in reply to Is there such a thing as too much data validation?
That said, it's probably most important to make sure that the data that is coming into the server to be correct, as opposed to delegating error checking in the client. As good examples, I refer to Quake 3 and any other multi-player game; because of widespread cheating, these engine are built not to trust anything that is on the client side, and thus initiates various checks on data that is sent, MD5-like checks on various libraries used, and similar features to make sure that the client version is only using what the server will accept.
Similarly, if you are going to be collecting data from the outside world, you should make sure the server is tight on exactly what it will take, and let the format on the client side be a little slack. Obviously, you want to make sure the client format is tight enough not to cause the client side to have problems, and some checks may be useful to avoid repetitious and annoying resending of large data blocks, but otherwise, let the client format be loose.
Doing it this way also means that if you change the server to improve or tighten certain restrictions, you don't have to worry about having clients change their systems; just have some preestiablished mechanism for allowing the clients to understand the new change and reporting the error.
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Dr. Michael K. Neylon - mneylon-pm@masemware.com
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"You've left the lens cap of your mind on again, Pinky" - The Brain
"I can see my house from here!"
It's not what you know, but knowing how to find it if you don't know that's important
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Re: Re: Is there such a thing as too much data validation?
by rbc (Curate) on Jan 03, 2002 at 03:56 UTC | |
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Re (tilly) 2: Is there such a thing as too much data validation?
by tilly (Archbishop) on Jan 07, 2002 at 10:01 UTC |