Proposed: Handling access to session based game data
Metadata
- Status: proposed
- Deciders: V-Sekai
- Tags: V-Sekai, GPT-4
Context and Problem Statement
V-Sekai is facing limitations in handling large amounts of data efficiently and securely. The current system needs improvements in data management, performance, and security.
Proposed Solution
Assigning session IDs and URLs to every asset to improve data management, performance, and security.
Implementation
- Generate unique session IDs and URLs for each asset.
- Store the session IDs and URLs in a secure database.
- Use the session IDs and URLs for accessing and managing assets.
Positive Consequences
- Improved data management through unique identifiers for each asset.
- Enhanced security by using session IDs and URLs for access control.
- Better performance due to efficient asset management.
Negative Consequences
- Increased complexity in the system architecture.
- Potential challenges in implementing and maintaining unique session IDs and URLs.
Option graveyard
- Caching assets locally: This option was considered for improving performance, but it would not address data management and security concerns.
- Using a centralized server for asset management: This approach could improve data management but might introduce single points of failure and potential bottlenecks in performance.
- Encrypting all assets: While this would enhance security, it would not address data management issues and could negatively impact performance due to the overhead of encryption and decryption processes.
If this enhancement will be used infrequently, can it be worked around with a few lines of script?
No, this enhancement requires significant changes to the system architecture and cannot be achieved with a simple script workaround.
Is there a reason why this should be core and done by us?
Yes, this enhancement addresses core limitations in the V-Sekai system and should be implemented by the V-Sekai team to ensure proper integration and compatibility with existing components.