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| 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.
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Mar 23 |
awarded | Notable Question |
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Mar 9 |
awarded | Popular Question |
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Feb 8 |
awarded | Notable Question |
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Jan 19 |
awarded | Nice Answer |
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Nov 8 |
awarded | Nice Question |
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Oct 28 |
awarded | Yearling |
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Oct 6 |
awarded | Popular Question |
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Sep 4 |
awarded | Notable Question |
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Aug 17 |
awarded | Good Question |
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Jun 8 |
awarded | Constituent |
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Jun 8 |
awarded | Caucus |
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Mar 16 |
accepted | Authentication for a multiplayer game via sockets |
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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? |
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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. |
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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. |
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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. |
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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) |
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Mar 15 |
revised |
Authentication for a multiplayer game via sockets edited title |
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Mar 14 |
asked | Authentication for a multiplayer game via sockets |
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Feb 29 |
accepted | How do you calculate if a line is facing a curve? |