I am new to Nakama and currently designing a server authoritative clash royale-like game.
Should I send played cards via match state messages (which is used by relayed multiplayer) or RPC functions?
Can we prevent match state messages to be automatically relayed to other clients? Can we restrict particular op codes to be sent by servers or clients? Or should clients send all messages(which we don’t want to be relayed) to the server through RPCs in an authoritative match?
I also want to broadcast match state messages in the match loop of the server, can we make sure clients can’t send those op codes as well? (through hacking or network spoofing for example) I want them to be completely ignored by the server instead of being relayed.
What do you think about this workflow? Is this a good approach?
The client sends played card info to the server through RPC > Server processes it in the match loop ticks > The server broadcasts match state messages(positions, health stats etc.) to both clients to keep them updated. (those messages should be restricted to server-only)