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

















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