クライアント主導でオブジェクトの動きをサーバー上で検証するために使用できるコールバック
このコールバックは、3D Physics で使用するオブジェクトで動作します。コールバック関数は動きのリクエストを完全に拒否するために false を返す場合もあります。また、参照渡しが行われ、動きのパラメーターを変更するかもしれません。
以下の例では、OnStartServer でコールバックを設定し、何度か接続に失敗した後、無効な位置にオブジェクトを動かすクライアントを切断します。
using UnityEngine; using UnityEngine.Networking;
public class MyMover : NetworkManager { public int cheatCount = 0;
public bool ValidateMove(ref Vector3 position, ref Vector3 velocity, ref Quaternion rotation) { Debug.Log("pos:" + position); if (position.y > 9) { position.y = 9; cheatCount += 1; if (cheatCount == 10) { Invoke("DisconnectCheater", 0.1f); } }
return true; }
void DisconnectCheater() { GetComponent<NetworkIdentity>().connectionToClient.Disconnect(); }
public override void OnStartServer() { GetComponent<NetworkTransform>().clientMoveCallback3D = ValidateMove; } }
この種のサーバー側の動作の検証は、クライアント側の動きの検証と共に使うべきです。クライアントが不正行為でクライアント側の動作確認をパスしている場合、コールバックは失敗を検出する必要があります。
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