Tcpobject
by Richard Van Stone · in Torque Game Engine · 09/19/2006 (7:05 pm) · 0 replies
I think I found a way around the server problem I've been having but I need tcpobject to work with a database and there isn't much information on it right now
I was working on a system for my game where players could buy 'land' in a game and then host their own server that represents that piece of land. Depending on what type of creatures (monsters) they purchase for their land ... those creatures would randomly populate in their town.It's taking a bit of tweaking with creating a new tcpobject system that will keep contact with the server to verify if those monsters can exist in that sub-world.I'm still not sure of all the ways a player can cheat this but hopefully it'll make it a bit more secure. I'm really just not sure who to talk with who might have more experience with this.
The other thing I'm trying to figure out is should I have the client verify info wiht the database whenever it switches servers or should it trust the data from the other player's server.
Any and all help will be greatly appreciated.
I was working on a system for my game where players could buy 'land' in a game and then host their own server that represents that piece of land. Depending on what type of creatures (monsters) they purchase for their land ... those creatures would randomly populate in their town.It's taking a bit of tweaking with creating a new tcpobject system that will keep contact with the server to verify if those monsters can exist in that sub-world.I'm still not sure of all the ways a player can cheat this but hopefully it'll make it a bit more secure. I'm really just not sure who to talk with who might have more experience with this.
The other thing I'm trying to figure out is should I have the client verify info wiht the database whenever it switches servers or should it trust the data from the other player's server.
Any and all help will be greatly appreciated.
About the author