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_AdaptiveEnvironmentDirector` | Server coordinates | Atmosphere state replicates |
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| `BPC_AtmosphereStateController` | Server sets tier | Clients play local audio/lighting per tier |
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| `BPC_DifficultyManager` | Server adjusts | Difficulty params replicate |
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| `BPC_FearSystem` | Server-authoritative | AI fear behavior runs on server |
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| `BPC_ScareEventSystem` | Server triggers → Multicast | All clients play scare FX simultaneously |
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| `BPC_RareEventSystem` | Server selects → Multicast | All clients see rare event |
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| `BPC_LightEventController` | Server triggers | Replicated for synchronized lighting |
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| `BPC_MemoryDriftSystem` | **Local only** | Hallucinations are per-player experience |
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| `BPC_PacingDirector` | Server controls | Intensity band replicates |
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| `BPC_PlaystyleClassifier` | Server classifies | Classification replicates |
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| `BPC_PerformanceScaler` | **Local only** | Per-client hardware adaptation |
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| `SS_AudioManager` | **Local playback** | Gameplay parameters (heart rate, tension) sync from server |
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| `BP_RoomAudioZone` | **Local only** | Each client applies room acoustics based on their position |
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| `BPC_ProceduralEncounter` | Server generates | Spawned actors replicate normally |
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### Key Patterns
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- **Atmosphere is server-controlled, locally rendered.** Server sets atmosphere tier → clients play local audio/lighting/FX.
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- **Scare events are synchronized via multicast** — all players experience the scare at the same moment.
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- **Per-player systems** (MemoryDrift, PerformanceScaler) are strictly local.
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- **Audio is local playback** — only gameplay parameters sync from server; sound assets loaded locally.
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---
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*Developer Reference v1.0 — 10 Adaptive Systems. Companion to docs/blueprints/10-adaptive/ specs.*
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