# Does userID included in a matchstate message?

**URL:** https://forum.heroiclabs.com/t/does-userid-included-in-a-matchstate-message/2442
**Category:** Runtime Framework
**Tags:** getting-started
**Created:** [March 9, 2022, 1:34am UTC](https://forum.heroiclabs.com/t/does-userid-included-in-a-matchstate-message/2442 "2022-03-09T01:34:04Z")
**Posts on this page:** 4
**Page:** 1

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### Author: ![mautoan11](https://avatars.discourse-cdn.com/v4/letter/m/d6d6ee/32.png) [@mautoan11](https://forum.heroiclabs.com/u/mautoan11)
#### Post date: [March 9, 2022, 1:34am UTC](https://forum.heroiclabs.com/t/does-userid-included-in-a-matchstate-message/2442/1 "2022-03-09T01:34:04Z")

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Hi,  
I have a simple question about the overhead of Nakama’s message. When a user sends a match state message, does it include the userID? And when a match broadcasts a match message with a non-empty sender?

In the case of Darkrift, their ClientID only takes 2bytes. But Nakama uses 32bytes UserID. So I am just curious about Nakama’s overhead.

Thank you

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### Author: ![sesposito](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.heroiclabs.com/sesposito/32/2594_2.png) [@sesposito](https://forum.heroiclabs.com/u/sesposito)
#### Post date: [March 9, 2022, 11:24am UTC](https://forum.heroiclabs.com/t/does-userid-included-in-a-matchstate-message/2442/2 "2022-03-09T11:24:10Z")

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Hello @mautoan11, is there a specific network bandwidth concern regarding the messages?

The UUID length is usually neglegible, we’ve used this pattern at scale in production for a number of Heroic Cloud customers without issue, the important thing is to keep the data payload of the messages as slim as possible.

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### Author: ![zyro](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.heroiclabs.com/zyro/32/14_2.png) [@zyro](https://forum.heroiclabs.com/u/zyro)
#### Post date: [March 9, 2022, 4:56pm UTC](https://forum.heroiclabs.com/t/does-userid-included-in-a-matchstate-message/2442/3 "2022-03-09T16:56:09Z")

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Also worth noting that if you use Nakama’s [authoritative multiplayer](https://heroiclabs.com/docs/nakama/concepts/multiplayer/authoritative/) feature you can omit the message sender user ID entirely, or use your own shorter one - even a single bit if you’re building a 2-player game.

Ultimately the default message structure you probably see when using Nakama’s relayed multiplayer is intended to work across many thousands of matches and a large cluster of nodes, uniquely identifying users and matches in a massive concurrent usage scenario. This is something DarkRift and similar solutions aren’t suited to, they’re optimised for dedicated headless server instance use cases.

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### Author: ![mautoan11](https://avatars.discourse-cdn.com/v4/letter/m/d6d6ee/32.png) [@mautoan11](https://forum.heroiclabs.com/u/mautoan11)
#### Post date: [March 11, 2022, 4:38am UTC](https://forum.heroiclabs.com/t/does-userid-included-in-a-matchstate-message/2442/4 "2022-03-11T04:38:31Z")

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Thank you very much for your replies!  
By the way, could you provide the full overhead of a matchstate message?  
Sorry, I want to check it because currently, my payload has only 12bytes. I want to measure the overhead.
