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Re: server assumption...

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: server assumption...
From: Phil Mobley <phil at mobleybros dot com>
Date: Fri, 31 Dec 2004 18:15:55 -0800
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <1DFBDB08-5B49-11D9-8C7F-000A95688BEA at neuropop dot com> <C1D9FA85-5B56-11D9-8A9B-000393101B4A at mobleybros dot com> <D526232B-5B56-11D9-A1C3-000A95688BEA at neuropop dot com> <DB219982-5B63-11D9-8A9B-000393101B4A at mobleybros dot com> <ED00D965-5B5E-11D9-B7A4-000A95688BEA at neuropop dot com> <99013C48-5B69-11D9-B7A4-000A95688BEA at neuropop dot com> <48D40675-5B7E-11D9-8A9B-000393101B4A at mobleybros dot com> <48E9F123-5B80-11D9-B7A4-000A95688BEA at neuropop dot com>
On Dec 31, 2004, at 3:04 PM, LMSpam at neuropop dot com wrote:

lol - this is actually the networking mechanism used to check if someone is a "friend" or "friend of friend" - I never thought to apply it to something else...

I am just going off what you say and I have no idea what this game is really about.

I was thinking of reading the list of receivers into RAM rather than always performing SQL queries - that's where the string compares came from... but if SQL is fast enough, I'm more comfortable with that anyway...

Again, I don't know much about what you are planning... but if you are just looking for a way to store friends, you would dump just the players friends down to the client app when they log in. You would still use the MySQL table to get the initial results, but let the client keep it in RAM.

You would still need to do searches when someone tries to give a banana (or take one away?). Then you would also need to update the client table to reflect the change.

This is all part of that philosophy of keeping the control on the server.

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