UE4 on Gaemelift: What are the best practices for securing and separating server only code from client - Updating Databases etc?

0

What is the best practice for securing and separating a UE4 server's ability—hosted via Gamelift—to update databases and perform other tasks that only the server should see and have access to?

The methods we have come up with are:

  1. With an Auth Token to an internal API: utilize Pre-processor directives so that these functions and tokens are never even shipped with the client. (The downside to this is that most of our team is allergic to formal code, so we are not sure how UE4 handles segregated, pre-processor directives that are Blueprint callable functions. Will this cause problems if the Blueprint UFunction ends up being removed on the client?)

  2. Same as 1, but have the servers make a GET request on startup to receive dynamically generated and cycled auth tokens.

What method should we be pursuing to secure our UE4 server's ability to modify databases etc?

1 個回答
0

Hey - sorry for the delay! GameLift usually doesn't recommend managing auth through the game server or client. Does your game have a corresponding back end service that can handle this for you?

Some docs on the topic: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-architecture.html https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift_quickstart_customservers_designbackend.html

AWS
已回答 2 年前

您尚未登入。 登入 去張貼答案。

一個好的回答可以清楚地回答問題並提供建設性的意見回饋,同時有助於提問者的專業成長。

回答問題指南