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Answers SRP - Secure Remote Password - This is based on Diffie-Hellman. The idea is that you can do a mutual password check without actually ever transferring the password or any information that can be used to derive it. Even though it's secure over the wire you should still hash and salt your passwords as your server must never store them in plain text. ...


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I've been researching the same thing and I found this repo to be extremely helpful. The file decrypt.rb decrypts both chunks and keyframes. Edit: check out this reddit thread too.


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I think my last comment to Jonathan's otherwise excellent answer is worth expanding into an answer of its own: If you don't have a lot of crypto experience, you shouldn't try to design your own encryption layer if you can avoid it. If you do have a lot of crypto experience, you should know better than to design your own encryption layer if you can avoid ...


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I'm still somewhat new on this, and so I may of missed some things. However, I'll try help regardless. How is simply sending a position "not enough anymore?" There will always be lag and nothing can be done about that. A game network protocol is generally unique for every game because only the people making the game knows what needs to be sent and how ...


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It's not necessary in TCP as, as @congusbongus said, TCP can automatically detect disconnects. But doing it your self has the extra advantage of being able to know how much lag there is on the server, as well as being able to give advanced warning of the problem while TCP is still trying to reconnect. All in all, I'd say add pings, they're not difficult to ...


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There is no need to ping if you are using TCP. TCP has built in mechanisms for detecting disconnects, congestion, or easily deriving latency. To elaborate: the Keep Alive feature sends small packets during idle times to detect disconnections. The TCP header contains sequence numbers and ACK numbers that exactly correspond to each other, so you can measure ...


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It's hard to answer because the questions are pretty vague, since all the problems are not clearly specified. Basically you use the word 'hard', but not all things should be easy right? If the battle system is complex, then it's expected that it can be hard to maintain. Also 'hard' sometimes meas it's not wrong, just hard. If you feel it's wrong you should ...


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The TCP vs UDP debate is full of subjective arguments, speculation, and flawed benchmarks. "Is the TCP protocol good enough for real-time multiplayer games?" has some answers. Browse through our networking tag to see more questions that might have answers to further help you. This is really a case where you need to do your research, understand what each ...



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