I was originally planning to use the device IDs to ensure the same user was not running multiple windows in a multiplayer game (like poker).
However, the device ID does not work with HTML5 builds, so it seems that an alternative ID may be a better option if you want all platforms to play together,
Using the shared variables now available for HTML5 builds , will still prevent the multiple windows on the same machine though, because the variables for the separate windows would conflict.
I guess I will just have the device ID for android and when it shows null, then I know it is an HTML5 user and I can create encrypted user IDs based on that and store that as a shared variable to create a virtual device ID for anyone using HTML5.
The goal was to have a server list of IDs for verification and purchase logs for each users, so I guess the HTML5 users can stay totally anonymous until they make a purchase, but purchases of course will be tied to emails via PayPal, so they will need proper log in info for recovery.
I have been playing a little with the shared variables, but I have not pushed it to see what I can do with them as far as workarounds and clever tricks.
I would love to figure out a way to store everything on the users system and nothing on the server, so the server would be just a hub to create or join matches.
Also, working on a universal game currency that will be used for all my games now that we have the shared variables, so earnings of coins in our favorite games we have mastered can be used/spent in other games that we are beginners at or are having difficulty with,
Mixing that idea with a virtual casino or other games for wagering on skill would really spice it up, so I may start incorporating optional wagering systems in all my games.
I played very little with shared variables in my slots game and was pleasantly surprised at how easy it was to make that 100% better, so now I want the log on and purchases for coins sorted out before I start making a list of games for this system.
Anyway, just wanted to share that the device IDs do not work in HTML5 builds, because I was thinking that the other day, but wanted to test it first since I have missed so many updates.
Quote: "
My app lets users create accounts without registering with email addresses or phone numbers etc. They press a button and a unique user ID is generated and checked against and added to a database on a server using PHP, and with that they can move from device to device. Something that you can't do with device ID"
Very smart indeed, and I am headed that way.
Quote: "I do store device ID too to try and spot users with multiple accounts.
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I think the shared variables may provide an easy solution to the multiple window issue.
Sure, savvy users could maybe work around it, but if they are going to that much trouble then I am afraid those users would try to hack any solution and be a perpetual pain in the butt.
Another thing nice about the device ID is the thought of banning problematic users, and ensuring they don't just come back with a new account.
With that not an option for HTML5 users, then I may have to have two separate game lobbies; one for Android users (ban bad users), and one for HTML5 for an anything goes type of thing.
Providing a playground for misfits may be a good way to keep them somewhat controlled, so a redirect behind the scenes without them knowing it may be better than a ban.
That way, all the cheaters could still have their fun cheating each other, without having negative effects on the honorable users.
Quote: "One thing to keep in mind is that Apple will reject your app if you have social log ins and not "Sign in with Apple""
Another proprietary worm in that shiny Apple? ... That figures.
Do yourselves a big favor before you head down that long road of reasons why Apple will reject you, and simply reject them first.
Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1