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Thread: mooClick Large User Ids

  1. #1
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    mooClick Large User Ids

    hi, im porting an mmf1.5 game to mmf2.0

    However, the user ids in 1.5 start at 1. The user ids in mmf2.0 start at 1768709275. Im wondering why? And will this cause more lag and network traffic than if the number was small, or should i just ignore it?

    It feels like some sort of bug.

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    Re: mooClick Large User Ids

    I don't see any logical explanation for why MMF2 would be programmed to change the initial ID.

    I think its a bug too.

  3. #3
    Clicker Multimedia Fusion 2 DeveloperSWF Export Module

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    Re: mooClick Large User Ids

    It isn't programmed to change the initial ID, but I think that the code for setting the initial ID to 1 has been accidentally removed. When you declare an int in C++, it takes the value of the last int which was at that memory address unless you set it to something else.

  4. #4
    Clicker Fusion 2.5Fusion 2.5+ DLC

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    Re: mooClick Large User Ids

    Its not bug, in MMF 1.5 it sometimes happenned too. Its MooClick problem.

  5. #5
    Forum Moderator Fusion 2.5 DeveloperAndroid Export ModuleSWF Export Module

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    Re: mooClick Large User Ids

    It wont effect the amount of data sent, all IDs are sent as 4 bytes unsigned values no matter if its 0 or 1768709275.

  6. #6
    Clickteam Clickteam
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    Re: mooClick Large User Ids

    Numbers like that are sent binary form, not in text form.
    I believe that the user ID is sent as a "long" value:
    A long value is only 4 bytes big (4 characters) which isn't exactly much.
    A long value goes from about 0-4294967295 if it is an unsigned number.

    *edit* aw Andrew you were faster

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