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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.

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How to Prevent Fake Packets?

I am new to networking. I am currently using C# TCP/UDP for my multiplayer Unity game. I send player movement by sending a packet with a header containing clientid assigned by the server to the client....
EndermanPVP HK's user avatar
0 votes
1 answer
83 views

Intergrating Easy Anti Cheat - Do we need to add Epic login?

We plan to add Easy Anti Cheat to our Steam game. One of our managers said that we need to integrate Epic login for EAC to work. Is this true? We couldnt find any mentions of this in Epic EAC docs. (...
Petr's user avatar
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0 answers
34 views

Verify Unity, Oculus app on server side [duplicate]

Starting with the fact that my background is non-technical, I have used a keystore with my Unity game build that is for Oculus, Rift, etc. Now I want to verify the authenticity of incoming client ...
SKB_BGPL's user avatar
2 votes
3 answers
715 views

Online Leaderboards: reducing cheaters without authoritative server verifying every move

My plan is to make a small game with online leaderboards. Having everything calculated on the server side is an unaffordable task, so I need some other way. My guess is that the best approach is to ...
Tudvari's user avatar
  • 761
1 vote
2 answers
218 views

Online game persistent player data security

I'm currently working on the backend to my game, which is an MMO RPG-style game. I have my game client build, game server build, authentication server and player data server set up (albeit, locally ...
AndyPick's user avatar
1 vote
0 answers
175 views

Why would Nintendo (or any game developer) compile their final retail game with "debug" symbols enabled?

I read this: https://zelda64.dev/games/mm#why-is-majoras-mask-so-far-behind-ocarina-of-time Retail versions of both games are compiled with -O2 -g3. -g3 is a debugging flag that includes far more ...
Jovonne W's user avatar
0 votes
1 answer
91 views

How to ensure a malicious community server cannot impersonate a user?

I am using a server model similar to Steam or Minecraft: There are community servers run by players and a hub authentication server that I control. The client player logs into the game and receives ...
James Davis's user avatar
0 votes
1 answer
489 views

Asset Bundle download from server: how does one prevent scripted attack?

I am relatively new to how asset bundle works in Unity. Based on my learning, it seems one uses UnityWebRequest.GetAssetBundle to download an asset from a specified ...
cr001's user avatar
  • 153
1 vote
1 answer
1k views

How to upload a certificate in Unity for an SSL connection

I am developing a videogame in Unity for mobile devices (Android / IOs) that connects to a server through a TCP connection by socket under TLS1.2. For this reason, my client needs to have the server's ...
coantia's user avatar
  • 57
0 votes
0 answers
19 views

Unity Mobile: How can we safely store our API key? [duplicate]

We're making an app in Unity. We're building it for Android and iOS. We also have a server. In order to use our server you need to present our api key for the server. So, we need to store that key in ...
Guye Incognito's user avatar
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0 answers
131 views

Securing a replay-based leaderboard system (as much as possible)

A few years ago, I implemented a basic online leaderboard system in one of my games that sent encrypted score data over the wire. The encryption keys were stored in the game client's binary. Of course,...
Vittorio Romeo's user avatar
0 votes
2 answers
99 views

How can users verify a game distributed peer-to-peer has not been modified maliciously?

I'm interested in p2p software distribution, and I'm also directly including a modding interface into my game, which is built on my own custom engine. I was working with a folder inside of the Roaming ...
Axel Carré's user avatar
0 votes
2 answers
160 views

How can I prevent players from reading a puzzle solution out of the game's code?

I'm sure you know of the part in Five Nights at Freddy's 3 where you input the reverse of the hex code for purple into a wall and something happens (I forget what). I want to implement something ...
Deep Thought42's user avatar
0 votes
1 answer
2k views

UnityWebRequest security

I have a game where I would like to register users and post the outcome of matches between two users through web requests in Unity but have some security questions regarding ...
Kevin Adams's user avatar
0 votes
1 answer
480 views

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 ...
DiscreteTomatoes's user avatar
0 votes
1 answer
239 views

Prevent replay attacks on multiplayer character movement

When a client first connects to the server a Diffie-Hellman key exchange occurs to securely get private encryption keys to encrypt all packets. The problem comes in: what if someone sniffing packets ...
DiscreteTomatoes's user avatar
2 votes
1 answer
3k 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 ...
Ritick Saha's user avatar
1 vote
0 answers
494 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 ...
Mark's user avatar
  • 111
0 votes
2 answers
214 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 ...
franmcod's user avatar
  • 103
0 votes
1 answer
112 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 ...
franmcod's user avatar
  • 103
1 vote
3 answers
297 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. ...
Christian Westbrook's user avatar
1 vote
0 answers
228 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 ...
Sudeep Kandregula's user avatar
2 votes
2 answers
459 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 ...
Johnny's user avatar
  • 21
0 votes
1 answer
99 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 ...
BladePoint's user avatar
2 votes
1 answer
338 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 ...
Bilal Akil's user avatar
0 votes
1 answer
102 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 ...
Whyser's user avatar
  • 103
6 votes
2 answers
1k 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. ...
user avatar
60 votes
11 answers
24k 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 ...
Charanor's user avatar
  • 7,870
1 vote
0 answers
80 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&...
Big T Larrity's user avatar
2 votes
1 answer
614 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 ...
PandaConda's user avatar
0 votes
1 answer
230 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 ...
Jamal H's user avatar
  • 160
1 vote
1 answer
126 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 ...
User9123's user avatar
5 votes
1 answer
336 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 ...
Marianne's user avatar
2 votes
3 answers
765 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 ...
dabo248's user avatar
  • 121
4 votes
3 answers
481 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 ...
user400424's user avatar
2 votes
1 answer
360 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 ...
user avatar
2 votes
1 answer
142 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 ...
Treeschapter's user avatar
0 votes
2 answers
129 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 ...
Eekan's user avatar
  • 1
0 votes
1 answer
95 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 ...
Adariel Lzinski's user avatar
0 votes
1 answer
133 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 ...
Sora's user avatar
  • 57
0 votes
1 answer
940 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 ...
Aaron Esau's user avatar
0 votes
2 answers
4k 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 ...
César Augusto's user avatar
-5 votes
2 answers
545 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)?
Mehdi's user avatar
  • 3
2 votes
3 answers
232 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 ...
ExecutorService's user avatar
0 votes
1 answer
965 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. ...
YoungDeveloper's user avatar
2 votes
3 answers
4k 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 ...
Matthew Hewitt's user avatar
8 votes
2 answers
3k 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....
Ronen Ness's user avatar
6 votes
1 answer
6k 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 ...
Anonymous Entity's user avatar
0 votes
1 answer
187 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 ...
Peter's user avatar
  • 9,945
1 vote
0 answers
218 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 ...
erik's user avatar
  • 1,378