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48 of serializing the player's data to and from byte arrays and storing those arrays
100 always replace old data. For example, if the data represents the player's choice
109 example, if the data represents the player's best time in a racing game, then it's
114 represents the set of levels that player has unlocked, then the resolved data is
123 <p>A more complicated case happens when your game allows the player to collect
127 the player's piggy bank.</p>
141 <p>Consider the scenario illustrated in Table 1. Suppose the player initially
166 <td>Player collects 10 coins on device A</td>
173 <td>Player collects 15 coins on device B</td>
203 <p>This strategy would fail&mdash;the player's bank has gone from 20
218 a reliable picture of the player's overall state.</p>
272 <td>Player collects 100 coins on device A</td>
279 <td>Player collects 10 more coins on device A</td>
286 <td>Player collects 115 coins on device B</td>
293 <td>Player collects 5 more coins on device B</td>
353 <td>Player collects 100 coins on device A
368 <td>Player collects 10 more coins on device A
377 <td>Player collects 1 coin on device B
426 <p>Now you have the opposite problem: you are giving the player too many coins.
427 The player has gained 211 coins, when in fact she has collected only 111 coins.</p>
468 <li>In the initial state, the player has 20 coins. This is accurately reflected
471 <li>When the player collects 100 coins on device A, this change
473 that is the number of coins that the player collected on device A. There is no
475 reporting the number of coins the player collected on it.</li>
478 that saved it to the cloud. When the player collects 10 more coins on device A,
482 the player has collected on each device. Thus it can easily calculate the total.</li>
504 <td>Player collects 100 coins on device A
522 <td>Player collects 10 more coins on device A
530 <td>Player collects 1 coin on device B</td>