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

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@@ -184,3 +184,24 @@
---
*Developer Reference v1.0 — 05 Save/Load Systems. Companion to docs/blueprints/05-saveload/ specs.*
---
## Multiplayer Networking
### Category Authority Map
| System | Authority | Notes |
|--------|-----------|-------|
| `SS_SaveManager` | Server triggers save/load | Clients receive restored state via GS_CoreGameState replication |
| `BP_Checkpoint` | Server validates activation | Active checkpoint replicates to all |
| `BPC_DeathHandlingSystem` | Server determines death outcome | Death animation multicast; respawn is server-driven |
| `BPC_PlayerRespawnSystem` | Server executes respawn | Client receives respawn state via replication |
| `BPC_PersistentCorpseSystem` | Server spawns corpse actor | Corpse replicated to all clients |
| `BPC_PersistentWorldStateRecorder` | Server records changes | State changes replicated via individual actor RepNotify |
| `BPC_RunHistoryTracker` | Server tracks; snapshot replicates | For scoreboard display |
### Key Multiplayer Considerations
- **Save/Load is server-coordinated.** Only server triggers save/load. Clients receive restored state via GS_CoreGameState and actor replication.
- **Death is server-authoritative.** Runs on server, determines outcome, multicasts death events.
- **Alt Death Space** (separate level): server calls `ClientTravel` for all clients.
- **Corpses** are replicated actors — all clients see them.