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seen Apr 11 '12 at 9:34

Jeremy Rudd

Passionate about computer software design and development.
Love working with multimedia and rich-media technologies.
Windows user though I also own a Mac.


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accepted Authentication for a multiplayer game via sockets
Mar
15
comment Authentication for a multiplayer game via sockets
I'll do a bit of research and see if I can refer to the TLS source code in both client and server sides, and base my protocol around what it does. Would this be strong enough? Essentially its just packet encryption with some cipher/mode, correct?
Mar
15
comment Authentication for a multiplayer game via sockets
I'm using TCP. This is a very different kind of game for a specific client. Similar to gambling/betting, all information that can be used to hijack the process increases the chances of unnecessary losses by the house. We need to keep the data extremely secure, because information is money in this case.
Mar
15
comment Authentication for a multiplayer game via sockets
@JonathanDickinson - This is a very different kind of game for a specific client. Similar to gambling/betting, all information that can be used to hijack the process increases the chances of unnecessary losses by the house. We need to keep the data extremely secure, because information is money in this case.
Mar
15
comment Authentication for a multiplayer game via sockets
@IlmariKaronen - I'm not using UDP, but rather TCP stream sockets. I've already built a whole client/server system with complete code and binary protocol on both sides. I need something that can integrate easily with that without expecting me to switch technologies. I'm not using HTTPS, dunno about TLS/SRP.