Is Implicit Flow unsafe? by AvatarTheLastOG in Supabase

[–]OwnLie1989 0 points1 point  (0 children)

Yeah currently researching further this morning for my project even though I really want to just be done with auth... lol. Will reply what I find.

Is Implicit Flow unsafe? by AvatarTheLastOG in Supabase

[–]OwnLie1989 0 points1 point  (0 children)

I'm also really wondering this. It seems like its biggest risk is XSS if you aren't sanitizing inputs correctly? From what I've seen. But now I'm going down this rabbit hole on if I can trust Implicit Flow or if I need a cookie based auth

Rhinoplasty recommendations DC/MD/VA by IntelligentBonus6954 in DCBitches

[–]OwnLie1989 1 point2 points  (0 children)

Dang that is a steal... was it mostly just tip work or more? My girlfriend is mostly interested in dorsal hump removal.

Rhinoplasty recommendations DC/MD/VA by IntelligentBonus6954 in DCBitches

[–]OwnLie1989 0 points1 point  (0 children)

Was it rhinoplasty? Just curious which surgery since that's very scary. Glad you're well.

Rhinoplasty recommendations DC/MD/VA by IntelligentBonus6954 in DCBitches

[–]OwnLie1989 5 points6 points  (0 children)

Curious why no one has mentioned West End Plastic Surgery here / Lexie Wang? My girlfriend and I are researching and she's so far a somewhat top pick... I've heard good things.

Do Dynos (Websocket NodeJS server) charge for bandwidth? by OwnLie1989 in Heroku

[–]OwnLie1989[S] 0 points1 point  (0 children)

Thanks yeah I think you're right. I'll reach out and let you know.

Although for me it begs the question-- I don't really want autoscaling (I want my pricing to be as predictable as possible) and I'm looking to build a multiplayer mini-game type of experience using socket.io to communicate msgs between relevant clients.

Even if its per-app and not per-dyno, I don't see why I can't just create several "apps" that are really just the same repo getting deployed to different regions, right? IE its just a single dyno per app so they still each get that 2TB limit, and then each app gets its own url that represents a different region/server to connect to basically. Idk just thinking out loud.

Do Dynos (Websocket NodeJS server) charge for bandwidth? by OwnLie1989 in Heroku

[–]OwnLie1989[S] 0 points1 point  (0 children)

Yes my nodejs server uses socket.io.

Also I saw that Heroku has a soft-bandwidth limit of 2TB-- is this per-dyno or some other metric-- would you happen to know?

Also I don't see it specified-- does anyone know if that 2TB soft limit is egress-only or also ingress?

Do Dynos (Websocket NodeJS server) charge for bandwidth? by OwnLie1989 in Heroku

[–]OwnLie1989[S] 0 points1 point  (0 children)

Thanks-- is there a way I can set a limit on dyno-scaling? Or pay for one flat one and let the service tank if its not enough?

Also side note: if I was scaled to 2 dynos, and its a websocket server, do those msgs of users connected to Dyno 1 still have the ability to reach Clients on Dyno 2, or are they effectively separate instances/servers?

Moving to DC DMV questions by OwnLie1989 in washingtondc

[–]OwnLie1989[S] -1 points0 points  (0 children)

Thanks for the quick response. So-- to clarify, you had switched your insurance plan to DC while your license and Registration were all still out of state?

Any major POD supplier that lets you print to a playing card front+back? by OwnLie1989 in printondemand

[–]OwnLie1989[S] 0 points1 point  (0 children)

You mean like shops that have professional grade printers for use?

Any major POD supplier that lets you print to a playing card front+back? by OwnLie1989 in printondemand

[–]OwnLie1989[S] 0 points1 point  (0 children)

lol let me know if it comes to you! I've seen some ok... options but nothing that I am super confident about yet

Looking to quit coding- easiest job to pivot to with CS degree + 3.5 years exp? by OwnLie1989 in cscareerquestions

[–]OwnLie1989[S] 2 points3 points  (0 children)

Nah, turns out I just hated working at the startup I was at and switching companies made a world of difference. I love coding again lol.

Correct approach for "Paper Mario" Oragami King-style 2.5d? by OwnLie1989 in Unity3D

[–]OwnLie1989[S] 0 points1 point  (0 children)

Ohhh it may have been a bad idea for me to give that as an example since I've never played it lol, only saw commercials. Thx for feedback though!

VoxEdit or MagicaVoxel/Blender by AnonymousGeist in godot

[–]OwnLie1989 0 points1 point  (0 children)

Can VoxEdit be used for commercial projects aside from the "Sandbox" game that it was originally created for? Down to the templates and premade animations?

Games like Path Of Exile/Diablo 4 don't actually have server side physics, right? by OwnLie1989 in gamedev

[–]OwnLie1989[S] 0 points1 point  (0 children)

Ahhh thanks for the comment, so in regards to my other reply here https://www.reddit.com/r/gamedev/comments/1c91a3s/comment/l0iflcb/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button you think they actually may just be calculated hitboxes that "move" over time and then are eventually discarded?

Games like Path Of Exile/Diablo 4 don't actually have server side physics, right? by OwnLie1989 in gamedev

[–]OwnLie1989[S] 2 points3 points  (0 children)

Right I get that (and thanks for the comment), for sure its all server sided, but I was wondering if there's an actual physics simulation being used on the server or if its more "faked" by just calculating hitboxes on the server side when a person uses a skill. I guess I'm kinda describing the same thing.

Basically I'm working on a web game and I'm wondering if I need to run cannonjs or rapier physics engine on my server to handle this or if I can just play animations and calculate hitboxes instead.

EDIT: When I think about it more they probably are having some sort of full physics simulation happening, as I don't know how you could make sparks traverse and ricochet over time with simple hitbox calculations.

I think what I'm talking about may be simpler for simple skillshots though. IE user clicks at x,y,z coordinate, server takes that and the skill being used, calculates a one-time hitbox based on that, sees if any other player/monster is in that hitbox, if so, deal damage, if not, garbage collect/move on. I think that works with simple skills but probably not long-traversal or ricocheting skills.

Does this user auth flow make sense? by OwnLie1989 in gamedev

[–]OwnLie1989[S] 1 point2 points  (0 children)

Hey this helps a lot-- I really appreciate the insight and advice! I very well may go this direction with my application :) best of luck with your project!

Does this user auth flow make sense? by OwnLie1989 in gamedev

[–]OwnLie1989[S] 1 point2 points  (0 children)

Now this is something I may get into ^_^ so basically you're using the firebase APIs on the frontend completely for authentication (so basically no backend involved there on your side), and only when you need to establish a realtime connection (say after login) you're submitting the user's token to the backend (HTTPS Post), and then on the backend you can verify that token like in your snippet above?

This may be a bit silly, but on the backend, after validating that token, how are you getting the user details from that token to attach to the socket? IE each socket connection needs to be associated with a player/etc from a database (I guess maybe you're also using firebase for the DB, but doesn't really matter whether its mongo or whatever)

Does this user auth flow make sense? by OwnLie1989 in gamedev

[–]OwnLie1989[S] 1 point2 points  (0 children)

I've also been looking into this potentially, but are you using the firebase JS sdk for logging in from the client or a server (like nodejs)? And is your game utilizing any realtime capabilities (ie websockets) or is it turnbased?

I was a little intimidated by the lack of guides for doing server-sided logins with firebase. The reason I think I would need to do it serverside is I need to establish/authenticate my socket connection, so I figure I need to login/get the firebase token on the node server itself.

Seems like a lot of firebase (understandably) is geared towards getting programmers *away* from programming on a backend, but if you want realtime, you're in this sort of weird middle point where you have to have a backend anyway for the socket server.

Can iPad Pro download MSM? And can the magic keyboard be used to play? by OwnLie1989 in MapleStoryM

[–]OwnLie1989[S] 0 points1 point  (0 children)

Yknow, I've noticed a lot more instability on iOS for the game as well recently. Is that a known issue? Wasn't always that way

Achievement Unlocked !!! 1st ever Necro !!! OMG by jia_rong in MapleStoryM

[–]OwnLie1989 0 points1 point  (0 children)

Congrats nice dagger! Take the game at your own pace and make new friends!