I took a look at the point and click to move a server character video. It uses client connections. But in the documentation is says the following,
The global nature of ClientConnections doesn’t fit all game types - for example, it rarely makes sense to keep every Client informed about the presence of all players on the server in an MMORPG. If this is your use case, don’t set ClientConnections on your CoherenceBridge
So if we shouldn’t use client connections for mmorpg style games, then what should we use to create server characters? I thought about sending messages to an object, but it looks to be using client connections as well.
What do you mean by “create server characters”? A simulator can have authority over a player character and inputs sent to the simulator. See “Input Authority”. Can you explain a use case or gameplay scenario you’re trying to accomplish and perhaps we can come up with a model that fits coherence.
I am coming from a client microservice server architecture and trying to under how to do some of the same things except using coherence.
#1 Rule, never trust the client.
Is my previous project, the client would to talk to the authentication microservice, and then the character manager microservice. Once the client has chosen the character to play, the chosen character would be instantiated by a game microservice. The game microservice would send an ID of the created character to the client so they knew who to control.
Sure - check out that link above about Server authoritative setup, it should have what you need. The note about Client Connections is a general one in that if you don’t need every player in a networked setting to know about every other player they are not the best solution, but Client Connections are just a shortcut for common smaller lobbies and everything they provide can be accomplished by Input Authority and commands.