With regards to your first Q, Yessir, but I am in no way a representative, simply another programmer.
Secondly, almost all of the Async mechanics are more of a server-side issue.
Essentially you need to create a server-side system of getting a list of games for specified users, and then a definition of a game. Regardless of whether you use Facebook, Game Center, Twitter Accounts, etc… that’s just another way of the user providing credentials to who they are within your system. Link those identifiers with your own.
Once you can identify who someone is, and get their information and games out of your server’s database, then you use that information back on the client to identify what each user can do (can he play, should he wait, what scores can he see, how many games/tokens does he have, etc…).
And if you worry about security, make sure that the Client never gets to pass the game definition to the server, only the other way around. i.e. the Server will give you a block of data for a game, but you can only submit moves, and the Server then gives you a new game structure. It means you need more server-side logic, but it also makes it harder for people to screw around with your game data.
This means that even with a simple network layer (i.e. Network.request only), you can setup an Async system + accounts, since it’s largely a design issue, and not a technical one. [import]uid: 134101 topic_id: 32875 reply_id: 130707[/import]