Unity-Technologies / Unity-Technologies/com.unity.netcode.gameobjects
Allow deactivation of Connected client ids synchronization
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- C#
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描述
Hello, currently the server synchronizes its list of clients connected to the server with all authenticated clients on the server. In my current project, I can't think of any use cases where it's necessary for the server to synchronize all connected clients (except maybe when the server is also a client?).
Being able to disable this function would reduce the number of packets sent by the server (especially on instanced MMOs like my project, which have several hundred connections per server), reduce the chances of attacks on a server instance in one sense because it would avoid a client knowing the number of players on the server.
If this isn't possible, maybe allow to filter which client ids can be shared with clients? In the case where we have a server with instantiated/isolated scenes (as on my project) I don't want clients to see all clients connected to the server, but only the clients in the scene they are in.
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调研方向
Issue 中没有确定任何文件或测试。首先定位 Netcode for GameObjects 中已连接客户端 ID 的服务器端同步逻辑,然后确定预期行为是禁用同步,还是按场景筛选 ID。完成应意味着确定一个一致同意的配置,并验证客户端只接收到预期的已连接客户端信息。
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- 技术栈
- csharp, unity
- 领域
- networking
- Issue 类型
- 功能
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- 5/5
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- 一周以上
- 活跃度
- 停滞
- 描述清晰度
- 需要澄清
- 新手友好度
- 25/100