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:
Lefteris Notas
2026-05-19 17:15:57 +03:00
parent b2b6e1e7c7
commit 8bc731e5ae
35 changed files with 1259 additions and 11 deletions

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@@ -337,4 +337,70 @@ flowchart TD
---
## 11. Multiplayer Networking (Expanded)
### Replicated Variables (Existing + New)
| Variable | Type | Condition | Description |
|----------|------|-----------|-------------|
| `CurrentHealth` | `Float` | `Replicated Using OnRep_CurrentHealth` | Clients sync via OnRep → dispatcher |
| `DeathState` | `E_DeathState` | `Replicated Using OnRep_DeathState` | Death state synced; OnRep triggers death effects |
| `bIsInvincible` | `Boolean` | `Replicated` | Invincibility visible to other players |
| `MaxHealth` | `Float` | `Replicated` | Synced for UI percentage calculations |
### Server RPCs
| RPC | Direction | Description |
|-----|-----------|-------------|
| `Server_ApplyDamage` | Client→Server | Client reports taking damage. Server validates source, range, damage type. |
| `Server_ApplyHealing` | Client→Server | Client requests healing. Server validates heal source, applies. |
| `Server_KillInstant` | Client→Server | Only accepted from authoritative sources (GM, traps). Client calls are rejected. |
### Authority Gates
```
Function ApplyDamage(DamageEvent)
Switch HasAuthority
Authority:
→ Calculate resistance, apply damage, fire dispatchers
Remote:
→ Return (clients never modify health directly)
→ Server_ApplyDamage is called by damage source (weapon/trap), not victim
Function ApplyHealing(HealAmount)
Switch HasAuthority
Authority:
→ Apply healing, fire dispatchers
Remote:
→ Return
→ Consumable use calls Server_UseConsumable → server calls ApplyHealing
```
### Client Prediction
- **Health bar:** Client predicts damage flash on hit; server-corrected value arrives via `OnRep_CurrentHealth`.
- **Death:** No prediction. `OnRep_DeathState` triggers all death effects (screen fade, ragdoll).
- **Healing:** Client shows green flash immediately + predicted health; server corrects within one RTT.
- **Invincibility:** Visual effect (shield shimmer) is local cosmetic; state is replicated.
### OnRep Handlers
```
OnRep_CurrentHealth()
→ Broadcast OnHealthChanged(OldHealth, CurrentHealth, Delta)
→ UI updates identically to single-player path
OnRep_DeathState()
→ Broadcast OnDeathStateChanged(OldState, NewState)
→ If Dead: play death animation, screen effects, notify GM
```
### Anti-Cheat
- Server validates all `Server_ApplyDamage` calls: check instigator range, weapon fire rate, damage type validity.
- Server never trusts `DamageEvent.BaseAmount` from client — always recalculates from weapon data.
- `Server_KillInstant` is only callable from server-authoritative systems (traps, death zones, GM).
---
*Blueprint Spec: Health System. Conforms to TEMPLATE.md v1.0 — part of the UE5 Modular Game Framework.*