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This repository has been archived by the owner on Dec 11, 2022. It is now read-only.
After a discussion in general chat, we came up with an alternative way of authenticating a client to a game server.
Instead of generating a shared hash between the game server, and a client, the master server could either:
A) Send an encrypted payload to the client, which only the game server can decrypt.
B) Send a signed payload to the client, which can not be altered by the client.
In the case of A, the master server, and game server could have a unique AES key, agreed-upon authentication, while in the case of B they could have Pub/Priv key pair for message signing(doesn't have to be unique).
Some info that should be included in the payload:
Lifetime of the payload (prevent replay attacks)
Designated Server ID (Prevent malicious server owners from misusing client's token on other servers)
UserID of the connected user. (Prevents sharing of the signed/encrypted message, without nonrepudiation)
Added Benefits:
Master Server's IP address could be abstracted
There is one less connection that master server has to make
The text was updated successfully, but these errors were encountered:
After a discussion in general chat, we came up with an alternative way of authenticating a client to a game server.
Instead of generating a shared hash between the game server, and a client, the master server could either:
A) Send an encrypted payload to the client, which only the game server can decrypt.
B) Send a signed payload to the client, which can not be altered by the client.
In the case of A, the master server, and game server could have a unique AES key, agreed-upon authentication, while in the case of B they could have Pub/Priv key pair for message signing(doesn't have to be unique).
Some info that should be included in the payload:
Added Benefits:
The text was updated successfully, but these errors were encountered: