Tier 4
Series 305
305A: The Host Logic
"In a single-player game, you exist. In multiplayer, you exist on 10 different computers at once. If every computer runs the "Input" code, you get "Ghost Input." A Navigator audits for IsOwner to ensure the pilot only controls their own plane."
The Concept: Client vs. Server
Networked code runs everywhere simultaneously.
* **Host:** The Server + A Client.
* **Client:** A remote player.
* **IsOwner:** The boolean flag that says "This object belongs to THIS computer."
* **IsServer:** The flag that says "I am the authority."
* **Host:** The Server + A Client.
* **Client:** A remote player.
* **IsOwner:** The boolean flag that says "This object belongs to THIS computer."
* **IsServer:** The flag that says "I am the authority."
Red Flag Detected
The AI Trap: "The Global Input"
You ask the AI: "Move the player when I press W."
// AI-Generated Code: The Puppet Master
void Update() {
// Audit Fail: This runs on EVERY computer for EVERY player object.
// If you press W, you will move all 10 players at once.
if (Input.GetKey(KeyCode.W)) Move();
}
This is "Input Bleed." Every connected client will inadvertently control every other player's avatar.
Elite Telemetry
Research shows "Elite" teams achieve 15% faster lead times by keeping AI on a "very tight leash."
- Small Batches Solving one problem at a time prevents logic drift.
- Modular Design Localizing the "blast radius" of AI changes.
- Tight Loops Rapid iteration with constant code review.
The Navigator's Correction
Corrective Protocol
// Corrected: Local Control
void Update() {
if (!IsOwner) return; // Stop if this isn't my plane
if (Input.GetKey(KeyCode.W)) Move();
}
Your Pilot Command
> A skilled Navigator directs the AI to check Ownership.