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#ActualTapped

Posted 31 May 2013 - 05:50 AM

The fact is that you can't do networking 100% safely.

However you can do some tricks to make it more safe.

 

The most secure way, which is also used by desktop games, is too let the server simulate. So the client only handles inputs and rendering. Unfortunately, this technique would require a lot of CPU power from the server, so that you can handle the amount of clients.

 

The second approach is to have some factors which are hard to find/hack, and which also determines if you have succeeded or not. Like in your example it is the position when the heart hits the princess. So you send the position of the heart, and lets the server validate it. This can easily be hacked, so to make this even better, you may create a random coordinate space to use when sending the position, and only use the local space to render the scene.

So, in other words you can't be safe, but you can try to prevent the most obvious attacks.

 


#2Tapped

Posted 31 May 2013 - 05:49 AM

The fact is that you can't do networking 100% safely.

However you can do some tricks to make it more safe.

 

The most secure way, which is also used by desktop games, is too let the server simulate. So the client only handles inputs and rendering. Unfortunately, this technique would require a lot of CPU power from the server, so that you can handle the amount of clients.

 

The second approach is to have some factors which are hard to find/hack, and which also determines if you have succeeded or not. Like in your example it is the position when the heart hits the princess. So you send the position of the heart, and lets the server validate it. This can easily be hacked, so to make this even better, you may create a random coordinate space to use when sending the position, and only use the local space to render the scene.

So, in other words you can't be safe, but you can try to prevent the most obvious attack.

 


#1Tapped

Posted 31 May 2013 - 05:48 AM

The fact is that you can't do networking 100% safely.

However you can do some tricks to make it more safe.

 

The most secure way, which is also used by desktop games, is too let the server simulate. So the client only handles inputs and rendering. Unfortunately, this technique would require a lot of CPU power from the server, so that you can handle a lot of clients.

 

The second approach is to have some factors which are hard to find/hack, and which also determines if you have succeeded or not. Like in your example it is the position when the heart hits the princess. So you send the position of the heart, and lets the server validate it. This can easily be hacked, so to make this even better, you may create a random coordinate space to use when sending the position, and only use the local space to render the scene.

So, in other words you can't be safe, but you can try to prevent the most obvious attack.

 


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