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I'm working on creating a 2D game for fun to learn some of the ins and outs of multiplayer gaming. The game itself will pit two players' armies against each other in a strategic turn based battle.

I am writing the game in Java and I am not trusting the client, so I am taking security into account. The players will have an personal account with their army lists and stuff that will live on the server as well.

I'm not really sure how to implement this, however. Do I use something like a webserver? This seems wrong, but I don't know what technologies to use for a Java front end and backend where the client is untrusted.

Any help is appreciated. Feel free to ask follow up questions.

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Nothing wrong with using a web server and either polling or websockets for a turn based game. – Sean Middleditch Feb 5 at 4:50
Even if the client is a non-browser desktop client? – Slims Feb 5 at 5:20
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@Slims It'll be slow versus straight TCP, but you could use WebSockets. You could even use UDP. Hell, you could implement it through the postal service. This is why "What technology to use for X"-questions are off topic. Is there a way you could edit this question to be less about "what technology" and more about "what technique"? – Anko Feb 5 at 12:46
I think it's perfectly reasonable to ask about what technologies are used to implement multiplayer game architecture. I cannot fathom how a question like that would be off topic. You can make it off topic by arguing about various technologies but I was more looking for common practices and gaining insight about architectural concepts with respect to multiplayer game implementation. – Slims Feb 5 at 19:25

closed as not constructive by Byte56, Josh Petrie, Sean Middleditch, Jimmy, bummzack Feb 5 at 15:26

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