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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## 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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*Blueprint Spec: Player Metrics Tracker. Conforms to TEMPLATE.md v1.0 — part of the UE5 Modular Game Framework.*
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