“No Bugs” Bunny
Part VIIb: Security (concluded) of 64 Network DO's and DON'Ts for Multi-Player Game Developers
July 20, 2015 by • “No Bugs” Bunny
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What is practically very important – is to keep all the “unsanitized” data in one place.
Another Quote:
What will happen if attacker got the whole database of your users' passwords?
Filed under: On.System ArchitectureDistributed systemsOn.ProgrammingNetwork ProgrammingOn.SecurityBest Practices
Read morePart VIIa: Security (TLS/SSL) of 64 Network DO’s and DON’Ts for Multi-Player Game Developers
July 13, 2015 by • “No Bugs” Bunny
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Design of secure protocols is a thing which even security professionals have lots of problems with.
Another Quote:
In the security field, if you can disable something unused – you SHOULD do it
Filed under: On.System ArchitectureDistributed systemsOn.ProgrammingNetwork ProgrammingOn.SecurityBest Practices
Read morePart VI: TCP of 64 Network DO's and DON'Ts for Multi-Player Game Developers
July 6, 2015 by • “No Bugs” Bunny
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In addition, if TCP_NODELAY is set, it MIGHT help to mitigate consequences of exponential backoff algorithm in case of lost packets.
Another Quote:
All of us are seeing 'hung' HTTP connections on a regular basis – that is, when we've clicked a link, and the page loading is stuck forever.
Filed under: On.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming
Read morePart V: UDP of 64 Network DO's and DON'Ts for Game Engines
June 29, 2015 by • “No Bugs” Bunny
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In general, lag and jitter are not specific to UDP, and manifest themselves for absolutely any Internet connection.
Another Quote:
If you need a globally-reachable server with single-digit-ms lag for all the players, it is simply not possible
Filed under: On.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming
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