psquid
Joined 14 years ago
Joined 14 years ago
As far as testing - yes, they do have a test suite that it was checked against during the rewrite, but that still means that any behaviour that wasn't strictly tested for by that suite could have changed and it would still pass.
- they want to be able to switch to newer APIs when the underlying OS adds them (though in Edge's case it's more likely it was written from the ground up using newer APIs)
- they quite possibly want to use "you can get the new browser only if you upgrade" as a carrot for OS upgrades (they explicitly did with IE, I haven't seen anything explicit for Edge but it wouldn't surprise me if they're still taking that approach)
I do hope you find a service that fits your need, but this is very likely not intending to be it.
(Basically it should run on anything more complex than a static site host. Though it's also true that sqlite would probably be a cleaner choice for the datastore without losing any of that benefit.)
Firefox Sync only syncs with versions of Firefox, and Chrome's sync only syncs with versions of Chrome, so they'd have to switch mobile browsers too just because they switched desktop browser (and unlike on desktop, I've found Firefox for Android to generally be clunkier to use than Chrome for Android).
And that second link is about Chromecasting from Firefox for Android, not the desktop browser. Being able to send stuff from desktop Chrome is definitely a convenience someone could get accustomed to.
Some rely on the device itself to enforce it, but that's obviously fragile if you can bring your own device.
Some check the TTL of your packets when they enter the carrier's network, because tethering is at least one more hop and so even if your computer's OS and phone's OS agree on what TTL starts at, the TTL will still be different than expected for your device's platform. Obviously this can still be mitigated by adjusting your TTL, but outside of software that'll handle this for them, that's already beyond a lot of customers.
Some even take the route of only checking HTTP traffic, and detecting tethering based on User-Agent, but I think a lot have abandoned that because it doesn't catch other protocols, and is easily bypassed even on HTTP.
A certain MMO I play recently had a limited-time event built around figuring out the meaning of different clues (locations to go to for the actual meat of the event), and despite a fairly large number of variations, people had collectively figured out just about every possible clue->location mapping within a matter of hours.
That's not to say you can't prevent cheating, but that even with relatively little incentive (that whole clues thing gave only a single cosmetic item, and anecdotally I've seen very few people actually use theirs) users can and most likely will outpace any attempt to prevent it by means of varying the problem.