Storing and retrieving data on the server
It’s time to handle a sensitive topic when it comes to online adventure games: databases. Note that in this book, we are not focusing on the best and most secure way to handle and protect a database. Instead, we are practicing and understanding what the Godot Engine Network API allows us to achieve and exploring its possibilities.
That said, in this section, we are going to implement the necessary steps to establish a communication channel where the client can retrieve its quests data from the server and send their progress updates to the server.
To do that, we are going to work with the two main classes in our quest system, QuestSingleton
node and the QuestDatabase
node. But before we set these classes up for this new challenge, we need to change how the database is structured. Since now the QuestDatabase
node will work by delivering and handling multiple players’ data, the PlayerProgress.json
file needs to have its data...