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I'm thinking something similar to Scuttlebutt, which doesn't require a constant internet connection (or really, none at all, just some connection to a contact, whether it's over the internet, a local network, or even just a Bluetooth connection between two devices).

Say Maighstir, clarry and tdgreene all play the game, Maighstir and clarry meets every once in a while, as does clarry and dtgreene, while Maighstir and dtgreene do not:

clarry synced with tdgreene last time they met, so when Maighstir and clarry meets next time, Maighstir gets clarry's scores up until whenever that is, as well as dtgreene's scores up until the point clarry met him. dtgreene will get Maighstir's "latest" scores when he meets with clarry again.

With an internet conenction, two people who have each other as contacts sync as soon as both are online, but the clients only ever talk to other clients. The "servers" of Scuttlebutt are really just bots that automatically accepts contact requests and syncs messages like any other client - so everything is just a client.
Post edited September 29, 2019 by Maighstir
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Maighstir: I'm thinking something similar to Scuttlebutt, which doesn't require a constant internet connection (or really, none at all, just some connection to a contact, whether it's over the internet, a local network, or even just a Bluetooth connection between two devices).

Say Maighstir, clarry and tdgreene all play the game, Maighstir and clarry meets every once in a while, as does clarry and dtgreene, while Maighstir and dtgreene do not:

clarry synced with tdgreene last time they met, so when Maighstir and clarry meets next time, Maighstir gets clarry's scores up until whenever that is, as well as dtgreene's scores up until the point clarry met him. dtgreene will get Maighstir's "latest" scores when he meets with clarry again.

With an internet conenction, two people who have each other as contacts sync as soon as both are online, but the clients only ever talk to other clients. The "servers" of Scuttlebutt are really just bots that automatically accepts contact requests and syncs messages like any other client - so everything is just a client.
Ah, P2P. I think you answered your own question? :) Just share the players' scores when you connect. Make each recorded match an entry with some unique identifier, then clients will merge new entries into their local database when another client sends their list of scores.

Then I guess the main challenge, once you got connectivity sorted out, is to give the list some degree of authenticity?

For that, you'd want to have the results of a match signed by a trusted party. If matches exist only between two players, then they should mutually sign the result at the end of the match. When syncing, you share the results from every match, and include the signatures. Of course you must also share the public key for each player.
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The title followed up by this
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Maighstir: Not really.
equals clickbait.
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Maighstir: I'm thinking something similar to Scuttlebutt, which doesn't require a constant internet connection (or really, none at all, just some connection to a contact, whether it's over the internet, a local network, or even just a Bluetooth connection between two devices).

Say Maighstir, clarry and tdgreene all play the game, Maighstir and clarry meets every once in a while, as does clarry and dtgreene, while Maighstir and dtgreene do not:

clarry synced with tdgreene last time they met, so when Maighstir and clarry meets next time, Maighstir gets clarry's scores up until whenever that is, as well as dtgreene's scores up until the point clarry met him. dtgreene will get Maighstir's "latest" scores when he meets with clarry again.

With an internet conenction, two people who have each other as contacts sync as soon as both are online, but the clients only ever talk to other clients. The "servers" of Scuttlebutt are really just bots that automatically accepts contact requests and syncs messages like any other client - so everything is just a client.
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clarry: Ah, P2P. I think you answered your own question? :) Just share the players' scores when you connect. Make each recorded match an entry with some unique identifier, then clients will merge new entries into their local database when another client sends their list of scores.

Then I guess the main challenge, once you got connectivity sorted out, is to give the list some degree of authenticity?

For that, you'd want to have the results of a match signed by a trusted party. If matches exist only between two players, then they should mutually sign the result at the end of the match. When syncing, you share the results from every match, and include the signatures. Of course you must also share the public key for each player.
Multiplayer - whether real-time or turn-based - would have to be for another game, I'm not quite sure how that would fit into 2048, a scoreboard would be the most advanced thing I can think of in that context (I know how score is usually calculated, and could probably add some other concept, like number of turns).
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Wishmaster777: The title followed up by this
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Maighstir: Not really.
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Wishmaster777: equals clickbait.
Probably, yeah.
Post edited September 29, 2019 by Maighstir
Dang I thought I'd write a little game.. and almost instantly ran into a bug in SDL :(
Post edited September 30, 2019 by clarry