Does the current server do that verification already and send a notice back to the client then? (which then must change its ID?)
It can't be just be just based purely on statistical unlikeliness at the moment can it? :P On 2 February 2011 14:11, Torben Weis <[email protected]> wrote: > Hi Thomas, > > >> 2. When a client creates a new blip, how is its ID handled. Does the >> client create a temp ID that is then updated by the server sending >> back a "real" ID? Or does the server tell the client what is a new >> free ID in advance of blip creation? >> > > In general, IDs are chosen by the client. Everything else involves a server > round-trip > which may be slow. There are (as far as I know) no means to > change the ID later on in the game. A good verification could reject a > mutation > that introduces a second blip with an already used ID. > >> >> Greetings > Torben >
