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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@@ -283,4 +283,26 @@ sequenceDiagram
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## 10. Multiplayer Networking
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### Replicated Variables
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| Variable | Condition | Purpose |
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|----------|-----------|---------|
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| `bOccupied` | `Replicated` | Other clients see spot as occupied |
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| `LockedByPlayer` | `Replicated` | Synced lock state |
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| `OccupantPawn` | `Replicated` | Who is hiding here (for third-person visibility) |
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| `bIsVisible` | `Replicated` | Spot availability synced |
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### Authority
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- `OnPlayerEntered`/`OnPlayerExited` are called by the server-authoritative `BPC_HidingSystem`.
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- `LockSpot`/`UnlockSpot` are server-only.
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- `GetOccupancyStatus` is read-only, safe for any side.
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### Server RPCs
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| RPC | Direction | Description |
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|-----|-----------|-------------|
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| `Server_ClaimSpot` | Client→Server | Client requests occupying spot. Server validates availability. |
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---
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*Blueprint Spec: Hiding Spot Interface & Actor. Conforms to TEMPLATE.md v1.0 — part of the UE5 Modular Game Framework.*
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