Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - frostzerox

Pages: [1]
1
TNet 3 Support / Server Itself become Authoritative Host
« on: January 20, 2014, 07:21:05 PM »
After reviewing other posts I see that the first player to join is the host and is authoritative on all persistent objects based per channel. Then if they leave another player becomes host/authoritative over remaining persistent objects. But I would like to modify the actual standalone TNET Server to become directly authoritative over some objects so no player or even the host player can modify them.

Where in the server code would it best be to implement or bypass this default functionality for certain objects? So nobody can change them and the dedicated server can only update and change these objects. This is my first step in making the server itself be authoritative over certain game objects per game.

Eventually I would like to not only have the server control certain objects, but run AI as well. I am trying to get away from a player actually controlling or running the game. Seems like the host player can hack anything if he knows he is the host...

Also I don't like the idea of always having to run an initial Unity instance by itself as the "host player" since that would require PRO version to run headless optimally.

Any suggestions?








Pages: [1]