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Networked game inventory pattern
To follow up on my example, there will be two main aspects to this:
- Each player's inventory is stored on a server; only the game server can change these inventories.
- Each player has a HUD (UI) showing a "reflection" (view) of this inventory.
- If a player crafts a new item, the server will do the crafting and update the player's inventory.
- If a player picks up an item, the server will do the actual job of picking it up and placing the new item into the player's inventory.
- If a player is hit in the head by an item... you get the point; everything is server-based to avoid cheating.
- NetworkInventory – talks to the server and keep the authoritative inventory "up to date".
- PlayerInventory – holds the local copy of the inventory, basically the inventory that is mirrored in the player's UI. Also sends commands to the server with wanted changes (it's still up to the server to decided if these changes can be done).
The reason I want to separate the two first layers is that NetworkInventory will be server-wide, something all the clients has to rely on (know about), while the PlayerInventory (and, of course the UIManager) are for local "actions." I can't make PlayerInventory directly linked to the server, because I think it should work like a client-side prediction layer, where players sees their action immediately; without it I will end up with a client-server-client delay even by moving things around.
Event-wise it's getting tricky for me at this point, because:
- The easiest part is top-down: the UIManager subscribes to PlayerInventory.OnChanged and is redrawn every time the PlayerInventory is changed.
- However, at the same time, the PlayerInventory has to accept PlayerInventory.Craft(List
items) from the UIManager and send that data to the server.
- If the NetworkInventory can confirm that the player has all the items, it crafts the new item and sends the client a notification/event that it should do a PlayerInventory.NetworkInventory.Update() (or something).
Thanks in advance!
EDIT: The networking part is not the problem. This is mostly figured out, except the potential problem related to sending fairly big updates every now and then, but because it's only now and then, I'm hoping to it's not going to be a big problem. :)