Thanks for that. I've had put down the project for a little while (well, at least the Networking Stack part of it) and only just recently picked it up again.
I have a potentially dumb question about the player count. If you're hosting and you set a channel up to host 16 players and then the host instance joins that channel, does that click down the limit to 15?
If I bring up my scoreboard (which is polling TNManager.channel.players.Count), it will say 0 until another client joins. Is this correct, or has TNet reserved a slot so only 15 other players can join instead? Why does it say 0 instead of 1 actual player? Does the local server instance not count as a regular player?
What I intend to achieve if I can get away with it, is the host instance is headless and it'll log to a file, telling the person running the server what's going on via Console (Linux-only maybe?), or it'll show a in-game UI server console but not render 3D graphics.
The other question is, will the lobby server show 1 player on server when the said server instance registers with the TCP Lobby Server, or will it just say 0 players?
EDIT: If a client doesn't send the same protocol version as the server, TNet by default throws a warning in the editor. Is it possible to actually have this as a flag, so if the client is, for example, outdated or they're trying to use another game with the lobby server IP, that I can detect and throw whatever at the player (for example "You need to update to play this title"). Or in standalone, does the TNetLobbyClient.error field get updated with the "not correct protocol" error message?