Any thoughts on this?

Thanks
--- In [email protected], "someguy7_7" <[EMAIL PROTECTED]> wrote:
>
> 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 <sam.colak@> 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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