Godot version: 3.1.dev git
OS/device including version: Gentoo Linux 4.20 kernel
When separating client & server logic codes in different projects, we have to make sure we are sending and receiving RPCs from the same path.
However, some players might want to reverse the networking protocol or send garbage data, which will result in a lot of errors serverside (no crash but still almost freezing the server).
If we have a GDScript function (or something similar) "bool accept_rpc(int from_id, string rpc_function_name, string to_path)" we could handle this ourselves by dismissing malformed RPCs without flooding the terminal.
Godot version: 3.1.dev git
OS/device including version: Gentoo Linux 4.20 kernel
When separating client & server logic codes in different projects, we have to make sure we are sending and receiving RPCs from the same path.
However, some players might want to reverse the networking protocol or send garbage data, which will result in a lot of errors serverside (no crash but still almost freezing the server).
If we have a GDScript function (or something similar) "bool accept_rpc(int from_id, string rpc_function_name, string to_path)" we could handle this ourselves by dismissing malformed RPCs without flooding the terminal.