Timeline for Techniques to prevent non-official clients in network gaming?
Current License: CC BY-SA 3.0
5 events
| when toggle format | what | by | license | comment | |
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| Nov 9, 2012 at 18:24 | comment | added | UpTheCreek | Well for us it's a case of balancing the server side checks/simulation with server costs. We're unable to include everything we'd like. I've thought about this quite a lot, but I wanted to see if there were any ingenious tricks out there to better protect the client :) The client is javascript based, so you can imagine that it's even easier than normal for users to hack! | |
| Nov 9, 2012 at 15:48 | comment | added | user22553 | @UpTheCreek Could you tell us what you're most concerned with? Bots, altering data, what kind of information are send to the client or from the client which need to be protected. As you already notices making a client crack safe is not an easy task but maybe we can help you a little bit better by going to the roots of your concerns. | |
| Nov 9, 2012 at 15:26 | comment | added | UpTheCreek | Yeah, I agree it's not the only thing we should be concerned with. We're doing most of these things already, but some exposed elements on the client side are unavoidable. | |
| Nov 9, 2012 at 15:14 | history | edited | user22553 | CC BY-SA 3.0 |
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| Nov 9, 2012 at 15:08 | history | answered | user22553 | CC BY-SA 3.0 |