[IGDA_indies] Re: Secure online high scores

Tom Spilman indies@igda.org
Fri, 9 May 2003 07:03:17 -0500


    I realized just now that this is probably off topic here.  Please ignore
or reply directly to me.  Tom

----- Original Message ----- 
From: "Tom Spilman" <tom@sickheadgames.com>
To: <indies@igda.org>
Sent: Friday, May 09, 2003 4:12 AM
Subject: Secure online high scores


>     I've been recently thinking about how to secure the online high score
> list for our puzzle game.  Since global rankings is one of the features
you
> get with the full paid for version of the game, i'm going to ensure i
> deliver something that doesn't just piss off the customer.
>
>     Our puzzle game is deterministic like any good piece of software.  So
> i'm thinking of just sending the whole replay of the game to our server
for
> it to determine the score.  For our game the absolute worst case is
sending
> the seed, a near impossible 1000 moves ( that would be around an hour and
a
> half of gameplay without a loss ), plus a few more things like level time
> remaining and stuff.  Uncompressed that would take less than 600 bytes to
> send.  The server side can simulate the game quickly and post the player's
> score.  To hack such a thing you would have to be able to play the same
> seeded game over and over again to determine the right set of moves to
> attain the score you want.  It becomes increasingly difficult as the score
> gets higher.  It would be difficult enough that he probably deserves the
> score if he does it.  At least much more difficult IMO than hacking one
> packet/url/encryption scheme and sending it off.
>
>     Are there any other techniques people have used?  Anything i should
> avoid doing aside from spending too much time on this? =)
>
>     Tom
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