docs(multiplayer): consolidate tracking into one document

multiplayer-todo.md and multiplayer-next.md tracked overlapping
information in two places. Fold everything into multiplayer-next.md
(architecture decisions, wire format, task breakdown with checkboxes,
gotchas list, testing notes) and delete multiplayer-todo.md. Section
numbers are unchanged, so existing code comments citing them by
section/task number still resolve; update every such reference to
point at the new filename.
This commit is contained in:
Josh Creek
2026-09-01 12:32:43 +01:00
parent 9dc1cc2d6f
commit 4fb7ddfecf
31 changed files with 1414 additions and 1660 deletions
+2 -2
View File
@@ -3,7 +3,7 @@ extends Node
# Autoload (project.godot [autoload] NetworkManager). Owns transport-neutral
# hosting, joining, shutdown, and connection-state signals. Lives
# at a fixed autoload path so RPC NodePaths never depend on which scene is
# loaded (§1.3 of multiplayer-todo.md's derived decisions).
# loaded (§1.3 of multiplayer-next.md's derived decisions).
#
# server_relay = false is set the moment a peer exists: the default `true`
# lets any client rpc() any other client *through the server*, which this
@@ -25,7 +25,7 @@ extends Node
# pays the same tax again. set_multiplayer_poll_enabled(false) below turns
# that off; every caller that sends or expects to receive on a tight cadence
# must now call NetworkManager.poll() itself. The intended placement per
# multiplayer-todo.md §7 task 1.3 (client: end of _physics_process after
# multiplayer-next.md §7 task 1.3 (client: end of _physics_process after
# sending input, plus top of both _process and _physics_process for receive;
# server: tick start to drain, tick end to flush) has no real per-tick caller
# yet — that lands with the input/snapshot pipeline (tasks 1.4+, Phase 2-3).