How to manage the security of an an online game?












-1














Apologies if this question comes across as incredibly generic.



I am an experienced game developer currently working with Phaser and Socket.io to build my first online multiplayer game.



I intend to have my game hosted on a server somewhere (so people can alctually play it multiplayer), but I'm concious about security and don't really know where to start.



Does anyone have any tips / links to useful resources about security for online games?



Thanks!










share|improve this question
























  • Your question is a bit too broad you'll follow pretty much the same practices that you follow in any other type of multiplayer games. If you haven't created any multiplayer game ever, the most generic rule of thumb is don't trust the client, instead of deriving values just accept inputs and treat your client apps as lightweight terminals, all actual updates (like death damage etc) come from the server.
    – ShrekOverflow
    Nov 22 at 19:24
















-1














Apologies if this question comes across as incredibly generic.



I am an experienced game developer currently working with Phaser and Socket.io to build my first online multiplayer game.



I intend to have my game hosted on a server somewhere (so people can alctually play it multiplayer), but I'm concious about security and don't really know where to start.



Does anyone have any tips / links to useful resources about security for online games?



Thanks!










share|improve this question
























  • Your question is a bit too broad you'll follow pretty much the same practices that you follow in any other type of multiplayer games. If you haven't created any multiplayer game ever, the most generic rule of thumb is don't trust the client, instead of deriving values just accept inputs and treat your client apps as lightweight terminals, all actual updates (like death damage etc) come from the server.
    – ShrekOverflow
    Nov 22 at 19:24














-1












-1








-1







Apologies if this question comes across as incredibly generic.



I am an experienced game developer currently working with Phaser and Socket.io to build my first online multiplayer game.



I intend to have my game hosted on a server somewhere (so people can alctually play it multiplayer), but I'm concious about security and don't really know where to start.



Does anyone have any tips / links to useful resources about security for online games?



Thanks!










share|improve this question















Apologies if this question comes across as incredibly generic.



I am an experienced game developer currently working with Phaser and Socket.io to build my first online multiplayer game.



I intend to have my game hosted on a server somewhere (so people can alctually play it multiplayer), but I'm concious about security and don't really know where to start.



Does anyone have any tips / links to useful resources about security for online games?



Thanks!







socket.io






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Nov 23 at 1:20









James Skemp

4,83284775




4,83284775










asked Nov 22 at 18:51









Scott Redrup

52




52












  • Your question is a bit too broad you'll follow pretty much the same practices that you follow in any other type of multiplayer games. If you haven't created any multiplayer game ever, the most generic rule of thumb is don't trust the client, instead of deriving values just accept inputs and treat your client apps as lightweight terminals, all actual updates (like death damage etc) come from the server.
    – ShrekOverflow
    Nov 22 at 19:24


















  • Your question is a bit too broad you'll follow pretty much the same practices that you follow in any other type of multiplayer games. If you haven't created any multiplayer game ever, the most generic rule of thumb is don't trust the client, instead of deriving values just accept inputs and treat your client apps as lightweight terminals, all actual updates (like death damage etc) come from the server.
    – ShrekOverflow
    Nov 22 at 19:24
















Your question is a bit too broad you'll follow pretty much the same practices that you follow in any other type of multiplayer games. If you haven't created any multiplayer game ever, the most generic rule of thumb is don't trust the client, instead of deriving values just accept inputs and treat your client apps as lightweight terminals, all actual updates (like death damage etc) come from the server.
– ShrekOverflow
Nov 22 at 19:24




Your question is a bit too broad you'll follow pretty much the same practices that you follow in any other type of multiplayer games. If you haven't created any multiplayer game ever, the most generic rule of thumb is don't trust the client, instead of deriving values just accept inputs and treat your client apps as lightweight terminals, all actual updates (like death damage etc) come from the server.
– ShrekOverflow
Nov 22 at 19:24

















active

oldest

votes











Your Answer






StackExchange.ifUsing("editor", function () {
StackExchange.using("externalEditor", function () {
StackExchange.using("snippets", function () {
StackExchange.snippets.init();
});
});
}, "code-snippets");

StackExchange.ready(function() {
var channelOptions = {
tags: "".split(" "),
id: "1"
};
initTagRenderer("".split(" "), "".split(" "), channelOptions);

StackExchange.using("externalEditor", function() {
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled) {
StackExchange.using("snippets", function() {
createEditor();
});
}
else {
createEditor();
}
});

function createEditor() {
StackExchange.prepareEditor({
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: true,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: 10,
bindNavPrevention: true,
postfix: "",
imageUploader: {
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
},
onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
});


}
});














draft saved

draft discarded


















StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53436714%2fhow-to-manage-the-security-of-an-an-online-game%23new-answer', 'question_page');
}
);

Post as a guest















Required, but never shown






























active

oldest

votes













active

oldest

votes









active

oldest

votes






active

oldest

votes
















draft saved

draft discarded




















































Thanks for contributing an answer to Stack Overflow!


  • Please be sure to answer the question. Provide details and share your research!

But avoid



  • Asking for help, clarification, or responding to other answers.

  • Making statements based on opinion; back them up with references or personal experience.


To learn more, see our tips on writing great answers.





Some of your past answers have not been well-received, and you're in danger of being blocked from answering.


Please pay close attention to the following guidance:


  • Please be sure to answer the question. Provide details and share your research!

But avoid



  • Asking for help, clarification, or responding to other answers.

  • Making statements based on opinion; back them up with references or personal experience.


To learn more, see our tips on writing great answers.




draft saved


draft discarded














StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53436714%2fhow-to-manage-the-security-of-an-an-online-game%23new-answer', 'question_page');
}
);

Post as a guest















Required, but never shown





















































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown

































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown







Popular posts from this blog

A CLEAN and SIMPLE way to add appendices to Table of Contents and bookmarks

Calculate evaluation metrics using cross_val_predict sklearn

Insert data from modal to MySQL (multiple modal on website)