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
>

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