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This repository has been archived by the owner on Dec 11, 2022. It is now read-only.

Client Validation Change #12

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L1ghtman2k opened this issue Dec 31, 2021 · 1 comment
Closed

Client Validation Change #12

L1ghtman2k opened this issue Dec 31, 2021 · 1 comment
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feature request Request for a new feature/enhancement

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@L1ghtman2k
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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
@abarichello abarichello added the feature request Request for a new feature/enhancement label Feb 20, 2022
@pg9182
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pg9182 commented Dec 11, 2022

R2Northstar/Atlas#10

@pg9182 pg9182 closed this as not planned Won't fix, can't repro, duplicate, stale Dec 11, 2022
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