The problem is that the internet is not a very stable
environment.  And we're also talking about people
playing a game for extended periods of time.

The only way that has consistently worked for anyone
is UDP/IP.  *shrug* wish I could tell you something
different.

As for cheating, the client is only there to provide a
user interface for the server.  Everything is done on
the servers, the client is only the output and input
device.

ed



--- Niklas Mehner <[EMAIL PROTECTED]> wrote:
> Ice Bone wrote:
>
> > 2. Secure and robust UDP/IP networking code that
> can
> > handle 10%-30% packet loss with a max bandwidth
> > that'll work on at least a 56K modem but should be
> > adaptable for higher bandwidths.
> Have you thought about using RMI ? It probably is
> slower, than custom
> written networking code, but you have the advantage
> of code-downloading
> (and with rmi security : authentication), which will
> probably compensate
> this. Also it is much easier to maintain and much
> more flexible !
>
> Another problem will be : cheating. Java is much
> easier to decompile
> than any other language, so you have to take
> measures at server side, to
> prevent the client from seeing things, it may not
> see, this will be
> quite computing intensive ...
>
> Niklas
>
>
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