Hi all,
First all, sorry for my english, I am spanish native
We had a game in Photon Cloud but for a specific game logic we need a server side logic. Then we are testing the Photon Server, all work perfectly with the LoadBalancing application, but we have some questions.
Our game is a ball game based, then we need to save some variables like the last team with possesion. When a player get the ball, he send a PunRPC to the remote player.
Then we need that the server intercepts that RPC and it check first if the last team possesion is diferent. If it is different it will let the RPC continue else the server will block the RPC and will send a reponse to the source (local player) with a error code.
We are trying to debug the server, and we have checked the OnOperationRequest method in GameClientPeer.cs, but the PunRPC dont use this method.
Must we change all the RPC to operations? In which script we must save the variables and data for every game? Maybe in Game.cs?
Thanks for your time, kind regards!
First all, sorry for my english, I am spanish native

We had a game in Photon Cloud but for a specific game logic we need a server side logic. Then we are testing the Photon Server, all work perfectly with the LoadBalancing application, but we have some questions.
Our game is a ball game based, then we need to save some variables like the last team with possesion. When a player get the ball, he send a PunRPC to the remote player.
Then we need that the server intercepts that RPC and it check first if the last team possesion is diferent. If it is different it will let the RPC continue else the server will block the RPC and will send a reponse to the source (local player) with a error code.
We are trying to debug the server, and we have checked the OnOperationRequest method in GameClientPeer.cs, but the PunRPC dont use this method.
Must we change all the RPC to operations? In which script we must save the variables and data for every game? Maybe in Game.cs?
Thanks for your time, kind regards!