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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*Developer Reference v1.0 — 05 Save/Load Systems. Companion to docs/blueprints/05-saveload/ specs.*
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## Multiplayer Networking
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### Category Authority Map
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| System | Authority | Notes |
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|--------|-----------|-------|
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| `SS_SaveManager` | Server triggers save/load | Clients receive restored state via GS_CoreGameState replication |
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| `BP_Checkpoint` | Server validates activation | Active checkpoint replicates to all |
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| `BPC_DeathHandlingSystem` | Server determines death outcome | Death animation multicast; respawn is server-driven |
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| `BPC_PlayerRespawnSystem` | Server executes respawn | Client receives respawn state via replication |
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| `BPC_PersistentCorpseSystem` | Server spawns corpse actor | Corpse replicated to all clients |
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| `BPC_PersistentWorldStateRecorder` | Server records changes | State changes replicated via individual actor RepNotify |
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| `BPC_RunHistoryTracker` | Server tracks; snapshot replicates | For scoreboard display |
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### Key Multiplayer Considerations
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- **Save/Load is server-coordinated.** Only server triggers save/load. Clients receive restored state via GS_CoreGameState and actor replication.
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- **Death is server-authoritative.** Runs on server, determines outcome, multicasts death events.
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- **Alt Death Space** (separate level): server calls `ClientTravel` for all clients.
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- **Corpses** are replicated actors — all clients see them.
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