2COOL4-U wrote: I calculated the needed bandwidth for such a thing in the past with another coder and it's quite much.
Besides there's another point that's perhaps more important: Security. It will be quite easy to fake these POST messages as all the UnrealScript code of Deathball is available to anyone. So even if we would implement some sort of encryption or other security measurement, it still would be way too easy for script kiddies to crack it.
db_10-38_4-1-2004.txt is 1KB. 1 server uploading 1KB (or even 10KB) every 20 minutes really isn't much.
Good point about people POSTing fake entries. I guess the best (which doesn't stop it) method against this is to have basic authentication/ip access lists and the website admins issue username/passwords to the deathball server admin. Any abuse from that server you delete their entries from the database and close their username/password account.
Can't think of anyway to stop it since they know the protocol.
Maybe you could do it the other way around, the website owner could query the server with a script for statistics.. makes it a bit hard to get the end of game results though.
