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Question about how 3rd party cookies work and what ITP means for them

Tell me if I have this right...say a blog is using Google Analytics. When a user goes to the blog, the GA tag fires and that session info is recorded in GA. That user is also assigned a cookie (because tags also drop cookies). Google can then track that user across the web by matching them (anonymously) to their other cookies from other sites that also have a GA tag. This is how they build profiles (affinity, demo, in-market, etc.) along with search behavior and other user-provided signals in your Google account like your gender. How does that cross-site mapping work though? Does Google do this using a GCLID or your email (assuming logged in to a Google account or app, which most people are)? If I have this right, I suppose Google isn’t a great example of a 3rd-party cookie since the GA cookie is considered 1st-party (for now), so maybe this is more relevant to display advertising tags/cookies like Criteo or Outbrain with large inventory/network reach? In that case, if you see an ad on CNN.com from Outbrain and then another ad on Forbes from Outbrain, ITP and the expiration of 3P cookies after 24 hrs (e.g. on Safari) is meant to prevent Outbrain from collecting data on you across different sites. This limits their ability to offer advertisers audience targeting, and latent conversions that come from those ad impressions/clicks aren't easily attributable.
submitted by DadIMeanBill to adwords

Networked game inventory pattern

Slightly related to my "when to use interfaces"-related question, which I have learned a lot from, I have another question. This time it has more to do with the general build-up of a project (a game inventory, in this case).
To follow up on my example, there will be two main aspects to this:
  • Each player's inventory is stored on a server; only the game server can change these inventories.
  • Each player has a HUD (UI) showing a "reflection" (view) of this inventory.
Any changes to a player's inventory can only be done by the (authoritative) server:
  • If a player crafts a new item, the server will do the crafting and update the player's inventory.
  • If a player picks up an item, the server will do the actual job of picking it up and placing the new item into the player's inventory.
  • If a player is hit in the head by an item... you get the point; everything is server-based to avoid cheating.
My problem is "separation of layers". These are the ones I imagine:
  • NetworkInventory – talks to the server and keep the authoritative inventory "up to date".
  • PlayerInventory – holds the local copy of the inventory, basically the inventory that is mirrored in the player's UI. Also sends commands to the server with wanted changes (it's still up to the server to decided if these changes can be done).
In addition there's a related layer, UIManager, which mirrors the before-mentioned PlayerInventory.
The reason I want to separate the two first layers is that NetworkInventory will be server-wide, something all the clients has to rely on (know about), while the PlayerInventory (and, of course the UIManager) are for local "actions." I can't make PlayerInventory directly linked to the server, because I think it should work like a client-side prediction layer, where players sees their action immediately; without it I will end up with a client-server-client delay even by moving things around.
Event-wise it's getting tricky for me at this point, because:
  • The easiest part is top-down: the UIManager subscribes to PlayerInventory.OnChanged and is redrawn every time the PlayerInventory is changed.
  • However, at the same time, the PlayerInventory has to accept PlayerInventory.Craft(List items) from the UIManager and send that data to the server.
  • If the NetworkInventory can confirm that the player has all the items, it crafts the new item and sends the client a notification/event that it should do a PlayerInventory.NetworkInventory.Update() (or something).
Are there other "patterns" (not sure if this is a pattern, though, haha) I should look at, or is this the way to go forward?
Thanks in advance!
EDIT: The networking part is not the problem. This is mostly figured out, except the potential problem related to sending fairly big updates every now and then, but because it's only now and then, I'm hoping to it's not going to be a big problem. :)
submitted by n00belig to csharp

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