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Do you need security facilities? |
What's that? :? |
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Yes, I do need |
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50% |
[ 2 ] |
No, I'd rather implemented it myself |
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50% |
[ 2 ] |
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Total Votes : 4 |
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Dima-san
Joined: 25 Mar 2007 Posts: 33 Location: Almaty, Kazakhstan
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Posted: Wed Jul 04, 2007 11:24 am Post subject: Secure communications |
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After taking a glimpse at Game Programming Gems' 3 article called 'Secure sockets', a question came up to my mutinous mind: should dnet provide security facilities, such as packet encryption? |
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bane
Joined: 01 May 2007 Posts: 41 Location: Pancevo, Serbia
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Posted: Fri Jul 06, 2007 8:34 am Post subject: Debate... |
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A few questions:
(How much) encryption would slow down dnet?
Will there be data requiring encryption sent over network? _________________ "I apologize only for my spelling" - a quote shamelessly stolen from some guy at unknown forum. |
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Dima-san
Joined: 25 Mar 2007 Posts: 33 Location: Almaty, Kazakhstan
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Posted: Tue Jul 31, 2007 12:21 pm Post subject: |
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Quote: | (How much) encryption would slow down dnet? |
Encryption is slow yet not that slow to become inaffordable.
Code: |
payload size (bytes) | decrypt (ms)
64 | 1.07
128 | 0.57
256 | 0.34
512 | 0.23
1024 | 0.16
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Tests were run on PIII 866 MHz Win2000
Taken from "Game Programming Gems 3". Not sure I can place it here.
Quote: | Will there be data requiring encryption sent over network? |
Any data that is vital for fair gameplay should be encrypted.
Like, a third-party proxy program can read server packets and then modify your packets to give you unfair advantage. That's how the famous aimbot works.
PS: Uhh... sorry for kinda late post ![Embarassed](images/smiles/icon_redface.gif) |
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bane
Joined: 01 May 2007 Posts: 41 Location: Pancevo, Serbia
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Posted: Fri Aug 03, 2007 7:33 am Post subject: |
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You got me.
Secure line would be appreciated.
From a point of user, it would be nice to have on/off switch so user can chose slowwer and securer or unencrypted but faster connection.
From a point of developer in this project, please let us make it as simple and clean as possible and integrate it in code as modular part. I like it simple Easier to understand and maintain. _________________ "I apologize only for my spelling" - a quote shamelessly stolen from some guy at unknown forum. |
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Dima-san
Joined: 25 Mar 2007 Posts: 33 Location: Almaty, Kazakhstan
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Posted: Fri Aug 03, 2007 11:25 am Post subject: |
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"Simple and clean" -- that's my motto ![Cool](images/smiles/icon_cool.gif) |
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h3r3tic
Joined: 30 Mar 2004 Posts: 261 Location: Torun, Poland
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Posted: Sat Aug 04, 2007 11:35 am Post subject: |
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Dima-san wrote: | Like, a third-party proxy program can read server packets and then modify your packets to give you unfair advantage. That's how the famous aimbot works. |
Couldn't aimbots simply monitor the memory of a process and see all that data as it's decrypted? If so, encryption wouldn't help a lot... I believe this is how the MSXSecurity folks do their hacks. |
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Dima-san
Joined: 25 Mar 2007 Posts: 33 Location: Almaty, Kazakhstan
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Posted: Sat Aug 04, 2007 12:04 pm Post subject: |
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Quote: | Couldn't aimbots simply monitor the memory of a process and see all that data as it's decrypted? |
They could, but that'd be very advanced aimbots.
You cannot prevent hacking, but you can make it extremely hard. Like, you can do the following:
1. make your engine as dynamic as possible
2. encrypt values in memory
3. never modify object's fields outside it's class hierarchy
Packet encryption will help to keep foreign programs off your game. The game developer should care about things mentioned above, not me. ![Smile](images/smiles/icon_smile.gif) |
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h3r3tic
Joined: 30 Mar 2004 Posts: 261 Location: Torun, Poland
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Posted: Sat Aug 04, 2007 2:48 pm Post subject: |
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Dima-san wrote: | They could, but that'd be very advanced aimbots.
You cannot prevent hacking, but you can make it extremely hard. |
Ok... if you say so I shall vote for encryption support After all, it could be a per-server option
Quote: | Like, you can do the following:
1. make your engine as dynamic as possible |
Re-allocating objects to confuse hacks? Interesting...
Quote: | 2. encrypt values in memory
3. never modify object's fields outside it's class hierarchy |
Hmm.. could you elaborate? I don't think I get how this would help.
Quote: | Packet encryption will help to keep foreign programs off your game. The game developer should care about things mentioned above, not me. ![Smile](images/smiles/icon_smile.gif) |
Aye! |
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Dima-san
Joined: 25 Mar 2007 Posts: 33 Location: Almaty, Kazakhstan
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Posted: Sun Aug 05, 2007 12:20 pm Post subject: |
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Quote: | I don't think I get how this would help. |
Code: |
void GameResource::SetResource(int Resource_Num, int Resource_Amount)
{
GameResourceAmount[ResourceNum] = Resource_Amount ^ EncryptValue[ResourceNum];
}
int GameResouce::GetResource(int Resource_Num)
{
return( GameResourceAmount[ResourceNum] ^ EncryptValue[ResourceNum] );
}
//and more specific functions...
void GameResource::SetWood(int Wood_Amount)
{
GameResourceAmount[RESOURCE_WOOD] = Wood_Amount ^ EncryptValue[RESOURCE_WOOD];
}
int GameResource::GetWood(void)
{
return( GameResourceAmount[RESOURCE_WOOD] ^ EncryptValue[RESOURCE_WOOD] );
}
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Taken from this nice article. |
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h3r3tic
Joined: 30 Mar 2004 Posts: 261 Location: Torun, Poland
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Posted: Sun Aug 05, 2007 3:32 pm Post subject: |
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Thanks! That's definitely something to think about ![Smile](images/smiles/icon_smile.gif) |
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Dima-san
Joined: 25 Mar 2007 Posts: 33 Location: Almaty, Kazakhstan
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Posted: Mon Aug 06, 2007 11:40 am Post subject: |
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h3r3tic wrote: | Thanks! That's definitely something to think about ![Smile](images/smiles/icon_smile.gif) |
You're welcome ![Smile](images/smiles/icon_smile.gif) |
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