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