Hi !
Featured games (91)
games approved by the League of Dukes
Games in Showcase (799)
Games in Android Showcase (236)
games submitted by our members
Games in WIP (865)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
    Home     Help   Search   Login   Register   
Pages: 1 [2]
  ignore  |  Print  
  Whats stopping people from changing code in the client application  (Read 16128 times)
0 Members and 1 Guest are viewing this topic.
Offline Joshua Waring
« Reply #30 - Posted 2012-12-17 13:04:40 »

Couldn't you have the program know exactly how large it is, to the byte and check the size to see if it's smaller or larger (been changed)

The world is big, so learn it in small bytes.
Offline Riven

« JGO Overlord »

Medals: 1370
Projects: 4
Exp: 16 years

Hand over your head.

« Reply #31 - Posted 2012-12-17 13:07:03 »

And why wouldn't that verification code be changed?

Hi, appreciate more people! Σ ♥ = ¾
Learn how to award medals... and work your way up the social rankings!
Offline Varkas
« Reply #32 - Posted 2012-12-17 15:07:45 »

Whats stopping people from changing code in the client application as if people wanted to, they could easily just unpack all the class files and repackage them.

Basically nothing. In the past all sorts of compression, encryption, obfuscation etc. have been tried and were circumvented or broken by curious or malevolent people.

They can even build a new client that speaks the same protocol and run that against your server (if they can't hack your client due to your security measurements).

If you concern is safety and consitency, you must assume that clients are being hacked (or just buggy) and try to have all checks and game logic on server side, not in th access of the client. Only if all your logic is on teh eserver and the client is merely an input/output device you have some safety - but hackers will try to trick the server into unwanted actions by bogus input data thus you must check all input data not only on valid ranges but also if it is valid in the context of the clients state (whcih needs to be modeled/mirrored on the server side to some extend for this).

if (error) throw new Brick(); // Blog (german):
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline BoBear2681

JGO Coder

Medals: 19

« Reply #33 - Posted 2012-12-17 19:33:11 »

If you have a game that's popular enough for people to cheat at, you should be happy - it means you have a fun game that people will likely pay money for.  The trick is actually making the game people want to cheat at.
Pages: 1 [2]
  ignore  |  Print  

Riven (179 views)
2019-09-04 15:33:17

hadezbladez (4818 views)
2018-11-16 13:46:03

hadezbladez (1771 views)
2018-11-16 13:41:33

hadezbladez (5098 views)
2018-11-16 13:35:35

hadezbladez (1009 views)
2018-11-16 13:32:03

EgonOlsen (4349 views)
2018-06-10 19:43:48

EgonOlsen (5205 views)
2018-06-10 19:43:44

EgonOlsen (2936 views)
2018-06-10 19:43:20

DesertCoockie (3861 views)
2018-05-13 18:23:11

nelsongames (4285 views)
2018-04-24 18:15:36
Java Gaming Resources
by philfrei
2019-05-14 16:15:13

Deployment and Packaging
by philfrei
2019-05-08 15:15:36

Deployment and Packaging
by philfrei
2019-05-08 15:13:34

Deployment and Packaging
by philfrei
2019-02-17 20:25:53

Deployment and Packaging
by mudlee
2018-08-22 18:09:50

Java Gaming Resources
by gouessej
2018-08-22 08:19:41

Deployment and Packaging
by gouessej
2018-08-22 08:04:08

Deployment and Packaging
by gouessej
2018-08-22 08:03:45 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!