Original Post
Hi,
Since I will be releasing a very basic online game that does communication over TCP, I want to authenticate that a client is using my app (and not just sending correctly formatted data to my server).
Currently my server will get a message from a client, read it, then send a response back. With this setup, my game could easily be spoofed. Someone could easily see what packets get sent/received to create a client that does exactly what my game does and talk to my server. Is it worth it to try to prevent this?
Could I have some sort of key embedded within the game used to decrypt a challenge value my server sends to the client? If I were to try to do some basic authentication like this, what libraries are available? I have looked at Google KeyCzar, but I'm not sure how to use it for my purposes.
Thanks,
Barney
Since I will be releasing a very basic online game that does communication over TCP, I want to authenticate that a client is using my app (and not just sending correctly formatted data to my server).
Currently my server will get a message from a client, read it, then send a response back. With this setup, my game could easily be spoofed. Someone could easily see what packets get sent/received to create a client that does exactly what my game does and talk to my server. Is it worth it to try to prevent this?
Could I have some sort of key embedded within the game used to decrypt a challenge value my server sends to the client? If I were to try to do some basic authentication like this, what libraries are available? I have looked at Google KeyCzar, but I'm not sure how to use it for my purposes.
Thanks,
Barney