/water visible to other players |
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| Arms IK, wall proximity, overlay blending | **Local only** | First-person rendering is per-client |
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### Authority
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- `SetVisibilityMode` is server-authoritative for replicated variable; client applies local mesh changes.
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- `ApplyOverlay` and `ClearOverlay` are server-authoritative.
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- `CheckWallProximity` and `ApplyOverlayBlendTick` are **local only**.
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---
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*Blueprint Spec: Embodiment System. Conforms to TEMPLATE.md v1.0 — part of the UE5 Modular Game Framework.*
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@@ -326,4 +326,22 @@ flowchart TD
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---
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## 11. Multiplayer Networking
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**Replication: State only — effects are local.** Camera FOV blending, shake, and post-processing are per-client experiences. Only the state enum syncs.
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| Variable | Condition | Purpose |
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|----------|-----------|---------|
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| `CurrentCameraState` | `Replicated` | Synced for shared context (e.g., all players know someone is aiming) |
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### Authority
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- `RequestCameraState` can be called by client; state replicates to all.
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- `PlayCameraShake`, `ApplyPostProcessOverride`, `BlendToTargetFOV` are **local only**.
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- FOV pulse, head bob, camera offset blending are **local only**.
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### Client Prediction
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- Camera is inherently local — no prediction needed. State changes replicate for other players' awareness.
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---
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*Blueprint Spec: Camera State Layer. Conforms to TEMPLATE.md v1.0 — part of the UE5 Modular Game Framework.*
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@@ -332,4 +332,26 @@ flowchart TD
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---
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## 11. Multiplayer Networking
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### Replication
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| Variable | Condition | Purpose |
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|----------|-----------|---------|
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| `CurrentSnapshot` | `Replicated` | Synced for scoreboard, playstyle classification |
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### Authority
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- **Server** accumulates all metrics (listens to gameplay dispatchers server-side).
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- **Server** creates periodic snapshots and replicates.
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- **Clients** only read metrics (for local HUD/scoreboard display).
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### Server RPCs
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| RPC | Direction | Description |
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|-----|-----------|-------------|
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| `Server_LogEvent` | Client→Server | Client reports a metric event. Server validates before recording. |
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### Anti-Cheat
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- Server validates `Server_LogEvent` calls: damage dealt must match server calculations, distance traveled must be plausible, item pickups validated by inventory system.
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---
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*Blueprint Spec: Player Metrics Tracker. Conforms to TEMPLATE.md v1.0 — part of the UE5 Modular Game Framework.*
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