> > You obviously cannot make them private, because that destroys inter- > > terminal games, and you cannot remove the common data because it is the > > game status data. > > The rest of the gamedev world seems to handle this situation by > splitting the game into a client and a server part. > > The client handles whatever the player is supposed to witness with their > eyes, and communicates with the server using some network protocol. The > server accepts client input, executes the game logic, keeps the game > state, updates connected clients, and keeps scores. > > This would probably be a major rewrite for most games.
You propose to start a score daemon all the time? Yes, you do...

