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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@@ -115,4 +115,33 @@
---
## Multiplayer Networking
### AI is Server-Only
**All AI logic runs on the server.** Behavior trees, perception, memory, and state machines execute on the server only. Clients receive:
- **Position/Rotation/Animation:** via standard Actor replication
- **Alert level:** replicated for client awareness UI (detection meter, investigation icon)
- **Health:** replicated for client health bars
- **Perception events:** replicated for client awareness indicators only (cosmetic)
### Category Authority Map
| System | Runs On | Replicated To Clients |
|--------|---------|----------------------|
| `AI_BaseAgentController` | Server | Position, rotation, animation |
| `BP_EnemyBase` | Server | Health, state, mesh |
| `BPC_AlertSystem` | Server | Alert level enum for UI |
| `BPC_AIStateMachine` | Server | Current state for animation |
| `BPC_AIPerceptionSystem` | Server | Detection events → client awareness indicators |
| `BPC_AIMemorySystem` | Server | LastKnownLocation → client investigation UI |
| `BPC_BehaviourVariantSelector` | Server (at spawn) | Variant choice for client animation matching |
| `BP_PatrolPath` | Read-only | Spline data is static; identical on all clients |
### Client Awareness
- Clients receive perception events (enemy detected player, heard sound) as **cosmetic indicators** — red detection bar, investigation icon, audio cue.
- The actual AI behavior (investigate, engage, flee) runs on server only.
- Clients never run behavior trees — they only display the results.
---
*Developer Reference v1.0 — 09 AI Systems. Companion to docs/blueprints/09-ai/ specs.*