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Member Since 07 Jul 2012
Offline Last Active Oct 21 2012 04:31 PM

Posts I've Made

In Topic: Server Side Programming

17 July 2012 - 09:52 AM

After some reading, it looks like for the most part, you are not allowed to do dynamic linking on iOS, so it looks like ZeroMQ is out. Any other suggestions for cross-platform scalable game servers? I would prefer to not reinvent the wheel with this.

In Topic: Server Side Programming

17 July 2012 - 09:28 AM

For some reason I was making the assumption that the flops coming from my game calculations would represent a significant server load, but when you put it into the context of running the Ruby stuff plus the reality that communication is going to be the real server load, it makes a lot more sense to try to limit the communication traffic. And if HTTP is a lot more verbose than setting up a socket, then it seems like a better idea to learn about some socket programming.

I am thinking about writing the client side program in Lua using Moai. Does anyone have any recommendations for the server side program? I am comfortable with C++, Python, and Lua. From some initial research, it looks like ZeroMQ comes highly recommended. My main concern with it is its LGPL license. It seems to be safe to dynamically link to it, and I know how to do this on Unix based systems, but I'm not so familiar with packaging and distribution procedure on Windows and mobile devices (this is probably not the best place to ask this, I know).

Does anyone else have any other recommendations for writing a scalable server side program?

In Topic: Server Side Programming

10 July 2012 - 10:57 AM

But is this whole memory scanning (like CheatEngine) a real issue on mobile devices? It seems like these are a bit more locked down and more difficult to mess with, but maybe I am just being naive.

Assuming that the internal variables of the client side C++ program can not be modified while the program is running, and only the HTTP posts are being faked, could I do some sort of verification thing like this. Say Player A attacks one of Player B's units. Client A (presumably) calculates the damage correctly, but Player A fakes the HTTP post to say that he did more damage. Then Client A on it's next interaction with the server, double checks that the posted damage corresponds with its own internally calculated value. If the values differ, penalize Player A for cheating.

I guess this all assumes that Player A cannot modify the program state while it is running. Is this a fair assumption (at least for iOS and Android)? What are the holes in my argument?

I could see how the server side C++ program would create a more professional and cheat proof user experience, but it seems like it would magnify the server load by orders of magnitude.