All Questions
7 questions
0
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MMO Client-Server Spoofing Vulnerabilities
Ive created a working authoritative client-server system using LiteNetLib for my game however im wondering if packet sniffing+modification is a real worry i should be developing for.
I read some ...
1
vote
3
answers
304
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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.
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0
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2
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811
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MMORPG design question: Storing a tile map on the client computer, security concerns [closed]
in my game the client logs in and receives a map made of tiles (they differ in height and terrain type) from the server. I'm storing these tiles in a SQLite database on the client. The next time the ...
6
votes
3
answers
511
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How to make sure user is running the newest version of mmo client?
In typical mmorpg game, you have a launcher and a client. You first run the launcher to update the client, then you run the client. In every mmo I tried if you run a client without updating first (if ...
2
votes
2
answers
2k
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How to implement physics and AoE spells in an MMO game?
I'm making a game which will be completely centered around PVP battlegrounds and arenas. Think something like WoW, but with the RPG part removed. There will just be a lobby, where you can join a ...
10
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3
answers
2k
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Is knowledge of hacking mechanisms required for an MMO?
Say I was planning on, in the future (not now! There is alot I need to learn first) looking to participating in a group project that was going to make a massively multiplayer online game (mmo), and my ...
1
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1
answer
850
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Securing a TCP connection on iOS for an MMO
I am currently building an iOS MMO and I'm leaning towards using TCP as my networking protocol over the higher level HTTP (for the speed difference and the fact that it does not require the client to ...