How to pass from p2p game to authoritive server ?

Hi,
(sorry for my english)

I’m currently doing a TGC online and I must say that unity high level API is pretty cool doing so, but I’m currently having headache about security.
I used alle the tutos on unity Unet on the web to make my project, and I have a functionnal game, when two players are in a room, just press a key, and the game will begin. The problem I have is that currently a player is the host. So basically with a few datamining he could get all the cards in the hand of his opponent etc.

I currently have a system with a game manager, only instantiated on the server that keep a copy of hands deck and graveyard, and just call RPCs to do “graphics” things on the clients.

So if I should resume the current logic of my game
click on a card => call a cmd that will send an index and the position of the card (exemple hand3 or board7) check on the server if the player has the card at the right place on the server, if so, calculate all the consequencies of the card being played internally, then call an rpc to instantiate fxs, hud etcs on clients.

I just want to lauch the game with three windows, one without graphics, just an empty object with the game manager, and two objects for the players to call Cmd on. And the two players with the complete graphic scene, so I can alter turn my server side into a headless scene on my dedicated server.

The problems I have is that I can’t find how to do it the proper way. The server window I want is still considered as a player by unity, so they keep spawning an annoying third player on the game. So I’m asking to the army of more experimented coders that know how to properly do this (with a preference by not switching to the low level api wich is really complicated for me, I mean I’m a junior programmer and the only one in my team, I can’t just get stuck on all the usual low level stuff without consequencies).
Thanks you in advance, and I really hope someone will help me

I finally get the answer, the hud networking allows to play as “server only” when you’re in local, so I still have the struggle online but not on local, so I can continue my debugging.