racksilikon.blogg.se

Farming usa 2 android multiplayer hosts
Farming usa 2 android multiplayer hosts













  1. #Farming usa 2 android multiplayer hosts cracked
  2. #Farming usa 2 android multiplayer hosts 64 bits
  3. #Farming usa 2 android multiplayer hosts full
  4. #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).

  • Also send hash of game state to server in same request and if out of sync,.
  • On "handshake" / first connection since "onResume()" - acquire PRNG seed from server and store it.
  • Normal game play shouldn't be penalized due to anti-cheat measures.
  • PRNG behaves deterministically ( thinking of using Mersenne Twister ).
  • All tips and recommendations are greatly appreciated. I need some input on how sound the plan is. The game will use PRNGs quite frequently, and as such it needs to have some good anti-cheat and verification logic, so after a lot of searching and reading at gamedev & stack overflow, I've devised the following logic. We'll probably be using kryonet for the serialization and transmission of data. Since we're dealing with a (most likely) mobile network where upstream is more expensive than downstream, downloading from server is cheaper than sending the models from client. In the future, if we've time - we might add a bluetooth based layer, but in this case cheating is not an issue as the assumption is that the people know each other well. This might be a global server, or LAN - it doesn't matter much.īut there might be a potential high-score which needs some anti-cheating mechanismsĪs it is a turn-based board-like game, latency is neither an issue.

    #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 =)

    farming usa 2 android multiplayer hosts

    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.

  • kryonet for serialization + transmission.
  • PRNG used a lot, must be deterministic.
  • mobile means expensive traffic, upstream more expensive than downstream.
  • potential bluetooth layer in future => full trust.
  • farming usa 2 android multiplayer hosts

  • client-server via LAN/Global, potential high score => no trust.














  • Farming usa 2 android multiplayer hosts