The service on the web basically requires logging in with your email address and password.
However, social games on smartphones were only required to enter nicknames, and subsequent logins seemed to be automatic.
In the case of flutter, the device_info seems to be able to get a unique device ID, but
instead of email address, password, or username
Is the database configured by relying only on that unique device ID?
Or do you store tokens on your device and identify users?
Identify = I wonder if it is difficult to get an answer because it is a serious issue that directly leads to privacy infringement.
The answer will be different depending on what you mean by "specific" intentions or issues.
When a user (Google Account) has multiple Android devices, the device is
Do you consider it the same account?
Do you consider it a "different" account?
and so on
...Like the Great Nyanko War, most Android games can be installed on multiple devices with a Google Account, and even though the wallet you charge is the same, it can be a different account in the game...
So from the billing system, these are specifically "same" accounts.
From a gaming system perspective, these are "different" accounts as a result.
# I don't have IOS, so I don't know
This kind of ID has changed a lot due to bargaining with users (OS vendors) who don't want to be identified as individual advertisers even if their privacy is violated. For example, commentary like this
ID Summary for Identifying Devices by iOS/Android
Well, I think it's common for a normal smartphone game to be allowed to store data in a terminal storage device during installation, and then store the account ID for the game on the server run by the game provider in the terminal's internal storage device.Otherwise, it will be difficult to transfer accounts when changing models.
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