Also see additional information at the bottom for more information and templates
Key
Server side only (only allow the running of the function on the server side)
Client side only (only allow the running of the function on the client side)
Client side sync (request the server to change the value, server then changes the value and replies to the client allowing the change)
Server side sync (only server allows running of the function and send to all clients the value changed and clients update the value/call original function)
Description
Also see additional information at the bottom for more information and templates
Key Server side only (only allow the running of the function on the server side) Client side only (only allow the running of the function on the client side) Client side sync (request the server to change the value, server then changes the value and replies to the client allowing the change) Server side sync (only server allows running of the function and send to all clients the value changed and clients update the value/call original function)
Synced
Deferred
None
Externally Deferred
None
Non-Synced None
Intended Design
Message networking Integration Testing
Location
Create a branch based from development
Related Issues
N/A
Requirements
N/A
Additional information
Using the GameInterface Service Tempale create commands to test the synced values.
For network communication use Server Service Template and Client Service Template
It is recommended to start with an integration test, you can create one using the test template.
Definition of Done