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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## Multiplayer Networking
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### Category Authority Map
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| System | Authority | Replication |
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|--------|-----------|-------------|
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| `BPC_NarrativeStateSystem` | Server sets flags | Flags replicate via GS_CoreGameState or replicated array |
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| `BPC_ObjectiveSystem` | Server activates/completes | Active objectives in GS_CoreGameState.ActiveObjectiveTags |
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| `BPC_DialoguePlaybackSystem` | Server sequences dialogue | Line index replicated; clients play audio locally |
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| `BPC_DialogueChoiceSystem` | Client selects → Server processes | Server validates choice availability against flags |
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| `BPC_BranchingConsequenceSystem` | Server executes consequences | Results sync to all clients |
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| `BPC_CutsceneBridge` | Server triggers → Multicast to all | All clients enter cutscene simultaneously |
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| `BP_NarrativeTriggerVolume` | Server validates overlap | Overlap events replicate; triggers execute on server |
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| `BPC_EndingAccumulator` | Server accumulates; evaluates at end | Ending result syncs to all |
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### Key Patterns
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- **Narrative flags** are GameplayTags stored in replicated arrays — all clients see flag changes.
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- **Dialogue choices** flow: Client selects → `Server_SelectChoice` RPC → server validates → executes consequences → state replicates to all.
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- **Cutscenes** are synchronized: server triggers, all clients enter cutscene via multicast.
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- **Objectives** route through `GS_CoreGameState` which already has full replication.
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---
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*Developer Reference v1.0 — 07 Narrative Systems. Companion to docs/blueprints/07-narrative/ specs.*
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