good day, GameDev.web!
I've begun fiddling with solidarity networking in solidarity 5.4 (I consider the latest unity networking API's shorthand is UNET). here is some history information on the challenge I take into account:
A 2-player, flip-primarily based collectible card-vogue video game. not projected to generate lots of network site visitors or require heavy processing (just synchronizing video game board states, and so forth) A dedicated server field will run numerous unity server methods on diverse ports. every system example may still be able to tackle 2 consumers. The equal or a separate box will host an internet interface (for the harmony customers) to deal with logging in and out of person accounts & customer matchmaking. purchasers will first ask the matchmaker which port to hook up with for each fit. Then the shoppers will connect to that port on the game server and start gameplay. i'm trying to find remarks and guidance for constructing this system thoroughly and retaining it comfortable. principally:
How do I make messages to/from the internet interface comfy? I do not desire valued clientele to be capable of hack into one other game example on an additional port or do different nasty things. Is there a means to make certain that messages meant for a web app come from a specific software (the harmony client)? When in reality working with UNET, what practices can be performed to make hacking the video game / cheating extra complex? as a result of this is a turn-primarily based online game, i am presently striving for a very strict server-authoritative model (avid gamers don't have local authority; they simply ship commands to the server). Will this be enough? What other miscellaneous most reliable practices should still i know about regarding UNET? what is probably the most cozy method to synchronize complex facts constructions like Dictionaries? I think like calling add/eradicate Rpcs on server information change depart room for hackers to inject whatever into the dictionary and ship bad instructions to the server (breaking the online game). Let me comprehend if here's a stretch. Thanks for any information!
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