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Old school RPG style map in HTML5 canvas using websockets.

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Re: Old school RPG style map in HTML5 canvas using websockets.

#33
Cool, and powered by Erlang too. Neat.

I've been working on my own MMORPG using Erlang (http://developingthedream.blogspot.com/) but I'm waiting for the dust to settle in the HTML5/Flash/Capuccino/etc field to choose the editor/game engine to use for the web frontend.

Bookmarked, keep up the good work.

Re: Old school RPG style map in HTML5 canvas using websockets.

#34

Here's source http://github.com/jimmyrcom/websockets-RPG-map-thing Gotta fix the flooding issues, there's still something that can make it crash too.

Should be fairly straightforward. Simply 'save' the last time this user has posted a message. Then the next time they attempt to post a message check if the alloted time has passed and process accordingly.

I see you are using dict, so just add a record with that info and you should be set.

Re: Old school RPG style map in HTML5 canvas using websockets.

#35

Here's source http://github.com/jimmyrcom/websockets-RPG-map-thing Gotta fix the flooding issues, there's still something that can make it crash too.

Should be fairly straightforward. Simply 'save' the last time this user has posted a message. Then the next time they attempt to post a message check if the alloted time has passed and process accordingly. I see you are using dict, so just add a record with that info and you should be set.

I do do that. "LastMessage" var of the tuple in the dict. It's not enough if they make multiple windows all spamming in a loop. Some of the messages get through

Re: Old school RPG style map in HTML5 canvas using websockets.

#36

Earlier quoted context omitted.

Should be fairly straightforward. Simply 'save' the last time this user has posted a message. Then the next time they attempt to post a message check if the alloted time has passed and process accordingly. I see you are using dict, so just add a record with that info and you should be set.

I do do that. "LastMessage" var of the tuple in the dict. It's not enough if they make multiple windows all spamming in a loop. Some of the messages get through

Ah ok, perhaps if you add microsecond information?

Re: Old school RPG style map in HTML5 canvas using websockets.

#37

Cool, and powered by Erlang too. Neat. I've been working on my own MMORPG using Erlang ( http://developingthedream.blogspot.com/ ) but I'm waiting for the dust to settle in the HTML5/Flash/Capuccino/etc field to choose the editor/game engine to use for the web frontend. Bookmarked, keep up the good work.

You'll be waiting a pretty long time.

Re: Old school RPG style map in HTML5 canvas using websockets.

#38
post #15

Earlier quoted context omitted.

Yeah, that's me. var a = 1; function d() { $('#say').val(a); say(); a++; } setInterval("d();", 100); Not exactly hard.

It does have a flood filter, your thing just spams so it gets in the post every chance. I can only make the flood count longer. That's the problem with javascript, kinda hard to prevent people from screwing around and editing it in-place.

> That's the problem with javascript, kinda hard to prevent people from screwing around and editing it in-place.

Not if you use a module pattern with private methods.

But the real problem you should be addressing, and one which applies to any internet app, is people directly sending data to the server. Whether it's initiated by JS or flash or anything is not relevant - sure it's sometimes easier to hack about with JS apps, but if you fix people being about to open telnet and spoof the raw data, then you fix all those holes at the server, and that leaves you free to entirely change the way your code works in the future, instead of having to re-code misguided security fixes.

Re: Old school RPG style map in HTML5 canvas using websockets.

#39
post #15

Here's source http://github.com/jimmyrcom/websockets-RPG-map-thing Gotta fix the flooding issues, there's still something that can make it crash too.

Yeah, that's me. var a = 1; function d() { $('#say').val(a); say(); a++; } setInterval("d();", 100); Not exactly hard.

better:

javascript:var a=prompt('message to spam');setInterval(function(){$('#say').val(a); say();},100);

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