[project1dev] Re: Project1 - SVN Update 679

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 30 Mar 2010 11:26:21 -0700

Yeah you can totally do that now as things are (:

If you see the chat room's code you see how it sends a message when you chat
where the message name is "Chat" and the message value is "Your text here"?

Basically you'd have a message for announcing how much gold you have and
it'd be named like "AnnounceGold" with the message value of something like
"435" and when you send that message, it goes out to everyone.  When anyone
receives an "AnnounceGold" message they store how much gold the sending
player has and then bam, your broadcast message is complete :P

I hear you on the cheating front.

Unfortunately as we talked about before, even having the data stored on the
server there's tons of really simple ways to cheat the system.

I think the issue with our game boils down to the fact that the client is
the authority on how much gold it has (even if only before it tells the
server).

So, we have to trust the client at SOME point.  Because of that, our
security will always have a hole in it I think.

We can try to make the hole more obscure, but in the end i think it's an
unwinnable battle for us (:

But even so, I think (and i think Eric was saying this too) that since this
is a single player game (except for minigames) that cheating isn't really
going to ruin the fun for other people.

You can ruin the fun for yourself by cheating perhaps but ::shrug:: your own
fault? hehe...

On Tue, Mar 30, 2010 at 11:17 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> I see no problem with that method other than cheating would be easy.
>
> Is the game capable of doing that now?
>
>
> On Tue, Mar 30, 2010 at 11:11 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>
>> We will for sure have to tackle this issue for the actionscript version
>> but solving it is going to take quite a bit of work.
>>
>> Basically I'm thinking the server will have a copy of all saved game data
>> (ie those values that persist across maps, such as the one that keeps track
>> if you've floated down as a puffball or not), but getting that working is
>> going to take a bit of work and time.
>>
>> For the in game games, each game client has access to his own data and
>> they have the ability to communicate with each other and share data.
>>
>> Let's think this out...
>>
>> What are some of the reasons you'd want data stored on the server?
>>
>> The one you mentioned would be the amount of gold they have.  What if when
>> a player entered a game, they broadcasted how much gold they have to the
>> room and each game client stored that information so that everyone then knew
>> how much gold that player has?
>>
>> What do you think about that?
>>
>>
>> On Tue, Mar 30, 2010 at 11:03 AM, Kent Petersen <kentkmp@xxxxxxxxx>wrote:
>>
>>> Let's take pirate dice for example. In order to have us play pirate dice
>>> against each other and keep track of data permanently we will need to store
>>> data on the server. I was thinking it should be possible to have the players
>>> amount of gold and username saved. I know we can use the server to save
>>> global variables but that isn't quite the same thing.
>>>
>>>
>>> On Tue, Mar 30, 2010 at 10:46 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>
>>>> yeah, proj coordinator would be good.
>>>>
>>>> Mouse cursor is fixed as of last night.
>>>>
>>>> Can you go into more about why you want data stored on the server?
>>>>
>>>>
>>>> On Tue, Mar 30, 2010 at 9:57 AM, Kent Petersen <kentkmp@xxxxxxxxx>wrote:
>>>>
>>>>> My biggest code request would be getting the mouse cursor and ui stuff
>>>>> lined up again.
>>>>>
>>>>> The next thing I would need would be getting pirate dice information
>>>>> stored on a server that can be sent down to the game. For example having 2
>>>>> users that both have their gold saved on the server
>>>>>
>>>>> Was there anything else I was supposed to be working on?
>>>>>
>>>>> PS I think we need a project coordinator again
>>>>>
>>>>>
>>>>> On Tue, Mar 30, 2010 at 9:42 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>>
>>>>>> i knew there was a map setting you wanted but i couldnt remember what.
>>>>>>
>>>>>> ok ill get that in, thanks for reminding me
>>>>>> On Tue, Mar 30, 2010 at 4:06 AM, eric <figarus@xxxxxxxxx> wrote:
>>>>>>
>>>>>>> Hey alan, how about zoom level for the map? (Like I was thinking in
>>>>>>> the temple itd be zoomed in)
>>>>>>> Sent via BlackBerry from T-Mobile
>>>>>>>
>>>>>>> -----Original Message-----
>>>>>>> From: dhapache@xxxxxxxxxxxxxxxxxxx (Apache User)
>>>>>>> Date: Mon, 29 Mar 2010 22:59:08
>>>>>>> To: <project1dev@xxxxxxxxxxxxx>
>>>>>>> Subject: [project1dev] Project1 - SVN Update 679
>>>>>>>
>>>>>>> User:atrix256
>>>>>>>
>>>>>>> Message: DOUBLE KILL
>>>>>>>
>>>>>>> Under the view menu in the editor now you can check out the "map
>>>>>>> properties" where you can view / change the background music as well as 
>>>>>>> the
>>>>>>> background color of the map.
>>>>>>>
>>>>>>> Eric or Kent (or anyone else...) what else is on your wish list right
>>>>>>> now for code stuffs?
>>>>>>>
>>>>>>> <Files Changed>
>>>>>>> U   ARRelease.exe
>>>>>>> U   AR_Editor.cpp
>>>>>>> U   AR_EditorUI.cpp
>>>>>>> U   AR_EditorUI.h
>>>>>>> U   AR_Map.cpp
>>>>>>> U   Base.vcproj
>>>>>>> U   SoundManager.h
>>>>>>> A   SourceData/wxWidgets/MapProperties/
>>>>>>> A   SourceData/wxWidgets/MapProperties/MapProperties.fbp
>>>>>>> U   WxIDs.h
>>>>>>> A   wx_MapProperties.cpp
>>>>>>> A   wx_MapProperties.h
>>>>>>> A   wx_MapPropertiesBase.cpp
>>>>>>> A   wx_MapPropertiesBase.h
>>>>>>>
>>>>>>>
>>>>>>> ==============================
>>>>>>> Project 1 Dev mailing list
>>>>>>> to unsubscribe, please send an email request to demofox@xxxxxxxxxxx
>>>>>>> Project 1 website: http://project1.demofox.org
>>>>>>> Project 1 SVN repository: http://pyotek.com/project1
>>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

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