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mento
Joined: Tue Jul 13, 2010 10:01 pm Posts: 761
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if an are you sure was added to every single artifact and building and module i think it would solve the problems of people rapidly clicking on them to cheat.
only problem is it would be slightly annoying
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Wed Jun 29, 2011 12:15 pm |
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Joshball98
Joined: Fri Mar 18, 2011 6:33 am Posts: 2519 Location: Behind you
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TOO annoying -1
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Wed Jun 29, 2011 12:16 pm |
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mento
Joined: Tue Jul 13, 2010 10:01 pm Posts: 761
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what would you prefer have to make an extra click to do anything or have people who cheat and get way ahead
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Wed Jun 29, 2011 12:20 pm |
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Joshball98
Joined: Fri Mar 18, 2011 6:33 am Posts: 2519 Location: Behind you
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mento wrote: what would you prefer have to make an extra click to do anything or have people who cheat and get way ahead I agree with people cheating, that needs to be stopped somehow, but not this way.
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Wed Jun 29, 2011 12:31 pm |
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Revis
Joined: Tue May 03, 2011 3:00 am Posts: 332
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not a bad idea, its only an extra second out of your life
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Wed Jun 29, 2011 12:34 pm |
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Lone.Lycan
Joined: Wed Nov 10, 2010 2:44 am Posts: 3751
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no, an are-you-sure would be done on client side... someone would figure out how to bypass that...
there should be a random variable that's changed from click to click... each time you do something other than reload apps.facebook.com/galaxylegion, it'll look up the last value it sent you, lock the record for exclusive access (no other reads or writes), read the record, write a new value, save and unlock.... and if the value matches what was sent, it'll continue processing the rest of the request... if the value doesn't match what was sent it will just redirect you to apps.facebook.com/galaxylegion
that would (in theory) take care of the multi-clickers as well as anyone bypassing facebook's ads
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Officer Namba1 of The Unknown, Lv.666+ Dark Smuggler

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Wed Jun 29, 2011 3:11 pm |
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SteveMcBob
Joined: Sat Feb 19, 2011 10:55 pm Posts: 374
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Better server side coding would take care of this more efficiently than anything client side could do.
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Wed Jun 29, 2011 3:43 pm |
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KarlLitos
Joined: Fri Feb 25, 2011 4:26 pm Posts: 343
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I think AJAX technology have the possibility to kill have previous call when you do one. In this manner, even if you click really quicky, only 1 will be active in same time.
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Wed Jun 29, 2011 4:24 pm |
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Lone.Lycan
Joined: Wed Nov 10, 2010 2:44 am Posts: 3751
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killing the previous call once it's already started acting on the SQL database is not a good option... you can't always do everything in a single SQL update call, so people would end up losing items/energy/etc if the call gets interrupted in the middle of the updates... (unless i'm misunderstanding what you said)
.....there needs to be some sort of control between server and client that stops future calls until the current one resolves... if you do happen to get two calls go through at the same time, control checks of some sort must be put in place to process them one at a time, or to toss out the second request
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Officer Namba1 of The Unknown, Lv.666+ Dark Smuggler

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Wed Jun 29, 2011 6:33 pm |
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thunderbolta
Joined: Sat May 07, 2011 11:01 am Posts: 5825 Location: Zolar
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No... I don't like this because there are legitimate ways of using multiclicks.
Eg. If I want to buy relays, it takes so much longer to go through clicking it many times, than to just click it 4 times.
Same with structures. I stole a planet from a friend as a joke and set up defenses so he couldn't get it back. After he got annoyed and posted on forum about it I had to put structures he could use back on, which were around half way down the list.
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Wed Jun 29, 2011 6:40 pm |
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