| >The article strictly points out the need for a shared concurrency models required in the functioning of a online game thats massively parrelled across both clients and various individual 'servers'. Uh, no. The servers are essentially independent. Each server have maybe few thousand clients at once. The data most clients change is independent of eachother. Hell *you don't need to store most of them*. All you need to store is basically some world state data (nobody GAF that non-boss monster just respawns after server restart ,no need to store that data in the database) and player possesion >Unique, hash based, 'stacked' items that are non-fungible with a decentralized shared state across clients.... yes, technically that's 'Just a database' but a highly complex one. Uh, no. <server-id>:<item-id>:<account-id> + a server signature to signify it was actually generated by that server. Any change of ownership within a server is server changing account ID item belongs to + signing the transaction and resulting record. Alert on fraud if someone has same <server-id>:<item-id> pair. You reduce the problem space to "do I trust the other server" which is much easier to solve. And even if you say allow malicious server with tons of accounts having cheated in items transfer to yours.... each item has that server's ID so you can trivially fix it by removing them from yours. All that would need to be tracked above that are account transfers. |