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  Cookies?  Preferences?  Persistance?  (Read 3863 times)
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Offline stefanha

Senior Newbie




I love YaBB 1G - SP1!


« Posted 2002-10-19 13:35:37 »

In an online game where you don't want to keep every person's save game data (especially if they just show up once and try the game out, never to return again) on the server, what options are there to store data on the client?

Cookies?
Some Preferences API (I think I read about it)?

I don't think cookies are supported, but combined with CGI scripts you can empower your applet to do cookies.  I think it should be possible with JavaScript on the page as well.  The applet would call the JavaScript functions to read and write cookies.  However, I don't think this is supported on many browsers?  Hopefully I am wrong...

Thanks for answering my newbie questions Wink
from, Stefan
Offline MickeyB

Senior Member




my game will work, my game will work!


« Reply #1 - Posted 2002-10-20 01:26:39 »

I store them on the server and run weekly(biweekly) checks and if no return, they get removed form the player list.


oh and must agree with the comment from Breakfast...cgi app on a java site.  Smiley

MickeyB

Current Project: http://www22.brinkster.com/mbowles/
Offline wayreth

Innocent Bystander




nuff' said


« Reply #2 - Posted 2002-10-21 15:07:27 »

As a general idea:

* If the game has any kind of "local installation" (if it is an application or something like that) store the data locally.
The user/player can delete it at will.

* if the game is purely an "online game" (applet or no local install) save the data at the server (DB or something). The user/player could delete it under demand ... and the idea of weekly / biweekly delete is very good. Even if you can store the data at cookies or some kind of "temporal" resource ... it could be delete "by accident" or without user's knowledge ... and it could be very frustrating.

Just an idea.
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Offline pepe

Junior Member




Nothing unreal exists


« Reply #3 - Posted 2002-10-21 15:41:05 »

Storing game data on the client would lead to easy cheating... IMHO, forget it.

Home page: http://frederic.barachant.com
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GoSub: java2D gamechmark http://frederic.barachant.com/GoSub/GoSub.jnlp
Offline nabetse

Senior Newbie




I love YaBB 1G - SP1!


« Reply #4 - Posted 2002-10-22 21:44:25 »

Hi

 I've done a merge between a chat and a place where you can play simple multiplayer games, maybe the idea would be useful.

http://www.mycgiserver.com/~nabetse/Multijuegos/Multijuegos18Records.htm

 I don't store nothing in client nor server, because the games don't really need to much data.

Bye.
Offline stefanha

Senior Newbie




I love YaBB 1G - SP1!


« Reply #5 - Posted 2002-10-24 06:42:14 »

Okay, thanks.  I just want to try to stay away from a server, because I don't have one Wink.  Well if you use encryption, you will at least make it a lot harder for the client to cheat (and obfusticate your class files, of course).

from,
Stefan
Offline swpalmer

JGO Coder




Where's the Kaboom?


« Reply #6 - Posted 2002-10-25 20:16:30 »

I like the encryption idea.  Use a public key to encrypt the data stored on the client.  Only the server has the private key, so only it is able to decode it.  That should work out OK and then you don't need a huge database.

Offline Breakfast

Senior Member




for great justice!


« Reply #7 - Posted 2002-11-01 08:20:45 »

If you are going to store it on the server and delete it weekly or whatever you might want to have an automated emailer built in to the system to say "your account has been inactive for the last X days- if you don't return today your save game will be deleted." or words to that effect.
Offline marrs

Junior Newbie




Java games rock!


« Reply #8 - Posted 2002-11-03 09:58:07 »

You might consider using Java Web Start. It has several possibilities for storing user settings either on the server or on the client.
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