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

View File

@@ -332,4 +332,26 @@ flowchart TD
---
## 11. Multiplayer Networking
### Replication
| Variable | Condition | Purpose |
|----------|-----------|---------|
| `CurrentSnapshot` | `Replicated` | Synced for scoreboard, playstyle classification |
### Authority
- **Server** accumulates all metrics (listens to gameplay dispatchers server-side).
- **Server** creates periodic snapshots and replicates.
- **Clients** only read metrics (for local HUD/scoreboard display).
### Server RPCs
| RPC | Direction | Description |
|-----|-----------|-------------|
| `Server_LogEvent` | Client→Server | Client reports a metric event. Server validates before recording. |
### Anti-Cheat
- Server validates `Server_LogEvent` calls: damage dealt must match server calculations, distance traveled must be plausible, item pickups validated by inventory system.
---
*Blueprint Spec: Player Metrics Tracker. Conforms to TEMPLATE.md v1.0 — part of the UE5 Modular Game Framework.*