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
> >
> >
> >
>


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