Network Protocol for Online Games by Michael Butler/Jennifer Louie/Jorge Pombar

The situation
  • Players can’t be trusted, some just like to cheat.
  • These cheaters have access to the encryption algorithm via the client executable version of the game.
  • Is very important to prevent cheating because otherwise it can ruin the game for thousand of players.
  • Ultimate goal is not make it 100% secure but really hard to cheat.
 
Packets
  • Client and servers use packets to communicate between them.
  • Packets have a header and a payload
  • The header contains administrative information.
  • The payload contains the actual data we want to communicate.
 
Checksums
  • We want to detect any changes to packets.
  • An easy way is to do a checksum.
  • We do a checksum by combining all the bites in the packets.
  • So the sender and receiver calculate the checksum of the packet it compares both and rejects the packets if they don’t match.
 
Packet replay
  • Is when an attacker saves a valid packet in order to send it multiple times.
  • This allows the cheater to perform game actions much faster than the game actually allows.
  • Best solution against packet replay is for each packet to have some state information.
  • This causes packets with identical payloads to have different bit patterns.
  • It could be as simple as a number that increments but to make it harder to cheaters a random number is better.
 
Packet tampering Prevention
Problem:
  • The meaning of packets can be determined based on their length regardless of encryption.
  • This information can be used to figure out the packet protocol. Then a malicious user could attempt to filter, modify or craft packets.
Solution 1:
  • We pad the data with a random amount of junk bits.
  • The number of random bits are determined by a synchronized state machine that both the client and the server have.
 
Solution 2
  • We XOR the payload with a random number of bits. The random number is determined by a synchronized state machine that both client and server have.
  • Both sender and receiver will perform this process in order to send and read the packet payload.
 
Final Remarks
  • The hardest problem to address is that the client has the entire encryption algorithm, so it can always be reversed engineered.
  • So our ultimate goal isn’t to make our game 100% secure but make it really hard for a player to cheat.
    We can follow these general guidelines to make it harder:
  • Remove all debugging information from any release to the public.
  • Don’t isolate encryption and decryption algorithms in their own functions. This makes it too easy to detect. Instead combine them with some of the network code.
  • Include good encryption in every client version of the game, even early betas.
 
ps.原本是个PPT,我图看着方便贴一起了。
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