rnithyanand Posted April 17, 2015 Report Share Posted April 17, 2015 Hey Guys,As you may know, most RTS multi-player games encrypt and authenticate their data channels (to prevent cheating, altering game state, etc.).I was wondering when this feature will be implemented in 0 A.D.? Is there any plan to do this soon?If there isn't, do you have any tips/suggestions of where and how to start for someone that might be interesting in doing this?Thanks! Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted April 17, 2015 Report Share Posted April 17, 2015 If you protect your computer that's enough protection Our network model is made so that only the player commands are send. From those commands, a deterministic game state is made, and every few turns, the states of the different players are compared.Thus the state of other computers can't be altered directly from the network, but only by commands which are validated locally. And as a result, modifying the game state on other computers is practically impossible.Though having "unintended cheats" (valid commands that aren't meant to be valid) is always possible, it can be fixed quickly when we notice one.The only thing we can't prevent however, is data leaking. Since the entire game state is on the computer, and all data can be read without any part of the game noticing it, the game can be visualised completely, even when some parts should be fogged or otherwise unknown. 1 Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted April 26, 2015 Report Share Posted April 26, 2015 Note that it is currently possible to impersonate other players by sending network messages (commands) on their behalf, and that is something that should be fixed. There is a TODO in the server code about that. I think that would be a reasonable place to start. 1 Quote Link to comment Share on other sites More sharing options...
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