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Re: server assumption...

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: server assumption...
From: LMSpam at neuropop dot com
Date: Fri, 31 Dec 2004 13:07:28 -0500
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <1DFBDB08-5B49-11D9-8C7F-000A95688BEA at neuropop dot com> <C1D9FA85-5B56-11D9-8A9B-000393101B4A at mobleybros dot com>
Hmm...

My web site is really like a cross between Friendster, Match.com, and 2nd Life but with a heavy emphasis on matching people based on their musical preferences. I also let artists sign up and post songs for free, so there's a lot of them posting songs and trying to find new fans. (My dream is to one day have enough people so I can go traveling, wake up in some random city, sign on and find locals who can tell me where the best local bands are playing), and the new interface is a virtual world implementation of the site.

Anyway...... shooting people is really for fun rather than points. however, I *can* see that if I implement a ratings program where you can award people, songs, or artists banana points, gaming and hacking the protocol could become an issue...

The site has an "ignore this user" feature which should be easily ported, and I also have a "cookie"-like security system, so each time you log in the server sends back a session ID. Then *every* time you issue a command you have to send this session ID along with your log-in email address to verify who you are. So in theory, the only people on the system would be logged in, registered users, and so by extension, they should be easily smacked down (so long as others reported any abuse...), right???

BTW - I'm going into an eeeeaaaaaaarly alpha soon if anyone feels like testing...?

L

On Dec 31, 2004, at 1:06 PM, Phil Mobley wrote:

On Dec 31, 2004, at 8:29 AM, LMSpam at neuropop dot com wrote:

I'm working under this assumption right now...

Player A shoots Player B and sends a message to the server this has happened.

The server simply echoes "<cmd>SHOT</cmd><data><who>Player B</who><by>Player A</by></data>" to all connected machines who then can either deal with the message or ignore it.

My assumption is that it's better to have the client machines do the parsing and decision making, and leave the server primarily as broadcast communications hub...?

I do not know if this matters to you or not...

The more you permit the client to control the game play, the more likely it can get hacked. This has been a big problem with MORPG industry, so it is usually best to start out with the server handling all of the logic.

It is not even about hacking your executable/app, but just the network protocol. All I need to do is learn how you send your commands to the server and then send the commands that I want. Looking at your example above, it would be a piece of cake to write another app.

Then while I am playing your game, and someone makes me mad so I put their name in my app and send the command to your server -- I could kill them without even being in close proximity to their character (if the server let me). I could also send commands like "give me 100000 gold" or "increase strength +3" and so on.

So it is best if you limit the commands to the client (move here, shoot there, click this) and then return the results (discovered trap, missed, got lightning gun). It would have a higher server load, but would be worth it.

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