[MUD-Dev] Trusting the client, encrypting data

Vincent Archer archer at frmug.org
Thu Jan 8 11:30:03 New Zealand Daylight Time 2004


According to Sean Middleditch:

> It doesn't work that way.  The information (code, and keys) needed
> to decrypt the data are quite obviously somewhere accessible to
> the user, be it in the game binary, installed data files, or data
> on the CD.  The user might have to do some work to find the
> key/code, but it's there. Otherwise, you're sending a bunch of
> data to a game client that can't possibly use it.

No. The client can't use it *yet*. That's exactly the point.

The whole scheme is based on efficient use of bandwidth. You
transmit some "moderately large" amount of data when there is enough
bandwidth, but it correspond to data that the player/client is not
allowed to make use of yet. So it is encrypted using a key that the
client is not allowed to have yet (untransmitted).

Then, when the data becomes useable, you transmit a relatively short
key instead of the relatively large dataset, and suddendly, as the
door is opened, the content of the room are revealed.

--
	Vincent Archer			Email:	archer at frmug.org

All men are mortal.  Socrates was mortal.  Therefore, all men are Socrates.
							(Woody Allen)
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