Can you give me some more details on the security issues relating to remote objects?
How do you notify the other client when one client has taken a turn with remote objects? Have it poll the server constantly for updates? Any thoughts on if using a consumer/producer messaging will be good or not scaleable enough for the amount of calls? Thanks --- In [email protected], Samuel Colak <[EMAIL PROTECTED]> wrote: > > Depends on the number of simultaneous clients and the time-impact. > > One note to take into account is security of the game - using sockets > does > not scale in direct user to user communications unless limited to one > or two. > > Remote Objects work well but introduce security issues. > > Quite often i use remoteobjects for informing of changes to the state > of the system > and webservices to deal with secure stuff (rewards, purchasing and so > on). > > On Dec 1, 2008, at 8:35 AM, someguy7_7 wrote: > > > I am going to mess around and try to create a multi player online game > > with flex. Any thoughts on the best way to communicate the users > > actions back to the server? Remote Objects? Producer/Consumer > > Messaging? Morse Code? > > > > Thanks > > > > > > >

