Questions tagged [authentication]

The tag has no usage guidance.

0
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1answer
51 views

How to connect to a server without hard coded passwords?

I have two features in my game that need to a server of some kind that require authentication: a bug reporter and a leaderboard. The bug reporter will take the users report and add it as a card to my ...
0
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0answers
68 views

Unity3D Authentication with JWT token

Just a quick question about authentication wit unity. Currently I have Unity sending off a request from a login age sing sockets. What I am trying to do is generate a JWT Token from that login request ...
1
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0answers
40 views

Authenticate player on backend server with google login

I would like to create a mobile game which communicates with my own backend server. For authentication I want to use google Sign-in(https://developers.google.com/identity/sign-in/android/backend-auth)...
1
vote
1answer
90 views

Authorization in scaling multiplayer game

I have an architectural problem associated with authorization. I'm making an MMORPG multiplayer mobile game without separation onto different servers. What I mean by that is that a player from USA ...
0
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4answers
181 views

Do I need a database to support a sign-in system to associate a player with their save/highscore data?

I am making a 2d game with Unity, and in my game I want to add a username and a password for each player, so that when the player signs in, they will get all the data about what they played until the ...
1
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3answers
183 views

What harm would be done if a user were able to play the client side of a multiplayer game without logging in?

I am currently developing a multiplayer game for a university project. The purpose of the assignment is to learn about the use of a cluster architecture, but I have a question concerning security. ...
2
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0answers
294 views

Persistent realtime game authentication (JWT, Passport)

Context I am building a MMO game in HTML5 with canvas. I use NodeJS on server & JS from scratch on client. I also use socket.io to manage realtime. The game is persistent & each player keep ...
1
vote
1answer
104 views

Battle Simulation for Singleplayer/Online Hybrid Game

So I was playing Clash of Clans, and just wondered on how they authenticate the result of the battle. This isn't exactly specific to Clash of Clans though. In my observation, while CoC is an online ...
-1
votes
1answer
1k views

Secure Login on Steam

Is there any API a steam game can use to check if a user bought the game (instead of having it pirated)? What I want to do is just the following: Call Steam API from Game to get some kind of token. ...
-1
votes
1answer
246 views

How to use JWT in unity

Is it possible to use JWT in my unity games? I've read here that JWT needs .NET version 3.5+ and in Unity 5.4.1f1 the .NET version is "2.0.50727.1433". Is this information correct or incorrect? If ...
1
vote
1answer
2k views

Showing Google Play Game Leaderboard UI not working at all

Trying to figure out what went wrong with this GPG plugin. I followed the instructions and understand the document in order to test run the login and show leaderboard UI via this one. I did make the ...
1
vote
2answers
119 views

Password-less player identification

I'm working on the server side part of my game (develop your village/farm) and trying to build user identification system. I'd like to have a password-less mechanism: user downloads my app from the ...
8
votes
5answers
2k views

Authentication between client, central server, and player ran server

I am developing an open source game that uses a client-server scheme similar to Minecraft. We will control the central authentication server that verifies an account is valid, while players will run ...
0
votes
1answer
835 views

What is the correct way to authenticate a player with password from Unity to a php api server?

So, I have a game in Unity for mobiles that gives you the possibility to sign-up with username, email and password to unlock extra features. The datas are sent, through a POST request, to a PHP+MYSQL ...
0
votes
1answer
53 views

Asymetrcal Public Key (Host it on a server or distribute with launcher)?

I am currently building a launcher for the front end of my game and I am wondering if I should host the public key on a server and have the launcher pull the data as and when needed, or should I ...
3
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0answers
609 views

How are UDP packets verified as authentic? [closed]

Hey I'm writing a game and have the backend written using a sometimes-reliable UDP scheme. I want to verify that inbound packets are actually originating from the player specified in the packets. My ...
9
votes
2answers
2k views

How to split login and game logic when writing servers?

I'm building a poker like game server, I was going to have all logins and game logic to be handled on one server, but from my research on the web, I learn that this would not scale, and it would make ...
2
votes
1answer
176 views

How do I manage multiplayer login?

How is the typical login, loading the level and spawning handled? For example: Client sends "iwanttologinwithcharacterx" Server does some validity checks and instantiates characterx Server sends ...
0
votes
1answer
1k views

UDP + digital signature vs TCP vs other solutions to guarantee message authenticity

TCP guarantees message authenticity rather reliably using packet sequence number. Other option would be going with UDP and using digital signatures to make the message authentic. What could be my ...
5
votes
4answers
570 views

Online Identification for Desktop Games?

What methods are there for providing means of authentification for multiplayer? A few thoughts: I don't want to be restricted to a single publishing platform such as Steam. Something like OpenID ...
2
votes
1answer
832 views

Is WS-Security or REST+SSL a scalable authentication platform? [closed]

I'm trying to find a solid architecture for authenticating users against a database. I have a game client, which I plan to serve up a request with. The transport doesn't really matter, but at this ...
9
votes
3answers
2k views

How do I prevent identity spoofing in a multiplayer game?

I'm thinking about clients spoofing IP addresses, tricking other clients that they are the server; that sort of stuff. (I don't know much about this, so if this is completely wrong, please correct me.)...