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How did the process of receiving games on phones via SMS work?
Good evening, dear IT community.
In ancient times, I bought common notebooks, on the back of which information about games was located. In order to buy them, it was necessary to send XXXX to YYYY number and receive the coveted game via SMS.
And most likely, now this question will sound strange ... How did the process of receiving games on phones via SMS work?
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Below I will describe how I shipped games on J2ME.
I will omit the billing procedure.
1. The subscriber sent a request to a short number in the form of SMS.
2. The content platform generated a unique link that was sent in the response SMS.
3. The subscriber followed the link.
4. The content platform tried to detect the phone based on the information in the HTTP header. If the phone was detected, then the subscriber was given a JAD (less often just a JAR) with information to install the application.
If the phone was not detected (this happened, although WURFL covered 95% of all handsets released), then the user was asked to choose the vendor and model of the handset on their own.
After the choice, JAD / JAR was also given to him.
After the download was completed, the link automatically became rotten.
As far as I remember, an SMS comes with a link to download the game.
Haven't seen any other way.
By SMS there was only a request to receive the game.
After that, in response, they sent a link to download the game (by the way, also via SMS).
Some services, as far as I remember, sent PUSH messages (apparently, so that the message with the link to the game would not be forwarded to someone else). That is, these were the same SMS, only with display and without saving to the phone
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