Server for Android card game [closed] - android

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I have made an Android card game where the user plays versus an AI. Now I want to make it online so a player could play versus another player. Is possible to host the game server (written in vb.net) in Windows Azure?
The server is using TCP connections and it will send a simple message to the client (e.g., "K Spades"), but I also want to have a DB with player names, scores, etc.
The game currently has ~20k players. What hardware/bandwidth will the servers need?
If is not possible to deploy the server on Azure, what should I use?

Short answer is "it depends". 20K players generating how much traffic? How much storage does it take now based on just 2 players playing 1 game? How much processing power does it take for a single game? (mutliply that with the potential number of players and games). Check out the pricing calculator.
Also, check out auto scaling where you resources will dynamically scale up and down depending on the traffic it gets at runtime (meaning you don't have to reserve instances ahead of time).

20k users should mean that you don't have more then ~ 2k users a day online.
Your game users should use far less traffic, then, for example, web site users.
For a web site, 2k users a day is a funny number, so I guess that you can run server even on your phone : )

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How can I secure my game from fraud and abuse? [closed]

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I have a game uses Firestore, When the player complete the certain level the game will give him 50 points and will be save the data in Firestore.
Let's suppose someone did reverse engineering for my game and made change from 50 points to 1000 points in code and he rebuild the APK and play my game with the same Firestore database, Now when the player complete certain level the game will give him 1000 points and will be save the data in Firestore and that considered hacked data.
I don't care if someone did reverse engineering of my game and republish it as new game with his own Firestore, But I care about hackers who changed the data on my Firestore
How can I secure my game from fraud and abuse.
Did you hear about the Firebase App Check. It would restrict access to your Firebase serviced only from your App or Web Page.
You can link your App with App Check so Firebase would only work with your App. In that case even a 100% reverse engeenered game would not work at all.

Will Cloud Computing ever cost me more than what I am getting from ad revenue? [closed]

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I made an app and it is a bit CPU intesive. So I want to delegate some of the work to cloud computing.
Hypothetically, if my only source of revenue is Admob ads, will there ever be a situation where I am paying, say $200 a month more than I am getting from ad revenue, on a pay-as-you-go plan? Or will I need funding at first or something?
I'm using this -> "Google Compute Engine"; pricing: https://cloud.google.com/compute/pricing
Thank You.
Only emprical results can answer your question. There is no theory about your specific setup.
For a clue, I have a GAE webapp where the only source of income is adsense ads and the only cost is appengine hosting. This application runs at a profit now, but it didn't when volume was lower. So according to my experience there seems to be some "breaking point" going from low volume to medium when the app starts the become profitable.
If you ask whether your chances of monetizing your app has increased with cloud computing, then I'd definitely say the answer is yes.

Which is better: Parse or AWS [closed]

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I'm working on an ebook store application (my target users will be 10,000 users per months). It's very hard to make up my mind to select the backend between AWS and Parse.
Parse is very simple to use. It could save me one or two months development work. But I'm concerning about the number of requests per month. There are free 1,000,000 requests. But I don't know how they calculate the number of requests. I tested with the demo application. A simple run cost me 4 requests (there seems to be only one request in the code.). I totally have no clue 1,000,000 requests can server how many users.
AWS is free at the first year. It's more flexible. I can control almost everything. The problem is I have to do everything from scratch. Database, Web service, security, server management. Also it's very difficult to estimate the cost.
I'd like to hear your opinions about the cost, performance, scalability, security, etc. Thanks
Edit at 16th Nov. 2016:
Parse.com will terminate at 28th Jan. 2017. But it will provide a open source version. I personally think it's even better because I can host our own data at anywhere I like, for example, at AWS.
Regarding this very old QA...
Parse is now closed
back4app.com is the "new" Parse
AWS nowadays offers a full suite of such mobile services
generally, parse (now back4app.com) is much simpler, it is more of an all-in-one, "easy to use" BAAS. AWS is more industrial, expandable, a little harder to use and set up.
Parse have changed their price plan: you do not have monthly request limit, but burst limit. For free user it's now 30 req/s which is very fair.
For your question, yes, Parse will save you lots of time. I recommend starting with Parse for one reason: if they do not fit to you, you could switch after on AWS (or app engine with cloud endpoint).

Creating a "game lobby" [closed]

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I am going to implement a "game lobby" for my game (which is a new topic for me). The game works the following way:
Users chooses "random game".
The device connects to a specific URL where I will implement some game logic (like name of players in the session, name of the game session itself and so on).
The URL returns values to the device so the game can load them and start.
My question is: What is "the best" way to do this? Should I have a database with different game sessions that contains all the information for each game session.
Or should I start a script on the server (one script equals on game session) for each game that starts that holds the information that is necessary?
I was on the thoughts to have this as a socket to socket game. But I think it will be easier with the client-server approach since the server then will take care of most of the logic and the devices only needs to concentrate on one single connection at a time.
Any help or advice is appreciated!
The cleanest approach for this would be a client server model as you guessed.
This simplifies client code a lot, as compared to database approach, but you need to setup and maintain a server.
You will anyways need a centralized entity (as a matchmaking service provider) if you want to let the user choose a random game. So I would suggest to go for setting up a server.
Following libraries might be helpful.
Netty (low level but versatile)
KryoNet (easy, high level features but limited (more than enough
for games))
jWebSockets (Very good real time performance with long lived TCP
connections)
Photon (Realtime, scalable, cloud, high performance but NOT
FREE)
There are many more... just search
Hope this helps.

Android App Server [closed]

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I've done some searching however I haven't really found anything as general as what I'm looking for. I have an idea for an app and all I know is that I will need a server. My plan is to "lease" space on the server for my clients to update their information. Then, it will allow other app users to view their information both on the app and I want to push out a web app/interface. Where do I start as far as server space. Do I implement my own, what kind of expenses will I need for that? Do I buy space available from a host? Is my idea feasible at that?
Look for a "virtual server" rent.
Typical prices are around $10/mo for a Single Core + 512Mb RAM + 20Gb HDD
Amazon EC2 allows you to pay by-hour and by-gigabyte basis, but will be more expensive in total $/mo.
They have a free period around 6 months AFAIR for tiny instances.

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