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0
votes
1answer
36 views

Asymetrcal Public Key (Host it on a server or distribute with launcher)?

I am currently building a launcher for the front end of my game and I am wondering if I should host the public key on a server and have the launcher pull the data as and when needed, or should I ...
2
votes
1answer
230 views

How are UDP packets verified as authentic? [closed]

Hey I'm writing a game and have the backend written using a sometimes-reliable UDP scheme. I want to verify that inbound packets are actually originating from the player specified in the packets. My ...
1
vote
0answers
383 views

Using Gmail credentials to authenticate users [closed]

I am developing a game in which I want the user to be able to use their Google Mail account to log in. They should be able to simply click on a Gmail login button and be taken to the Gmail login page, ...
7
votes
2answers
630 views

How to split login and game logic when writing servers?

I'm building a poker like game server, I was going to have all logins and game logic to be handled on one server, but from my research on the web, I learn that this would not scale, and it would make ...
2
votes
1answer
128 views

How do I manage multiplayer login?

How is the typical login, loading the level and spawning handled? For example: Client sends "iwanttologinwithcharacterx" Server does some validity checks and instantiates characterx Server sends ...
0
votes
1answer
272 views

UDP + digital signature vs TCP vs other solutions to guarantee message authenticity

TCP guarantees message authenticity rather reliably using packet sequence number. Other option would be going with UDP and using digital signatures to make the message authentic. What could be my ...
5
votes
4answers
550 views

Online Identification for Desktop Games?

What methods are there for providing means of authentification for multiplayer? A few thoughts: I don't want to be restricted to a single publishing platform such as Steam. Something like OpenID ...
2
votes
1answer
574 views

Is WS-Security or REST+SSL a scalable authentication platform? [closed]

I'm trying to find a solid architecture for authenticating users against a database. I have a game client, which I plan to serve up a request with. The transport doesn't really matter, but at this ...
9
votes
3answers
677 views

How do I prevent identity spoofing in a multiplayer game?

I'm thinking about clients spoofing IP addresses, tricking other clients that they are the server; that sort of stuff. (I don't know much about this, so if this is completely wrong, please correct ...