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0answers
43 views

Showing Google Play Game Leaderboard UI not working at all

Trying to figure out what went wrong with this GPG plugin. I followed the instructions and understand the document in order to test run the login and show leaderboard UI via this one. I did make the ...
1
vote
2answers
80 views

Password-less player identification

I'm working on the server side part of my game (develop your village/farm) and trying to build user identification system. I'd like to have a password-less mechanism: user downloads my app from the ...
0
votes
0answers
48 views

Authentication in network game servers

I'm currently building a UDP server that my game will talk to. The users will need to have an account created, either by using a Single Sign-On account such as Facebook or Google, or by creating an ...
0
votes
0answers
58 views

C# Launcher - C# Server Authentication

I know this topic is covered a ton on here, but I am having trouble getting a grasp on what tools to use in order to achieve this task. I built a simple game launcher in C# and plan to have a C# ...
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votes
5answers
1k views

Authentication between client, central server, and player ran server

I am developing an open source game that uses a client-server scheme similar to Minecraft. We will control the central authentication server that verifies an account is valid, while players will run ...
0
votes
1answer
312 views

What is the correct way to authenticate a player with password from Unity to a php api server?

So, I have a game in Unity for mobiles that gives you the possibility to sign-up with username, email and password to unlock extra features. The datas are sent, through a POST request, to a PHP+MYSQL ...
0
votes
1answer
48 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 ...
3
votes
0answers
379 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 ...
7
votes
2answers
1k 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
152 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
644 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
566 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
733 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 ...
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votes
3answers
1k 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 me.)...