I want to implement Monopoly Game with Client Server Architecture.
Implement the SSL/TLS connection as soon as you can. Once you have that working, you can much more easily build on top of it. Then implement system logging; that makes it easier to debug things, and you'll end up with a robust logging system. The program must be designed to be secure. You must avoid vulnerabilities like SQL injection, buffer overflows, accepting invalid input, and passing sensitive data unprotected. You will also need to authenticate all users. You do not need to prevent out-of-game collusion.
When (potential) users connect to the game system server, they must be able to either log in (with their username and password) or create a new account. Users must be able to pick their username and password when they create a new account; you should impose limitations on both. You must not let someone create an account that already exists. You must use an encrypted channel when transmitting passwords. You must store passwords using some salted hash system; you must not store passwords in the clear or as bare hashes. You don’t need to support password reset for purposes of this project.
Once a user logs in, they must be able to:
[url removed, login to view] the win/loss statistics of themselves and others
[url removed, login to view] game moves of completed games,
[url removed, login to view] a new game, and
[url removed, login to view] an existing game that needs players.
Once a game has the required number of players, it begins. Once a player has joined a game, they must be able to re-log in and rejoin (e.g., if their computer crashes). However, if a player leaves, there must be a timeout where eventually they will forfeit (else players about to lose would just leave). Once a game ends, the win/loss/draw records must be updated. Obviously, different players will need to log in as different users, or they could easily cheat.