How to protect time-dependent save data for mobile games [closed] - c#

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I'm working on an incremental game that runs on iOS and Android. The mechanic involves calculating the player's progress while the application is not actively open. With this comes the risk of the player changing the device's clock time to cheat. I would like to consult what approaches can be done to protect such time-dependent data?
The thing I'm considering is the use of server storage where the timestamps are recorded getting the correct value of time-elapsed after the application is restarted, but I'm curious for any alternatives. If it's of any help I'm using Unity 3D for my development. Looking forward to your suggestions.

You should look into Google Play Game Services cloud saving feature alot of apps use that for exactly what you are talking about, i use Prime31 Plugins but theres also some free ones out there you would have to search

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How to save a player's score and display it to other players? [closed]

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I want to make a simple game where each player's score is stored in a database or server and you can see other player's scores and nicknames on the leaderboard.
It is not necessary that the score in the leaderboard be updated every second, I think an update every 10 minutes will be enough.
What is the simplest and cheapest solution to this problem?
You have multiple choices (all of these are in a way free)
Use a service like PlayFab or another backend platform for games
Use Firebase directly from unity
Use your own HTTP API with a database. For example
Go and Postgresql (I made a small API during a game jam, the quality of the code is bad but you can get the idea)
AWS Lambda and DynamoDB (without provisioned capacity)

Trying to build an OnSIP compatible softphone in C# WPF [closed]

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I work for a small Point of Sale Company, and we are working on a in-house tool to make our lives easier when it comes to ticketing and troubleshooting. Part of my task in this tool is to write a 'softphone' in C# WPF that we can use to accept incoming and make ongoing calls with.
We currently use OnSIP as our SIP provider, and are looking to build custom software to essentially allow us to auto-generate support tickets based on the phone number of the incoming call. In addition we will need call transferring, recording, hold/wait, etc.
The question that seems to be causing me the most trouble is really where to begin on something like this. Thoughts?
I'm presuming this is a desktop application?
Lookup pjsip.org, it's a portable C library which is very well proven. It will allow you to do all that you are asking, although it'll take you some time to write the wrapper code - you can find examples on the internet, however we have written a wrapper ourselves which I'll check on as we had intended open sourcing it. This is because when we did this last year, the examples just didn't work too well :-)

How would graphics be displayed when creating a game without an engine or library? [closed]

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Let's say that someone decides to create a game without a game engine or library of any sort.
C# (or any popular language) is used
They have 2D sprites and 3D models with animations
They aren't sure of what IDE to use
Based on this information how would they get images displayed onto the screen?
I imagine that a console window would be out of the picture. (Pun intended)
Yes, a console window would be out of the question :)
You need to access the built-in Graphics API. On Windows computers, this is DirectX. On other operating systems, it is typically OpenGL.
Both APIs are very cumbersome, and are completely different. Without a library you typically have to be in C/C++ to use them.
As far as IDEs it depends on what you are developing for. Visual Studio is fine for windows, others you need to find something that compiles for it (probably using gcc). Anything will work, its just standard native code.
Good luck!

Screen-scraping a directx program with c# [closed]

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I'm looking to create a bot like program and I'm looking to use a screen-scraper to retrieve data such as health which is numerical.
I have no idea how to accomplish this as most screen-scrapers are programmed in c++ as directx is most popular within that.
Is it possible to create a well working c# screen scraper for a directx program?
Thanks.
Outside of kernel mode, anything that can be done in C++ can be done in C#.
With that disclaimer out of the way please know that client-side bots don't work by actually screen-scraping and performing OCR. Instead they hook into DirectX's functions and record copies of the string text sent to DrawText, for example, or the vertices in the current world view graph and then work from there.
I've never really gotten into this area of programming so I can't give you any more specific advice, but I can tell you that you're in for an uphill struggle.
The alternative is just to use common Trainer/debugger techniques and map the memory of your target process. I assume you're targeting a game of some description, however said games often feature very heavy cheat-detection and prevention techniques and trying things out on a public server can get you banned for life (e.g. Steam's VAC).

Multiplayer game: how to sync FPS of different PC? [closed]

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i'm wondering how can i "sync" the speed (obviously, to the less fast) of different PC ?
My is a 2d racing game, written in C# + SDL.NET.
How to "move" object on screen at the "same" speed on all PCs sending "state" variable only 3 times per second (for instance) ?
Thanks
This is the friendliest article I've read on the matter. You should look at all the game physics articles from this guy (GafferOnGames)
Fix Your Timestep!
Even an RK4 integrator is sensitive to
the amount of time you step when
integrating. Decouple your physics
timestep from the display framerate so
that your simulation behaves exactly
the same way each time it is run.
...then continue with this one:
What every programmer needs to know
about game networking
A brief overview of the history of PC
multiplayer games. Discover how RTS
games were able to synchronize
thousands of units over a 28k modem,
and how first person shooters hide lag
with client side prediction and
latency compensation.
Hope you'll find it as eye-opening as I did.

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