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2

I see the following reasons to encrypt data: Protect your users' actual sensitive data by adding to the amount of encrypted traffic. If hackers have to wade through not sensitive game assets, they're much less likely to find a user's actual sensitive data. Protect your servers. Using asymmetric key encryption (like TLS, what people still commonly refer to ...


3

It depends where the bottle neck is. If you IO bound (the game is always waiting on network IO) then yes compressing will help. If your game is CPU or memory bound then it will just run slower. You should compress before encrypting because cipher text is less compressible as a result of trying to remove patterns that could be used to reverse engineer the ...


1

Encrypting the data each player receives makes cheating and ripping of assets a bit harder, but not impossible. The data needs to be decrypted by your game client anyway, so the encryption algorithm and key must exist on the users machine. That means the users have everything they need to decode the network traffic. So you only add a layer of security ...


-4

Do you care if people can get your assets? Do you transfer gameplay data? If any of the questions is true, then encrypt. I would use XOR cipher. It's super simple, super efficient, not super secure but you apparently don't care (it WILL make cheating harder of course, if you send gameplay data though). It works with streaming data, and the encryption is the ...


1

If your MMO server is running on a Linux/Unix OS, you might be able to take advantage of the inherent copy-on-write properties of vfork(). This trick is used by some database software such as Redis to make consistent point-in-time snapshots without stopping the server. When you call vfork() the OS makes a clone of your process, however it does not copy the ...



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