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Questions tagged [security]

An area concerned with protecting hardware or software against theft or malicious or accidental behavior - often by brought on external parties - that would damage or corrupt the hardware or software.

2
votes
1answer
72 views

How to unpack game data files encrypted with AES key?

In game development pak files are secured by some encryption and one of these are AES key. I want to know that for security purpose is the AES key is stored in the game files itself? I know that ...
1
vote
0answers
46 views

What certificate do I need for my client-server game?

I have a multiplayer game with a custom client app and an application server (no browser or website). I need the data that passes between them to be encrypted both for the login data obviously and ...
0
votes
2answers
76 views

websockets authentication security

Im doing a online game havingclient, js html5, and server, nodejs with websockets. I've read some blogs about websockets security, and its limitations, but no real implementation or example. Could ...
0
votes
1answer
73 views

online game, NPC monster death and hit detection to gain experience points

I'm doing a simple idle game, HTML5 client and Node.js server, but I'm making it online, where the client talks to the server (websockets) and all the logic is in the server (I want to prevent ...
1
vote
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. ...
1
vote
0answers
130 views

Other methods to save data than PlayerPrefs?

I've been saving data using the playerPrefs option in Unity till now. Is there any better/secure way of saving data for developing mobile games. Somes sites have mentioned encryption of data - how do ...
2
votes
2answers
163 views

Verifying client file integrity

I am working on a simple game. It will have multiplayer over LAN, and I want to give the host the option to verify that players are not using modified clients (note that this will be disabled by ...
0
votes
1answer
56 views

Should all stats only exist on MySQL database for my Flash browser RPG?

I'm creating a browser RPG in Flash which will have some multiplayer elements and in-app purchases so security is a high concern. Would it be better to have all game stats like health and such exist ...
1
vote
1answer
118 views

Should I be concerned that my microtransaction based game will often be hacked?

I used to play Diablo II, both online and offline. The game was so easily “hackable” offline that one could download a program called Hero Editor and, using a nice, comfortable interface, change their ...
0
votes
1answer
73 views

Let both clients know of complete game-state in turn-based game?

I'm writing a simple turn-based game for mobile, just to test the waters and I'm having doubts about the approach. Each player has 5 cards on hand. I want for both players to be able to replay ...
6
votes
2answers
335 views

How do I prevent modders from creating malicious code?

Let's say I have both a game and a modding system for it. The modding system loads DLL files containing custom features and allows mod creators to override certain functions to change game mechanics. ...
61
votes
10answers
19k views

Why is account sharing so bad?

In games where you have to use an account to sign in or otherwise authenticate yourself (e.g MMO games), it is often prohibited to share your account with other people. For example in the World of ...
1
vote
0answers
73 views

Unity remote security vulnerablity risk identified. Is there a patch for beta versions?

https://unity3d.com/security?utm_campaign=other_emea_announcement_2017-08-18-EMEA-Security-Notification&utm_content=2017-08-17-Global-Editor-Security-Notification&utm_medium=email&...
1
vote
1answer
128 views

Could executing OpenGL shaders sent from a server be dangerous?

I just came to the realization that since uncompiled shaders are just text, they can easily be sent over a network from a server and then compiled at runtime and executed on clients. I'm not actually ...
0
votes
1answer
83 views

tcp multiplayer security/structure

I'm creating a real time multiplayer game. Each piece of data needs to be received, but it still needs to be as fast as possible which is why I don't want to use TLS for every request. Here's what I ...
0
votes
1answer
87 views

Is allowing the server to remotely execute code on a client a security risk?

My game uses scripts that can be edited by the player and I'm trying to figure out how to handle multi-player, while still allowing custom scripts. What I am thinking about doing is having the server ...
5
votes
1answer
145 views

Security concerns related to HTML 5 games

I would like to know if people could modify an HTML 5 game's code to harm either the server or other players whom visit the page. More specifically, whether someone could modify a simple game that ...
2
votes
3answers
212 views

How to securely submit a score?

We have an app with several mini-games in it and in each a highscore can be achieved. The score gets submitted by requesting an endpoint and passing the score as a json in the body. How can we be sure ...
5
votes
2answers
255 views

I want to use the GameJolt API, how do I protect my private key which is in my game?

GameJolt is a gaming platform/website that offers API access with features like achievements tracking for users, etc. I can use the API no problem on my tests but what I'm concerned about is the ...
2
votes
1answer
217 views

Unity AssetBundles, server and security concerns

We're trying to implement AssetBundles in our current Unity project for Android and iOS. My question is about security. To download AssetBundles, our application need to connect to our server. On ...
2
votes
1answer
130 views

How I can I prevent users from downloading games they're not authorized to?

I am building a platform like Steam and, like Steam, I'd like to prevent users from downloading games they have not purchased yet. For example I don't want users to be able to download a game just ...
0
votes
2answers
81 views

Hide client-server communication from HTTP debuggers

I'm developing a mostly off-line game. However, it'll communicate with the server for the following: Collect data, statistical purposes (Yup, players will be notified and can opt-out). Trigger and ...
0
votes
1answer
74 views

Make variables public, or make functions to get/set variables?

Dumb question but I want my game to be secure as possible. Right now I have classes interfacing with each other in order to save/load player information. Right now I have all the variables in my ...
0
votes
1answer
63 views

Large amounts of strings to be used, but how to store them?

This is a question I've been meaning to ask. I have thought about it for a little bit and have a few ideas, but I'm not sure which is most secure, and will give me the most functionality with the most ...
0
votes
1answer
123 views

Should chunks be procedurally generated client-side or server-side?

I'm developing a game with a friend that involves a procedurally generated map. My question is... Should the client generate the chunks, or should the client make a request to the server, and the ...
0
votes
2answers
2k views

WWW(Unity) with HTTPS on Android not working

I'm using a native android plugin my team made for communication with a server, and as it uses HTTPS I use a certificate with it. Everything's fine with that, the problem is that, in Unity, when I try ...
-5
votes
2answers
168 views

Is it definitely impossible for a user to alter data stored server-side in an online game?

Does storing game data server-side definitely prevent cheating related to that data (by altering it, et cetera)?
2
votes
3answers
157 views

Core code obfuscation and scripting

I am currently developing a 2D multiplayer game in Java and I would like to use Lua to define clientsided visual animations. Although this sounds like a reasonable idea to keep the core Java code to a ...
0
votes
1answer
524 views

Obscure primitive data types against cheating [closed]

im trying to create lightweight value obscurer, against possibility to blatantly change primitive values in memory editor. Such as cheat engine. Here's what i have to far. ...
2
votes
3answers
1k views

How can I prevent P2P connections from leaking player IP addresses?

There's a common issue in multiplayer PC games like the older versions of Call of Duty where any connected player in a match can easily sniff the game packets and read the IP addresses of all the ...
7
votes
2answers
1k views

Should I use secure WebSockets for a game?

Is SSL necessary for a web game? I'm using Node.js with socket.io. Without it, when using unsecured networks someone on the LAN could change commands being sent to the server and "take over" a player....
4
votes
1answer
2k views

Should I encrypt my multiplayer network traffic?

My plan has been to use RSA to exchange AES session-keys with a client, which is then used for all the usual in-game stuff. Clients never connect with each other, all communication is client to server ...
0
votes
1answer
151 views

How to design game server to mitigate DDOS attacks [closed]

I'm in the design phase of a turn based game with low load on the server (<1 message every 10 seconds per user, <50'000 users at a time). The game is multi-platform. The protocol has not been ...
1
vote
0answers
191 views

Security-minded design patterns / paradigm for client/server application

I am working on a client/server application and am starting to take it from proof-of-concept to actual implementation. The client is an Android application and the server is in PHP. In similar ...
1
vote
1answer
79 views

Ways I can identify fraudulent customers / users for an upcoming game? [closed]

I'm trying to figure out ways I can identify potential fraudulent customers and users for an upcoming project. Similar to how major game publishes track and detect users who "hack" or "bot". The only ...
49
votes
10answers
14k views

How to detect and prevent abuse (botting) of online game API?

I have been ocassionally working on a game idea in my free time. The gameplay and content renders it to be implemented as a online multiplayer game built with well established web technologies. You ...
1
vote
1answer
382 views

NLua - How to implement Roblox like function security?

Roblox uses Normal Identities, basicly they assign a lua block/object to a certain number. They use 2 for Scripts and LocalScripts, which can only use non-secured functions, while the command bar can ...
1
vote
1answer
447 views

How to securely retrieve game stats from clients in a p2p game network?

I'm working on a P2P game and I know I should never trust the clients. I my architecture, there is a "Master Server" that stores game room (host) informations. Players can create their own rooms (...
-1
votes
2answers
79 views

Protecting tilesets [duplicate]

I have a game and my tilesheets are placed in the images/ folder. If a user edits the tilesets, they can make them transparent (I use white as my transparent color on them) and in game basically ...
1
vote
0answers
49 views

Ensure packet owner from connection is the authentic user [duplicate]

In a multiplayer game, how can you be sure that the IP from a packet is the real IP? By spoofing I could send, for example, a "suicide packet" which tells the server that the owner of said packet ...
3
votes
1answer
208 views

game mod security question

So I'm in the process of building a game in C++ for the engine and Python for behavior and moddability. One of the planned major features is that when the game client connects to a game server with ...
0
votes
2answers
185 views

What are the security implications of this method of tracking countdowns?

Consider a multiplayer (client/server) game where you initiate the construction of some building. Let's assume construction will complete after 60 minutes. My plan for dealing with this information ...
3
votes
1answer
450 views

Obfuscating Monogame assets

I'm obfuscating spritesheets. I've already encrypted the .txt file dictionaries. Now I'd like to perform binary serialization on the image files. Texture2D does not ...
-1
votes
1answer
3k views

Distributed Multiplayer Game Server Architecture [closed]

I'm programming a multiplayer game for mobile phones.I'm working on a distributed server architecture for handling lots of concurrent players. Here is my architecture on my mind: Some questions ...
0
votes
2answers
672 views

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 ...
0
votes
1answer
165 views

Console vulnerabilities in javascript-based game [closed]

Been toying around with a basic browser-based game for a while now, and getting deep into the vulnerabilities of client-side script. I know enough to understand that no client-side script is ever safe....
2
votes
3answers
431 views

Algorithm for securing a retro password system

For a game I am working on, one of the build targets is the Unity Webplayer, which does not support saving file I/O at all. However, as it's an action/adventure game based on Zelda 2: The Adventure ...
0
votes
3answers
417 views

Securing game plugins / mods for java

I am looking into using Java to write a game core, then writing the game logic separate either in Java, or using something like Python. This way I open up the ability for any future users to modify ...
-2
votes
1answer
199 views

How to secure Pacman game for making it fool-proof enough to keep hackers away? [closed]

We have made an online game very similar to Pacman. The idea is to award top scorers with various incentives and prizes. But at the end of the day, we need to keep hackers at bay so that our game app ...
5
votes
2answers
342 views

What's the current preferred method for serving/storing game data on html5 games

Given all the recent improvements on web platform (webgl, websockets, etc.), it should be now possible to see great games on web. However my biggest concern so far has been around serving and storing ...