   Turn-Based Network Engine
  Guys,I''ve started developing a Turn-Based Network engine which is designed to work with any game which is turned based (and any number of players).The original idea is to provide a server (executable) and a client library.  the server runs on a machine, accepts connections through the client library, and passes the messages around.It isn''t going to be the normal client/server architecture in that the server won''t really know anything about the game and, thus, won''t be able to make any calculations.  However, it should simplify what the client''s interface.  There would be a standard packet header sent to the server, but the game data would be independent.My question to you guys is what problems might arise from doing this?  My multi-player experience is limited (tcp/ip 2 player games), so I haven''t experienced many different situations.  
  By not having the Server check data that is passed through it you leave yourself open to hacking. A client user could edit the packets he is sending and send messages that arent possible. Altho I guess in your case you could have the recieving clients check the validity of a message.  ;  Well, the server will check the header of the packet for different things; ie, it checks who the message is meant for, or if the type is GET_PLAYER_INFO, the server will return what it knows about the player (or all the players). Otherwise, it sends the actual game data on.  It does not check anything in the game data;  I guess that''d have to be a requirement for the client.  