1.5 KiB
1.5 KiB
1. Authoritative Combat Core
- 1.1 Add a dedicated server-authoritative combat coordinator and per-peer combat state model under
Assets/Scripts/Network/NetworkHost/. - 1.2 Register
ShootInputhandling through the server host/runtime composition path and validate sender-scoped shooting payloads before accepting them. - 1.3 Resolve accepted shots against managed peers, mutate authoritative HP/death state, and emit reliable
CombatEventresults including explicitShootRejectedresponses.
2. Runtime And State Integration
- 2.1 Reuse or extend the server-owned authoritative player state model so combat resolution updates the same per-peer state consumed by
PlayerStatebroadcast. - 2.2 Expose the minimal runtime/host surface needed for host processes and tests to inspect authoritative combat state and drive any required combat update hooks.
- 2.3 Preserve per-peer isolation for shoot tick validation, target lookup, and removal/cleanup when sessions disconnect or the runtime stops.
3. Regression Coverage And Tracking
- 3.1 Add edit-mode regression tests for accepted versus rejected
ShootInputhandling across multiple peers. - 3.2 Add edit-mode regression tests for authoritative damage/death resolution, reliable
CombatEventbroadcast, and HP propagation into laterPlayerStatesnapshots. - 3.3 Update
TODO.mdand related change tracking/docs to reflect the completed server-authoritative shooting/combat resolution work.