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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@@ -336,4 +336,38 @@ Player Presses Interact
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- This renamed file (formerly `BPC_InteractableDoorComponent`) is now an Actor-based system (`BP_DoorActor`) as per Master Section 3.5.
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- The door actor encapsulates all door logic directly rather than as an ActorComponent.
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- Cross-references updated: `BPC_InventoryComponent` → `BPC_InventorySystem`, `BPC_LeverPuzzleComponent` → `BP_PuzzleDeviceActor`.
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- Cross-references updated: `BPC_InventoryComponent` → `BPC_InventorySystem`, `BPC_LeverPuzzleComponent` → `BP_PuzzleDeviceActor`.
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---
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## 13. 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_Interact` | Client→Server | Client requests door interaction. Server validates range, state, lock, then executes TryOpen/TryClose. |
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| `Server_DamageBarricade` | Client→Server | Client deals damage to barricade. Server validates damage source, applies to barricade health. |
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| `Server_TryUnlock` | Client→Server | Client attempts unlock with key item. Server validates inventory, consumes item if configured. |
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### Authority Gates
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```
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Interact_Implementation
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If NOT HasAuthority:
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→ Call Server_Interact(DoorActor)
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→ Return (client prediction: show prompt, wait for OnRep)
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// Server executes authoritative logic
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→ TryOpen / TryClose / TryUnlock
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→ OnRep broadcasts to all clients
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```
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### Client Prediction
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- **Interaction:** Client calls `Server_Interact` RPC; server validates and changes state.
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- **Animation:** `OnRep_DoorState` triggers animation on all clients identically.
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- **Locked feedback:** Played locally by client when server rejects interaction.
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### Anti-Cheat
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- Server validates player is within interaction range before opening door.
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- Server validates key item is in player inventory before unlocking.
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- Server validates barricade damage source.
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