I have a Facebook app. For each user, it connects to FB using Graph API first, then it gets the user's FB ID and use it to connect to game server, as follow:
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function MyGame(){
Facebook.init(<FB APP ID>, loginHandler);
}
protected function loginHandler(success:Object, fail:Object):void{
if(success) {
playerID = success.uid;
Facebook.api(Facebook.getAuthResponse().uid, getMeHandler);
}
}
protected function getMeHandler(result:Object,fail:Object):void{
PlayerIO.connect(
stage, //Referance to stage
gameID, //Game id (Get your own at playerio.com)
"public", //Connection id, default is public
playerID, //Us
"", //User auth. Can be left blank if authentication is disabled on connection
null, //Current PartnerPay partner.
handleConnect, //Function executed on successful connect
handleError //Function executed if we recive an error
);
}
The problem is that, the users can use cheatEngine, and change the playerID before connecting to the game server, then they are connected as other user.
I tried to understand quickconnect https://gamesnet.yahoo.net/documentation/reference/actionscript3/playerio.quickconnect, but since there is no example, I could not make it.
I appreciate if any one could give me an idea, how can I protect the game from memory scanners?
Best