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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@@ -337,6 +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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