Start by working on increasing your knowledge of networking. Take a look at the tutorial: Trail: Custom Networking (The Java™ Tutorials)I have 0 knowledge of networking
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Start by working on increasing your knowledge of networking. Take a look at the tutorial: Trail: Custom Networking (The Java™ Tutorials)I have 0 knowledge of networking
If you don't understand my answer, don't ignore it, ask a question.
There are several game-based tutorials that will introduce you to the basic server-client networking concepts. Search for 'java network tic-tic-toe' and similar.
Just cutting in here to say that it is totally possible to keep someone from decompiling your classes (or make it infeasible to do so), but it requires buying or implementing a special classloader that invokes classes that have been encrypted prior to bundling them up. That is, this functionality is not directly part of the JDK.
Products that I have used recently that offer these services are those from WIBU-systems, but there are others.
The problem here is if /any/ VM can see /any/ byte-code, it can decompile it (to some extent).
So, a solution discussed here, where a server-side component runs the byte-code, sending app-specific messages (that you probably want signed and/or encrypted, or at least error-checked) to a client component, is actually pretty common. Such client-server messages are often parsed by something that is a language in its own right, so many clients actually run a "little" language to process messages, dispatch message, update interfaces, etc.
This is where, for example, Lua is used quite a bit.
It doesnt explain ANYTHING, and i dont want to know how to do something but why it works so i can use it in other programs too and not only in that program.
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Didnt find any videos where people explain anything they do.
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I DONT need to know anything about networking right now i just want to know how its possible to let the server handle anything because if you like sent a package or something telling the server to move the player the client can edit the code and send 2 packages instead of 1 making him/her walk faster.
Also how should i save X and Y? Like every minute or every 10 seconds? And also how can i validate if the player is really on that X and Y?
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I DONT need to know anything about networking right now i just want to know how its possible to let the server handle anything because if you like sent a package or something telling the server to move the player the client can edit the code and send 2 packages instead of 1 making him/her walk faster.
Also how should i save X and Y? Like every minute or every 10 seconds? And also how can i validate if the player is really on that X and Y?
The best advice I can give you is that you might want to be a little more mindful of your attitude, and you might want to really reign in your expectations.
The stuff you're talking about isn't trivial. The only way to get anywhere near your goal is by starting with a much smaller goal. You've been given two suggestions on how to start, which you seem to be actively resisting for some reason.
Is it possible? Sure. Is it possible with your current approach? Nope.
Useful links: How to Ask Questions the Smart Way | Use Code Tags | Java Tutorials
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U need to understand what i mean first.. I DONT want to learn ANYTHING without understanding every line of code. That tutorial link Norm gave me wasn't explaining any line of code, only the whole program, but i want to understand every part so i can put all those parts together and make a program i want.
I searched on YouTube for Networking with simple games like tic tac toe but still its even hard to find a video about that, and its impossible to find a video of someone who can explain the code he is typing and not just type it.
I want to know how its possible for a server to handle something so the client CANNOT be decompiled and hack. If the client is decompiled i dont want to let the user be able to change any code which can move the player or do anything. I was thinking about making an array or list of each player when he/she connects to the server and count every second howmany 'packages' are sent and stop accepting them when it reaches 60 so there are only 60 updates a second and the client wont be able to change that. But i dont know if that is the right way to do it or if that is even possible to count howmany packages u receive from every player and accept 60 a second only. So thats what im askigg for, i will try finding a good tutorial by myself to learn about sockets and packages but i want to know what i need to know.
Oh yeah? And who is holding them back from decompiling your custom class loader? You want to have an additional class loader to load your encrypted class loader?
Threads merged.
These topics have merged back into the same topic, and your attitude indicates that you're not interested in our suggestions.
Please start a NEW topic when you have a more open mind.
Thread closed.