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Lets imagine a simple setup in a game where multiple scenes could be used for different levels:
Client loads into level 1 and gets level 1 to be set as visible for him
Client loads into level 2, gets level 2 to be set visible for him, while level 1 becomes invisible for him
Client sends RPC calls to level 1, but since filtering is done on client side, he just ignores it and successfully sends RPC to objects that are supposed to be invisible for him
This is an issue that was there since the visibility introduction, but was never brought up before. Current sender-only visibility filtering is easily circumventable, and additional visibility filtering for RPCs should also be implemented from the server as well.
Steps to reproduce
^^^
Minimal reproduction project (MRP)
...
The text was updated successfully, but these errors were encountered:
Withaust
changed the title
[MP] RPC filtering is missing on server side
[MP] RPC visibility-based filtering is missing on server side
Sep 7, 2024
Tested versions
Present in master branch
System information
Does not matter
Issue description
Lets imagine a simple setup in a game where multiple scenes could be used for different levels:
This is an issue that was there since the visibility introduction, but was never brought up before. Current sender-only visibility filtering is easily circumventable, and additional visibility filtering for RPCs should also be implemented from the server as well.
Steps to reproduce
^^^
Minimal reproduction project (MRP)
...
The text was updated successfully, but these errors were encountered: