Asynchronous Multiplayer (488932)

I’ve done quite a bit of work with Unity3D and I’m starting a new project that I would like to include asynchronous multiplayer.

I’ve started reading up: Network, State Synchronization and RPC.

What I’m not seeing yet is how to handle a situation in which two players are in an asynchronous game. I’m working on a turn based project where both players make moves and then the server figures out the results. The difference is that I want to allow players to make moves at different times (and log out) and once all clients have submitted their moves, have the results updated and given to all.

Am I going to have to create some master server that holds the actual game and pushes the results to the clients? Am I completely wrong?

Does anyone have a good idea of where I should start?

Unity has no support for async multiplayer, so it’s something you have to solve or find a solution for.
You could build this into a master server or you could use any web-server tech you’re familiar with and use the WWW class client side.
There are a few networking solutions that could store a game’s state, so if you don’t want to code this, there should be some middleware, too.

Async tends to fall under the paradigms of webservice DB programming.

After the replies I’ve spent a bit of time reading up about MySQL and SmartFoxServer. I’m not quite sure which direction to take on developing the back end. Should I be developing a 3 tier architecture with Unity → SmartFoxServer → Database or am I over simplifying/complicating things?

game design basics:
players have multiple “characters”
characters can be leveled up
players build up a “town”
players can use a single character to attack another player’s town

The mechanics are similar in concept to Clash of Clans.

Does anyone have any suggestions?

Did you ever find a good starting point/solution for this?