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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---
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## Multiplayer Networking
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### Category Authority Map
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| System | Authority | Anti-Cheat |
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|--------|-----------|------------|
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| `BPC_InventorySystem` | Server-authoritative add/remove/use/drop | Server validates slot space, weight, stack limits |
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| `BPC_ContainerInventory` | Server-authoritative open/loot/transfer | Server validates distance, lock, slot availability |
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| `BP_ItemPickup` | Server-authoritative pickup | Server validates inventory space before removing pickup |
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| `BPC_EquipmentSlotSystem` | Server-authoritative equip/unequip | Server validates slot type compatibility |
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| `BPC_ConsumableSystem` | Server-authoritative use | Server validates item exists, cooldown, applies effect |
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| `BPC_ItemCombineSystem` | Server-authoritative combine | Server validates recipe from DA_ItemData |
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### Server RPCs
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- `Server_AddItem`, `Server_RemoveItem`, `Server_UseItem`, `Server_DropItem`, `Server_TransferItem`
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- `Server_EquipItem`, `Server_UnequipItem`
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- `Server_LootContainer`, `Server_PickupItem`
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### Inventory Replication Strategy
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- **Slots array** replicated with `OnRep_Slots` → recalculates weight, fires `OnInventoryChanged`
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- **Client predicts UI** (item moves visually on drag-drop); server validates and corrects via OnRep
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- **Server validates all transactions** against slot space, weight capacity, stack limits, and category restrictions
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- **Cooldowns** managed locally (not replicated) but validated on server for authoritative actions
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---
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*Developer Reference v1.0 — 04 Inventory Systems. Companion to docs/blueprints/04-inventory/ specs.*
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