How to deal with listen server/client <-> database communication?

Thanks for the heads up!

According to the docs these are the limitations:
Player Data Storage

Title Storage
image

I don’t see ever reaching those storage limitations with a data table. But 1000 requests per minute might cut it close, maybe? Not sure if those are 1000 request per minute for all users across the project or just that specific user.

I’m thinking of saving the player progression in a json file or similar and just reading and writing over the whole thing when I need it, which won’t be very often. Probably once on account login, and then when joining and ending matches I guess.

but keep in mind EVERYTHING the players give you is the Devil’s Work. So, if the server is the player (which they are), it won’t be hard for them to modify values on their end with something like Cheat Engine BEFORE the api call is POSTed to save the data.

These are good points, the plan is to have a matchmaking system that picks out a random player to be the server so any given player can never reliably be in position to cheat. Ofc if they have ill intentions they will eventually end up being the server and succeed, in which case I would have to rely on other counter measures