For a game I’m making in Godot I’d like to use Client Relayed multiplayer with the Nakama Godot Bridge but I want to have a small amount of code server side to handle things like a Lobby with custom match labels for private matches or other filters to expose to the match listing.
I’ve managed to get pretty far along getting all of this to work by just having a MatchLoop
that looks for my lobby opCodes and relays anything else with one pretty huge snag. The MatchLoop
doesn’t have access to the target Presences sent by the client so I have no way to accurately relay these messages without shoving them in my payload and decoding every message on the server.
Is there any reason we can’t have access to the target Presence’s on the messages in MatchLoop
? I understand that they won’t always be used for people doing truly authoritative servers, in which case these will likely just be null/empty, but there are places where you might not want to be fully authoritative and just have a small amount of server side logic and relay everything else.
Would love to know if I’m missing something obvious here though!