Replicated Tag Subsystem(Comming Soon)
The Replicated Tag Subsystem is a high-performance networking utility designed to synchronize gameplay tags across the network while allowing tags to carry additional typed values. It provides a centralized system for adding, removing, querying, and filtering replicated tags, ensuring consistent gameplay state between the server and all connected clients.
The system is built for extremely fast CPU access, allowing gameplay code to query tags instantly without expensive lookups or allocations. Tag state is stored in a cache-friendly structure that enables constant-time access, making it suitable for systems that run frequently such as AI, abilities, or movement logic.
Instead of replicating many individual variables, the subsystem allows gameplay systems to represent dynamic state using tags enriched with optional values, creating a flexible and scalable state representation.
Key Features
High-Performance Instant Access
The subsystem is optimized for superspeed CPU performance, providing immediate access to tag data. Queries and checks are designed to be extremely fast, enabling safe use in high-frequency gameplay code.
Network Synchronization
Tags are replicated from the authoritative server to clients, ensuring consistent state across all machines.
Value-Backed Tags
Tags can optionally store typed values, allowing them to represent more complex state. Supported value types include:
- Integer
- Float
- Boolean
- Actor references
This enables tags to act not only as flags but also as lightweight data containers.
Tag Filtering
The subsystem supports flexible tag filtering, allowing systems to query subsets of tags based on:
- Specific tag identifiers
- Tag categories or hierarchies
- Logical filters or groups
This allows gameplay systems to quickly retrieve only the tags relevant to their logic.
Event Notifications
Systems can subscribe to tag changes and react immediately when tags are added, removed, or updated.
Centralized State Management
All tag operations are handled through a single subsystem interface, simplifying gameplay code and removing the need for scattered replication logic.
Typical Use Cases
The Replicated Tag Subsystem can represent a wide range of gameplay states, including:
- Ability activation and cooldown parameters
- Character conditions (e.g. Stunned, Burned, Invisible)
- Target or interaction references using actor values
- AI behavior flags and configuration values
- Temporary gameplay markers with numeric or boolean data
Design Overview
The subsystem follows a server-authoritative replication model:
- The server modifies tag state and associated values.
- Only tag changes are replicated to clients.
- Clients receive updates and trigger local listeners or gameplay responses.
By combining instant access performance, network replication, value-backed tags, and powerful filtering, the Replicated Tag Subsystem provides a flexible and efficient foundation for representing gameplay state in multiplayer environments.