It would be nice if there’s a way for the client to send a [Command] to the server asking if a game object the client has references to had been Destroyed by the NetworkServer.
Something like:
bool NetworkServer.hasDestroyed(GameObject obj); //Or NetworkIdentity, connectionID, etc.
Since we’re going for a server/client architecture, it would be a good idea for the clients (remote and local) to check with the server to see if the data are accurate. Latency issues could cause the NetworkServer to destroy a game object too many times, throwing additional errors and confusing the developers in the process.
Or something that says:
bool NetworkClient.checkIntegrity(GameObject obj); //NetworkIdentity, connectionID, etc.
Which makes the client go check and verify data with the server. This way, it would be useful for the developers, as they would be able to tell the clients to check the data with the servers, and give messages/useful debugging info to the developers on what to do from there.
It’s just a suggestion. Good idea?