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The overall problem by using any text-based solution is that they are highly unreliable and naive implementations are often prone to data integrity issues. This is where david's suggestion to use a database becomes important. Databases offer you the ability to write entries to a table without worries about concurrent operations from other connections. ...


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You might want to consider logging to a database, such as MySQL or one of the various "nosql" plain old tables. (If your user base is "massive", there's paths to scaling with more servers or outside services like Amazon or Azure...) In one table, you can have a row for each log entry, and a column with things like the time, the player, the action (log on, ...


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This is a good question because it applies to all free to play games that are monetized with microtransactions. What you're basically asking is: “How do I get players to become engaged in a game after they download and once they're engaged, how do I get them to spend money?” How a developer addresses this question is key to whether their game succeeds or ...


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Relational databases these days are knocked for being inefficient, but when storing the type of logs you're talking about, you don't really need efficiency because they won't be constantly accessed by the game or its users - only your team will need to read the data. So "efficiency" doesn't matter that much. What matters more is ordering the data in a way ...



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