Struct RequestConnectionTokenBroadcast
Client → server: request a connection token for the server this client is about to connect to next (Login → World, World → Scene).
public struct RequestConnectionTokenBroadcast : IBroadcast
- Implements
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IBroadcast
- Inherited Members
Remarks
Every game server is reached through the same L4 UDP proxy and therefore sees 127.0.0.1, so each connection needs a token carrying the client's real IP. Only a party that already knows that IP can issue one, which is why the client asks the server it is currently authenticated to rather than going back to IPFetch. Answered with ConnectionTokenBroadcast. Authenticated clients only.