After 2 days of browsing the community pages we can't find relevant information on a standard approach to implement a custom authoritative server (no CloudScript involved). So I'm hoping that if I describe my use-case someone can step in and fill in the blanks.
We are developing a Unity Game that requires an authoritative server written in C#. The features on our list for the server are:
- One server should be able to handle 100 users (but not more, so need to limit joining the server).
- Server will not be a headless Unity client.
- Should run sensitive code to protect the game from hacks, any code modifying the save would run on the server, not just simple validations.
- Communication between client and server is via protobuf and RPC's (this part is already implemented in a local server, custom implementation that is not using UNet).
- No interaction between players is permitted between players other than some pvp between online vs offline player profiles.
- Save is in binary format.
- Its not important if server runs on windows or linux ... best supported approach is a priority.
Can you guide us to the right approach for using Playfab with the above feature set?
Thank you!