987 reputation
1027
bio website
location
age
visits member for 2 years, 6 months
seen Apr 11 '12 at 9:34
stats profile views 109

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.


Mar
23
awarded  Notable Question
Mar
9
awarded  Popular Question
Feb
8
awarded  Notable Question
Jan
19
awarded  Nice Answer
Nov
8
awarded  Nice Question
Oct
28
awarded  Yearling
Oct
6
awarded  Popular Question
Sep
4
awarded  Notable Question
Aug
17
awarded  Good Question
Jun
8
awarded  Constituent
Jun
8
awarded  Caucus
Mar
16
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.
Mar
15
comment Authentication for a multiplayer game via sockets
+1 Thank you for a very complete answer. Looking into implementing SRP right now. What are you recommendations regarding the hash function used for passwords? MD5? How would the OTR protocol (Off the Record) be for such a use-case? would it work well for auth/crypto instead of SRP? In case I use SRP, would I need to use one of the following "authenticated encryption" modes? (OCB 2.0, Key Wrap, CCM, EAX, Encrypt-then-MAC and GCM)
Mar
15
revised Authentication for a multiplayer game via sockets
edited title
Mar
14
asked Authentication for a multiplayer game via sockets
Feb
29
accepted How do you calculate if a line is facing a curve?