jayderyu
By other security/logins, do you mean clay.io could work well? Like what if we somehow got this working with it's multiplayer room feature?
jayderyu
By other security/logins, do you mean clay.io could work well? Like what if we somehow got this working with it's multiplayer room feature?
As one solution yes, you could also use Google, FB, Twitter... Clay.io is one of them.
The problem is that the client will login with clay.io(not sending pubnub login info). but then how does the server(ie your server logic) get data from clay.io. It can't. the server is not authorized.
Which means
client logins in to clay.io
client recieved pertinent information
client sends pubnub info
pubnub sends info to EVERYONE including specified server
server does processing
server sends 1 client data update to pubnub
pubnub sends to EVERYONE
the target client process, other clients ignore
the solution is that clay.io upon a successful login. Can give the client a temporary passkey. The pass key can be used to access the players data relating to the game.
client logs into clay.io
client received info and passkey
client sends passkey to ..... pubnub
pubnub sends passkey to ..... everyone :(
yeah. I suggest using pubnub just for channel meet up and play. I would do everything else using Clay.io. including room managegment :)
I'm not saying not to use pubnub, just know what pubnub should be doing, and not doing. :) otherwise it looks great for a mix of clay.io + PubNub. great combo here :)