we exchange game server packets through an intermediate gateway server.
the system is now secure. The gateway is processing it.
we want to reduce hops and ensure latency.
grant the user's channel authentication through authcallout,
I am trying to send and receive packets by pub/sub directly through the NATS Client. (usecase UnityClient)
However, the problem is that it is a source code environment created arbitrarily by the user.
(Think of nats pub/sub being used directly in nex-engine javascript)
client can develop policies and block requests. However, this is not a fundamental solution.
Use case
Examples of direct use of a message-sending layer in an untrusted user code base
Proposed change
we exchange game server packets through an intermediate gateway server. the system is now secure. The gateway is processing it.
we want to reduce hops and ensure latency. grant the user's channel authentication through authcallout,
I am trying to send and receive packets by pub/sub directly through the NATS Client. (usecase UnityClient)
However, the problem is that it is a source code environment created arbitrarily by the user. (Think of nats pub/sub being used directly in nex-engine javascript)
client can develop policies and block requests. However, this is not a fundamental solution.
Use case
Examples of direct use of a message-sending layer in an untrusted user code base
Contribution
No response