On 03/17/2010 02:27 PM, Kevin Duffey wrote:
Hey Mario,

Thanks for the replies. So your salted md5 hash, do you generate one for each player, or just one for your game, that is sent in with every request by each game player (via your game code)? So this secret that you concatenate, you hard code it in both the game code and your server code?

I would hope that people don't do that. It can trivially be reverse engineered.

So some string like abcd123, append it, md5 the whole string, then send it?

I have been using SHA-1 for playing around, using the Java SDK api that can also be used for MD5. Any benefit in using MD5 over SHA-1? I thought
SHA-1 was more secure/harder to crack?

While these are pretty low stakes, there is simply no reason to use
MD5 in this day and age. MD5 has known weaknesses (for about 10
years). SHA1 has recently (in the last couple of years) been shown
to have weaknesses, but nothing as severe as MD5. NIST, et al are
working on a replacement for SHA1, but lots of people have been
using/implementing SHA256 in the interim. Frankly, unless you're
doing something like line rate crypto, considerations of performance
are immaterial. Use SHA256 if it's available, and SHA1 if it's not.

Mike, an author of RFC4871 who knows a thing or two about this
          subject (unfortunately)

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