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authorneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
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+ <H1>[Nel] open source MMORPG and hacks/cheats question (probably off topic)</H1>
+ <B>alfred</B>
+ <A HREF="mailto:alfred%40mazuma.net.au"
+ TITLE="[Nel] open source MMORPG and hacks/cheats question (probably off topic)">alfred@mazuma.net.au</A><BR>
+ <I>Sun, 16 Dec 2001 22:20:56 +1100</I>
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+<PRE>I have nothing to do with the nevrax team but I know the answer to this.
+To put it simply, there is not security in obscurity. The protection
+isn't in the alogrithm, its in the &quot;secret&quot; that is shared. This axiom
+has been proved time and again, just look at the troubles windows has
+with its codebase... The lack of published source code ain't helping them.
+
+I am not sure what security model nel will adopt but there are many to
+choose from and none suffer from the openness of the protocol. You could
+sign the client binaries with a public/private key pair. This stops
+trivial hacks. You would also run a secure game server which does bounds
+checking on the input, this stops obvious hacking. You can also encrypt
+the client-&gt;server data stream. Fundamentally you are in trouble because
+the client is a generalised computing machine which the user has
+complete control over, if they have the machine code they can crack it,
+but you can make it damn hard. You can also make any hack shortlived by
+having dynamic binaries. The open source nature of nel only makes it
+more secure as any flaws or bugs in the implementation will be spotted
+and solved, rather than being exploited (many eyes make bugs shallow).
+
+:<i>)
+</I>
+
+
+
+Alexander Denisov wrote:
+
+&gt;<i> Hi to everybody, I think this is my first time posting on the mailing list.
+</I>&gt;<i>
+</I>&gt;<i> I was thinking lately about GPL/open source discussion, and one question
+</I>&gt;<i> still bothers me: hacks and cheats in MMORPG.
+</I>&gt;<i>
+</I>&gt;<i> I have seen a couple of times when hacks/cheats ruined great games
+</I>&gt;<i> (and I do believe that Nevrax is doing a very good game), since online
+</I>&gt;<i> gameplay is very sensitive to such things.
+</I>&gt;<i>
+</I>&gt;<i> By publishing source code of the game, isn't it like giving a &quot;green light&quot;
+</I>&gt;<i> to hackers? Are there any ways
+</I>&gt;<i> somehow to prevent (or at least try to prevent) hacks and cheats, even if
+</I>&gt;<i> hacker
+</I>&gt;<i> knows the source code? Can the game company keep the network part of their
+</I>&gt;<i> game in secret
+</I>&gt;<i> (though I don't see how, since its clearly using NeL in this case).
+</I>&gt;<i>
+</I>&gt;<i> I appologise if my question is completely unrelated to NeL and Nevrax game,
+</I>&gt;<i> since all the details are kept in secret, but I think that this is very
+</I>&gt;<i> important question.
+</I>&gt;<i>
+</I>&gt;<i> By the way, thanks for the great engine! (though I'm still trying to compile
+</I>&gt;<i> it)
+</I>&gt;<i>
+</I>&gt;<i> Alex
+</I>&gt;<i>
+</I>&gt;<i> _______________________________________________
+</I>&gt;<i> Nel mailing list
+</I>&gt;<i> <A HREF="mailto:Nel@nevrax.org">Nel@nevrax.org</A>
+</I>&gt;<i> <A HREF="http://www.nevrax.org/mailman/listinfo.cgi/nel">http://www.nevrax.org/mailman/listinfo.cgi/nel</A>
+</I>&gt;<i>
+</I>
+
+--
+Alfred Reynolds
+<A HREF="mailto:alfred@mazuma.net.au">alfred@mazuma.net.au</A>
+
+
+</pre>
+
+
+
+
+
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