Unity-Technologies / Unity-Technologies/com.unity.netcode.gameobjects

Allow deactivation of Connected client ids synchronization

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type:feature
主要語言
C#
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3 天 16 小時
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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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研究方向

Issue 中沒有確定任何檔案或測試。首先定位 Netcode for GameObjects 中已連線用戶端 ID 的伺服器端同步邏輯,然後確定預期行為是停用同步,還是按場景篩選 ID。完成應意味著確定一個一致同意的設定,並驗證用戶端只接收到預期的已連線用戶端資訊。

由索引模型根據 Issue 內容生成。

評估

技術堆疊
csharp, unity
領域
networking
Issue 類型
功能
難度
5/5
預估耗時
一週以上
活躍度
停滯
描述清晰度
需要釐清
新手友好度
25/100

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