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- #Farming usa 2 android multiplayer hosts cracked
- #Farming usa 2 android multiplayer hosts 64 bits
- #Farming usa 2 android multiplayer hosts full
- #Farming usa 2 android multiplayer hosts android
Grow and sell corn, wheat, barley, soybeans and hay. That, and actively monitoring for new weird behavior found might get you close to where you want to be.Plow, fertilize, plant and harvest your own crops on 9 different fields across 250 acres.
#Farming usa 2 android multiplayer hosts cracked
That way you can embed in the communication protocol itself client validation (that it hasn't been cracked and thus the detection rules are still in place). Only sending to and receiving updates from the clients, It's complicated, and it has performance impact, but some of the ideas may be useful, particularly to peer to peer games.ĩ) I think a good way to make harder the problem to the crackers is to have the only authoritative copies of the game state in your servers, Google anti-debugging and you should be able to find lots of stuff.ħ) Use a custom proprietary PE packer to prevent useful disassembly of your game.Ĩ) Using hashes as a promise, and then reveal the meaning of the hashed promise once conditions on the behavior of other players are met. Iphone puzzle game: Code examples for simple game serversĥ) Use some lightweight polymorphic encoding on your game connections.Ħ) Use some anti-debugging techniques to prevent debuggers from attaching to your processes. Good link (for de-centralized, client-client protocol): Any good ideas for antimeasures for bot teams of 2 farming highscores for a board-like game?ĮDIT2: Here's the links to the pre-question research I did: Invalid: ask client to revert to state sent back by server.Ĭheat: Ban ( not IP, rather MAC addr or UID ) / Remove from game on several cheats.ĮDIT: Also - another question regarding anti-cheat.
#Farming usa 2 android multiplayer hosts full
Make changes to model temporarily (without committing to full game model).Ĭompute hash and check against client provided hash. Should bucket + hash be encrypted, maybe AES 256 (other encryption tech that's more suitable?).Ĭheck bucket against N consecutive random numbers where N = size( bucket ).
#Farming usa 2 android multiplayer hosts 64 bits
64 bits ) + bucket + hash (post change) of model. Also save input ID/Type/Enum to a list.Īccumulate changes until other players have to know (i.e next players turn) / PNR (Point of No Return) On action / user input, get next random number -> save to "bucket of randoms" (hence known as bucket - the bucket is a "trapped list" to which you may add but never remove).
#Farming usa 2 android multiplayer hosts android
The game:s default multi player layer will be client-server based (server is either dedicated host or run on an android device ). We are no encryption or networking experts =)
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Me & a couple of pals are building our "port"/"flavor" of a board-game (with a lot of different event-types and permutations of all sorts) to Android and adding a networked multi player aspect to it.
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