My plan to make online GE games.
Posted: Tue Nov 02, 2010 10:06 pm
Hey guys. I've been thinking for a long time, and I think I may have found a way to make online games. Just keep in mind, this is theory, and hasn't been tested yet. Recently I learned a new language (sorta) auto it. It's really easy to use, and I've already began to make a few programs with it, my first being a "password protected" notepad.
AutoIt has the ability to send data over the internet using the TC/IP thing (I think that's what it was called) so what I think we can do is this:
I can make 2 programs, a client program and a server program. One person starts the server, while all the players connect to it. Now when the client program starts up, it will ask for an IP to connect to, and the name the player wants to be. The client program (now cp) will save a file with the name selected in the same dir as the game's .exe file. CP would then open the game, and the game would load the name file, which will also include any other info needed.
What I'm planning to do is have the txt files include simple, 1 or 2 lined instructions like, "nm: *insert name here" and the game would load the txt file and rip the string and place it in a var for further use. After this has happened, cp will then delete that file, so it can't be edited. SP (Server Program) would then send the client any information, like news or version updates and stuff and the CP would create the file for the game to read.
Now when you do something in the game you want everyone else to see, like walk, for instance, the game would then create a txt file called, send, which will then be transferred over to the server in a list, where the server will send in order, that way, the files won't mix together when being created. Once the cp has received game data from the server (different from the settings and information) it will create a file called received and the game would be on a constant loop to check for this file. If it finds it, it will read and perform any actions in the file, then erase it, meaning making the command an empty string, to prevent changing of the file, and then after a set time, cp will delete it. (Please keep in note this process should occur really quickly).
Now I understand that with this method, it could be easy to open the txt files before they get deleted, and then save and change them without having to know the sent functions. I'm not sure how I could fix, but we could do the next best thing and allow the server to ban IP's and maybe even MAC addresses if they are found hacking. We could also make each code long and unique for hard guessing.
So tell me what you think and any other opinions on this. Maybe you could help me think of other things I should watch out for. Thanks.
AutoIt has the ability to send data over the internet using the TC/IP thing (I think that's what it was called) so what I think we can do is this:
I can make 2 programs, a client program and a server program. One person starts the server, while all the players connect to it. Now when the client program starts up, it will ask for an IP to connect to, and the name the player wants to be. The client program (now cp) will save a file with the name selected in the same dir as the game's .exe file. CP would then open the game, and the game would load the name file, which will also include any other info needed.
What I'm planning to do is have the txt files include simple, 1 or 2 lined instructions like, "nm: *insert name here" and the game would load the txt file and rip the string and place it in a var for further use. After this has happened, cp will then delete that file, so it can't be edited. SP (Server Program) would then send the client any information, like news or version updates and stuff and the CP would create the file for the game to read.
Now when you do something in the game you want everyone else to see, like walk, for instance, the game would then create a txt file called, send, which will then be transferred over to the server in a list, where the server will send in order, that way, the files won't mix together when being created. Once the cp has received game data from the server (different from the settings and information) it will create a file called received and the game would be on a constant loop to check for this file. If it finds it, it will read and perform any actions in the file, then erase it, meaning making the command an empty string, to prevent changing of the file, and then after a set time, cp will delete it. (Please keep in note this process should occur really quickly).
Now I understand that with this method, it could be easy to open the txt files before they get deleted, and then save and change them without having to know the sent functions. I'm not sure how I could fix, but we could do the next best thing and allow the server to ban IP's and maybe even MAC addresses if they are found hacking. We could also make each code long and unique for hard guessing.
So tell me what you think and any other opinions on this. Maybe you could help me think of other things I should watch out for. Thanks.