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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@@ -154,4 +154,23 @@ Binds to `BPC_InteractionDetector.OnTargetFound/Lost` and `OnHoldProgressUpdated
---
## Multiplayer Networking
**All UI is local per-client. Zero networking code in widgets.**
### UI Networking Pattern
```
Server state changes → replicated variable → OnRep fires dispatcher
→ Widget (local) already bound to that dispatcher
→ Widget updates with zero multiplayer awareness
```
### Category Rules
- **WBP_* Widgets:** Local only. Bind to replicated dispatchers from gameplay systems. Use the same binding code as single-player.
- **SS_UIManager:** Local per-client. Menu stack is per-player different players can be in different menus.
- **Input mode changes:** Handled per-client by `SS_EnhancedInputManager` listening to game phase dispatchers.
- **HUD visibility:** Each client independently determines what to show based on their replicated state (e.g., hiding player sees different HUD than exposed player).
---
*Developer Reference v1.0 — 06 UI Systems. Companion to docs/blueprints/06-ui/ specs.*