Turn-based small scale multiplayer: server-only-logic possible?

Hello everybody. Iam currently developing the offline version of a small turn-based game and want to “scan ahead” for the following:

The number of players will be 2, maybe 4-8 later on, turn mode is we-go (choose action, executed for everybody at the same time)

Is the following process possible, advisable performancewise, and do you know any middleware which would make the task easier?

  1. Client chooses his actions (Move from x to y, Shoot at z), which are not executed yet.
  2. Client sends his desired actions (as a struct for instance) to the server.
  3. The Server receives actions from all active players and calculates the outcome.
  4. The actual outcome data is transmitted back to the client (same data for everybody) and displayed as action (As if every client would watch a movie)

Try this. It can help you. It uses unity’s own networking system.

I recently completed a small 5-part tutorial to make a turn-based Tic Tac Toe game with Unity’s networking service. It uses a sort of round trip from Commands to Client RPC calls which would allow you to get what you want. Here’s a link:
https://theliquidfire.wordpress.com/2016/05/05/turn-based-multiplayer-part-1/