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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4
votes
3answers
232 views

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 ...
1
vote
1answer
49 views

Windows Phone XNA guarding storage data

For a typical windows phone game where storage files could contain high scores or in-game currency data, how does one go about protecting these files from user tampering?
0
votes
1answer
41 views

Would a custom mod built for RakNet be automatically usable with Unity?

Context: I'm interesting in developing a security module for servers that handle mobile games, and I'd like it to be usable by the most people possible. So I'm trying to decide what server software I ...
2
votes
3answers
212 views

Sending high scores to a web server in an open source game

I've never dealt with sending/receiving data from web servers in my games, so I absolutely have no idea how to do this. I tried googling for a good solution but couldn't find anything satisfying. I ...
19
votes
3answers
980 views

How do I protect my game with CD key / serial number?

So I've decided I want to keep pirated copies of my XNA game from accessing official game servers (which are moderated, so people who paid for the game will get the best experience) by disconnecting ...
11
votes
3answers
471 views

How should multiplayer games handle authentication?

I've been lurking around to understand how an authentication system would work in games, but after many searches, it seems that working with ssl/certificates could be a little complicated for just a ...
20
votes
9answers
1k views

Techniques to prevent non-official clients in network gaming?

In multi-player network games, what techniques exist to try to ensure that users are connecting with the official client application, and not some hacked client app? I realise there is probably no ...
1
vote
3answers
130 views

Protecting the integrity of a game state while minimizing amount of data sent

I'm developing a multiplayer game in PHP/jQuery, and naturally have to be wary of any sort of data coming from the client. At present, I have tables of data representing the map (2D roguelike), ...
5
votes
5answers
593 views

How do I protect sending scores from HTML5 games to my server

On backend I am using java. I have a game in HTML5; when user completes it I sends an Ajax call to save the score to database. Now, someone can easily use tools like Fiddler and firebug to modify this ...
18
votes
6answers
2k views

Anti-cheat Javascript for browser/HTML5 game

I'm planning on venturing on making a single player action rpg in js/html5, and I'd like to prevent cheating. I don't need 100% protection, since it's not going to be a multiplayer game, but I want ...
3
votes
3answers
506 views

Prevent Multiplayer Cheating

I am almost complete developing a small indie-style multiplayer game. While I intend to allow people to cheat in single-player, this is obviously not acceptable in multi-player. Does anyone know of ...
8
votes
4answers
218 views

Is there any way to verify the GPS location data received from client?

The answer to this question may be "NO" but it's quite important so I think I might as well ask. This should be a problem for all client-server location-aware games where player locations in the ...
4
votes
2answers
270 views

game multiplayer service development

I'm currently working on a multiplayer game. I've looked at a number of multiplayer services(player.io, playphone, gamespy, and others) but nothing really hits the mark. They are missing features, ...
1
vote
2answers
423 views

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 ...
8
votes
3answers
898 views

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 ...
7
votes
2answers
596 views

Authentication for a multiplayer game via sockets

I'm implementing a custom binary protocol for a new multiplayer game I'm working on. Its a turn-based strategy game so timing doesn't really matter. I've currently got the basic data sync portion of ...
9
votes
6answers
2k views

How to fight against memory editing cheat software?

What is the best way to protect run-time memory from such software? We just published an online game (written on AS3, Flash, published on a social network), and pretty much all of the players got ...
16
votes
4answers
1k views

How can I protect my save data from casual hacking?

What options are there for saving game data in a secure manner? I'm interested in solutions specifically tailored for C++. I'm looking for something that is fast and easy to use. I'm only concerned ...
0
votes
4answers
378 views

Implementing cheat safe loot algorithm at clientside

I am developing a "city building" type of browser based flash/flex game. I was checking some of the implementation of existing one of the popular games in facebook using decompilers. I noticed they ...
3
votes
2answers
260 views

What can be done to recover from an exploit-related PR disaster?

Let say company x makes massively multiplayer online strategy games. The game y is updated adding a feature z, but developers forgot to add server-side verification or it was bypassed (using ...
1
vote
1answer
459 views

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 ...
7
votes
3answers
377 views

What multiplayer security should I take into consideration in my 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). ...
6
votes
2answers
400 views

Using the DTLS protocol for multiplayer games

I am considering using the DTLS protocol for my online multiplayer game. For those who don't know, it is essentially a port of TLS to UDP datagrams. According to this paper, the main overhead of the ...
5
votes
2answers
425 views

Secure login for a game that is open source

I am making a game which i will be open sourcing. Its a simple arcade like game but requires a network connection because it is meant to be played with other people. The thing i am worrying about is ...
3
votes
2answers
266 views

Best way to verify client files are same as server

In a client server game architecture, what are the possible ways to verify that the client has not modified things like gfx assets or client side scripts? Obviously no solution is perfect, but I ...
4
votes
2answers
276 views

Success checks for client-side javascript mini-game embedded within a server-side browser game

Disclaimer: I know that client-side is always to be held with suspicion, but I'm trying to conceive of a way to verify the success or failure of javascript-based mini-games. Mini-games to add fun to ...
3
votes
2answers
484 views

Peer-to-peer first person shooter

I've been developing a first person shooter/massive multiplayer online roleplaying game for my small business, and was wondering if it would be feasible to use peer-to-peer technology to communicate ...
1
vote
0answers
307 views

How can I secure a high score table? [duplicate]

Possible Duplicate: How can I prevent cheating on global highscore tables? So, I create a game in Flash and I want to keep a hi-score table for people to compete in. After a player has ...
3
votes
3answers
651 views

Required Security Precautions for Flash / AS3 Multiplayer Game

I have created a couple of games in Flash/AS3 and am playing with programming a flash-based multiplayer (possibly mmo?) game where the application will communicate with a server over a socket ...
13
votes
4answers
527 views

How to protect your real time online shooter from potential bots

I'm looking to create a multiplayer top down shooter. While I've read about different topics, I can see them I've got some real challenges ahead, but I'm all up for it. One thing I can't understand ...
3
votes
3answers
830 views

How should I configure firewall for online game server?

I'm complete newbie on game server work. As I know, online (massively multiplay) game server should keep some TCP or UDP connection from the user. As I (=newbie) guess, maybe huge count of socket port ...
6
votes
5answers
430 views

What are the pros and cons of non-unique display names?

I know of at least big title game (Starcraft II) that doesn't require unique display names, so it would seem like it can work in at least some circumstance. Under what situations does allowing ...
5
votes
3answers
559 views

Save Security with MD5 Hash

I'm working on a flash game that saves your progress locally. These saves can easily be hacked. My solution is to add an md5 hash of all the variables saved into the save file itself. When loading the ...
5
votes
3answers
942 views

Securing JavaScript / PHP game data

Followup to securing-http-data-from-a-javascript-game-to-server. I'm working on something similar, in that I have a PHP backend and a JavaScript frontend, which plays around with the HTML5 canvas ...
7
votes
4answers
784 views

Securing HTTP data from a JavaScript game to server

Suppose I am doing a JavaScript game, and I wish the game to update the server if the user has successfully completes the game and his outcome. How should I ensure that the request came from the ...
21
votes
9answers
3k views

How can I prevent cheating on global highscore tables?

For browser games and those on a mobile phones, it's common to have a global highscore table. It's also common for those tables to contain scores of 2,147,483,647 - where people have figured out the ...
10
votes
6answers
573 views

Persistent Browser Based Game: To Captcha or not to Captcha?

I've been working (off-and-on) on a pbbg that's pretty old school. If you've ever played Carnage Blender then you get the idea. If not, it's a simple idea that's been done a lot: A player is ...
3
votes
4answers
398 views

Best 3rd Party DRM Solutions

What are the best 3rd party DRM solutions available from a user experience, development integration, and security perspective?
8
votes
4answers
909 views

What are some ways to prevent or reduce cheating in online multiplayer games?

Punkbuster exists just to prevent cheating, and yet cheating is common in punkbuster enabled games. Modern Warefare 2 is seriously locked down from the end user running their own server or making any ...