Server and security
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Re: Server and security
Yes harder. Which is verification. Verification can not be completely fool proof but its still technically verification. Some games do nothing and just let people submit obviously false scores. For example flappy birds
Re: Server and security
That is true hahaha. I still cannot believe just how viral flappy bird went... people can be weird in what they, as a whole, like.bobbyjones wrote:Yes harder. Which is verification. Verification can not be completely fool proof but its still technically verification. Some games do nothing and just let people submit obviously false scores. For example flappy birds
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Re: Server and security
In the example of Flappy Bird, yes, you can do some reasonable script-kiddy protection. For instance, lets say there's 3.2 seconds between obstacles. Now, lets say the user wants to submit a score of 7. Their time should be between 22.4 and 25.6. Now, lets do some checksuming just to make sure they didn't fake that.
Alright, score of 7, time of 23.8, let's run those numbers. 1279. Lets submit that.
At the server, you double check that checksum.
Hooray. Dumb kiddies that are trying to screw with your server using curl will be stumped. I, however, will google "Love2d flappy birds clone server and security", and get this thread where the flappy_checksum function is listed in this post, where I'll find the math to generate your checksums. Or I'll unzip the flappy_birds_clone.love file and just visually inspect the lua files. And if you've compiled them, I can use the lua tools to load that module, print the functions in it, and run the checksum function directly.
So, ask yourself, at what level do you want to bring this fight? There's a point where instead of just checksuming, you're simulating the whole game at the server to check for illegal moves. If you're going to make the next DOTA or LOL or what have you, then yeah, this is probably necessary. Is it needed for a flappy birds clone?
Code: Select all
flappy_checksum = function(time, score) return math.floor(time * 47) + (score * 23) end
Code: Select all
{ score=7, time=23.8, checksum=1279 }
Code: Select all
if checksum(player.time, player.score) == player.checksum and
player.time > player.score * 3.2 and
player.time < (player.score+1) * 3.2 and
then
accept_score(player)
end
So, ask yourself, at what level do you want to bring this fight? There's a point where instead of just checksuming, you're simulating the whole game at the server to check for illegal moves. If you're going to make the next DOTA or LOL or what have you, then yeah, this is probably necessary. Is it needed for a flappy birds clone?
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Re: Server and security
Well I'm sure a checksum would be on server. And the code not made public. But I get the point.
- Robin
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Re: Server and security
The whole point of a checksum is that the client sends the checksum. The code to calculate a checksum needs to be on both ends.bobbyjones wrote:Well I'm sure a checksum would be on server.
Help us help you: attach a .love.
- Jasoco
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Re: Server and security
Flappy Bird only got known because of PewDiePie. Without him, it would still be unknown and thrown to the wayside. It's basically like having Oprah promote your product. If the name is big enough and has enough followers, they will become customers of whatever they're told to buy/download. But that's off topic. lolI~=Spam wrote:That is true hahaha. I still cannot believe just how viral flappy bird went... people can be weird in what they, as a whole, like.bobbyjones wrote:Yes harder. Which is verification. Verification can not be completely fool proof but its still technically verification. Some games do nothing and just let people submit obviously false scores. For example flappy birds
Re: Server and security
PewDiePie made it popular? That makes sense now. I actually don't know much about him other than what I have learned from an episode of south park. I am such a grandpa. (I hope someone gets that reference...)
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