Re: Network Multiplayer (Multi-human players)
Posted: 29 Sep 2014, 21:56
I managed to get the Graphics logic updated so I can show the stack rotated 90 degrees. How does this look?
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I understood what you were going for, but it was causing issues and made the logic a lot more complicated. We had discussed not worrying too much about trying to prevent cheating, since any network support we would provide would only be for casual play anyway.elcnesh wrote:I took a quick look, and do I understand it correctly that you delegated the responsibility of showing/hiding a card to the gui? I was actually trying to prevent that, to avoid people cheating by editing their client and being able to see all the cards.
Fair enough, I guess this is much more elegant (and faster) overall.drdev wrote:I understood what you were going for, but it was causing issues and made the logic a lot more complicated. We had discussed not worrying too much about trying to prevent cheating, since any network support we would provide would only be for casual play anyway.elcnesh wrote:I took a quick look, and do I understand it correctly that you delegated the responsibility of showing/hiding a card to the gui? I was actually trying to prevent that, to avoid people cheating by editing their client and being able to see all the cards.
Besides, most likely we won't be putting the game logic on a central server, so one of the players would have access to this information anyway.
It's not a central server really. It will just be an online database that helps people find others to play against without having to post on the forums or manually enter IP addresses. All the game play will be done using peer-to-peer networking.friarsol wrote:Isn't a central server a bad idea? Couldn't we just do IP connection, and tell people to join an IRC chat or something to find other players?
It sounds like maybe I should support both. The only thing the central database is meant to do is help you search for people looking for games. Beyond that, everything that happens just uses the IP addresses of each user's machine to send messages back and forth. So if you can find out the IP address of a friend's machine, then you don't need to connect to the database.Agetian wrote:Does this implementation mean that a direct player-to-player connection by IP is not possible and that you need to necessarily access the central database to find a game? Or is it going to be possible both ways?
- Agetian
Yes, do that. Storing passwords is a huge responsibility, even if the service is low-priority. There are bound to be users who reuse passwords, and doing security right is really hard. (for orientation: https://crackstation.net/hashing-security.htm - but there can never be a complete guide to security)drdev wrote:I'm thinking maybe I should just remove the username and password layer all together. That way there's no need to login. The only thing having a username was really going to be necessary for was maintaining a buddy list, but perhaps that's just getting too close to MTGO. Instead, I'll just maintain a recent list of player names and IP addresses that you've played against and provide you the ability to challenge one of them to a rematch.