Bomberman Multiplayer
Authoritative multiplayer networking layer for Bomberman.
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Multiplayer Level Scene

Client-side multiplayer match orchestration and presentation subsystem. More...

Files

file  MultiplayerLevelScene.Authority.cpp
 Authoritative state merge and local prediction logic.
 
file  MultiplayerLevelScene.cpp
 Multiplayer scene lifecycle and frame flow.
 
file  MultiplayerLevelScene.h
 Multiplayer gameplay scene interface.
 
file  MultiplayerLevelScene.Presentation.cpp
 Local presentation and match banner logic.
 
file  MultiplayerLevelScene.RemotePresentation.cpp
 Remote player presentation and smoothing logic.
 
file  MultiplayerLevelScene.Telemetry.cpp
 Telemetry, debug HUD, and connection-health logic.
 
file  MultiplayerLevelScene.WorldPresentation.cpp
 Bomb, powerup, and world-effect presentation logic.
 
file  MultiplayerLevelSceneInternal.h
 Internal helpers shared by the multiplayer scene implementation files.
 

Classes

class  bomberman::MultiplayerLevelScene
 Client-side scene for one authoritative multiplayer match. More...
 

Detailed Description

Client-side multiplayer match orchestration and presentation subsystem.

This subsystem is the client-side runtime for a multiplayer match.

It extends the shared LevelScene gameplay scaffold with:

In practice, this is the point where raw network state becomes the playable and visible multiplayer game.

This page covers the layer above client netcode: NetClient and ClientPrediction provide the data and correction inputs, while MultiplayerLevelScene turns them into visible match state.

Ownership

Multiplayer level scene code layout showing the scene core, authority merge, presentation slices, telemetry, and its links to NetClient and ClientPrediction Multiplayer level scene code layout showing the scene core, authority merge, presentation slices, telemetry, and its links to NetClient and ClientPrediction

The multiplayer scene is the integration point where authority handling, prediction-aware local control, and presentation logic meet.

Runtime Flow

Multiplayer level scene runtime flow from frame start through net validation, correction, event collection, authority merge, presentation update, and telemetry Multiplayer level scene runtime flow from frame start through net validation, correction, event collection, authority merge, presentation update, and telemetry

Each frame applies local correction first, then merges authoritative state, then updates the visible match state and presentation.

Ownership Rules

Relevant code: