Layer Godot's High-Level Multiplayer API over the existing player logic. This will use ENetMultiplayerPeer initially. We need to separate Input (what the local player presses) from "Movement" (what happens on the server/other clients)
Acceptance Criteria:
A NetworkManager handles hosting and joining via IP
Player scene includes MultiplayerSynchronizer and MultiplayerSpawner
Input logic is guarded by is_multiplayer_authority()
Depends on #1
Layer Godot's High-Level Multiplayer API over the existing player logic. This will use
ENetMultiplayerPeerinitially. We need to separateInput(what the local player presses) from "Movement" (what happens on the server/other clients)Acceptance Criteria:
NetworkManagerhandles hosting and joining via IPMultiplayerSynchronizerandMultiplayerSpawneris_multiplayer_authority()