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

@@ -379,4 +379,29 @@ flowchart TD
---
## 11. Multiplayer Networking (Expanded)
### Replication
| Variable | Condition | Purpose |
|----------|-----------|---------|
| `CurrentTarget` | `Replicated` | Synced target for UI (other players see what you're looking at) |
### Server RPCs
| RPC | Direction | Description |
|-----|-----------|-------------|
| `Server_PerformInteraction` | Client→Server | Client requests interaction. Server validates range, conditions, then calls I_Interactable. |
### Authority
- **Detection** (trace, sorting, target selection): runs locally per client.
- **Interaction execution**: server-authoritative. Client calls `Server_PerformInteraction`; server validates and executes.
- `ForceSetTarget`: server-only for scripted interactions.
- `HighlightTarget`: local cosmetic effect per client.
### Client Prediction
- Interaction prompt: shown immediately based on local trace.
- Hold progress: shown locally; server confirms completion.
- Blocked feedback: shown locally if conditions fail client-side; server may also reject.
---
*Blueprint Spec: Interaction Detector. Conforms to TEMPLATE.md v1.0 — part of the UE5 Modular Game Framework.*