   P2P or Client/Server
  I'm developing a game nd I'm wondering which is the best way to go, P2P or client/server.Since my game will be a two-player game (one on one) I'm wondering if a dedicated game server is really necessary. Can't  I use P2P networking instead with one side being both client AND server (host)? communicating directly over the internet via TCP/IP? Of course I'd have a dedicated web server to just handle the social side: finding games and matching players, registering top players, etc.   
  The most appropriate answer to your question depends on what type of game you have made. How important is security? How much data is to be exchanged between players? Are there intensive calculations that need to be done each game loop?If you describe your game in a bit of detail, we will be able to point you in a specific direction that would suit you best. Right now there is not enough information to give a tailored response. Consider walking onto a car lot and telling the sales person you want to buy a vehicle. Imagine all of the questions they are going to ask you to try and find the right one for you. [smile]   ;  The game is a simple 2D game something like chess, checkers, or reversi. There are only simple animations of the players pieces. No complicated math nor graphics. The game will be an iPhone/iPod Touch (and later on) Web browser game (using Cappuccino). Two iPhone players can play when near each other via bluetooth/bonjour. Or the game can be played against other remote iPhone players via the internet, iPhone to iPhone; (and later on - iPhone to Browser; or browser to browser).The game start off with two players, each having an agreed upon number of pieces to place on the board.Both players are constantly connected because the game will have a countdown timer that is set to an agreed upon time limit of 10, 20, 30 seconds in which the active player (Player A) must make a move. If the Player A doesn't make a move before the timer counts down to zero the Player A will lose his turn and the opposing player (Player B) will become the active player. The timer count is displayed on each player's screen.The game ends when the players run out of pieces, with the player having the most pieces on the board declared the winner.[Edited by - TokyoDan on June 12, 2009 1:07:44 AM];  I'd go with what you suggest. Have one player as the game host (the player who starts the game), and the other player, searching for the game, being a pure client and sending his commands to the game host. Then the logic would be a little bit simpler. Having both players effectively taking turns as the host would complicate things unnecessarily in my opinion. When the game ends, the game host sends his final results to the web server. For more security, have both players (game host and game client) send the final results, for consistency checks (or if the game hosts rage-quits because he is loosing).   