RE: [Flashcoders] Feasibility of xml file for high score data storage

2009-04-24 Thread Paul Steven
Thanks Ron - that is another great idea. So I guess I could send a message
after each level with the time elapsed and score at this point - then check
at the end if all level messages have been received.

I think my clients main concern with regards hacking was related to hackers
being able to inject malicious code via my PHP/MYSQL code which could affect
other elements on their server apart from the game.

Cheers

Paul

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Ron Wheeler
Sent: 23 April 2009 21:02
To: Flash Coders List
Subject: Re: [Flashcoders] Feasibility of xml file for high score data
storage

One of the possible tricks that you can use, is to send messages to your 
high-score server during the game so that you can verify that the 
person passed certain checkpoints. You can throw these away after the 
final score is recorded and validated.
At the checkpoints, you can record current score, a game state(if that 
is relevant)  and a timestamp and then do a quick reasonableness check 
when the final score is recorded.

You need to assume that the cheater has read your client-side code.
A determined cheater can always build a simulator for your game and 
replace your game with their simulator.

The crossdomain file gives you some protection.

Ron


Paul Steven wrote:
 Thanks jonathan - that is very useful to know. I am now going to
incorporate
 some security anyway as the client wants it to be hacker-proof :)

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of jonathan
 howe
 Sent: 23 April 2009 15:10
 To: Flash Coders List
 Subject: Re: [Flashcoders] Feasibility of xml file for high score data
 storage

 I've done several games with relatively open high score systems. There was
 no prize for winning, and people cheated within the first 2 hours of
launch.
 Don't assume they wont! Especially if the score chart posts usernames.

 On Thu, Apr 23, 2009 at 4:38 AM, Paul Steven
 paul_ste...@btinternet.comwrote:

   
 Ah I see - thanks Glen.

 For this particular project, there would be very little benefit in
 
 cheating
   
 as there is no prize. However it certainly sounds like something I will
 
 use
   
 on my other game projects.

 Thanks for your time writing out the explanation.

 Cheers

 Paul

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Glen Pike
  Sent: 22 April 2009 15:27
 To: Flash Coders List
 Subject: Re: [Flashcoders] Feasibility of xml file for high score data
 storage

 Hi,

The public / private key thing is just about encrypting some of
 the score data that you pass to the server to stop people cheating your
 high score tables.

for example, if your high score system in PHP uses a GET / POST
 something like this:

scores.php?name=Glenscore=500

It's easy for me to cheat...

But if you do (pseudo code):

var key:String = mysecretkey;

var encrypted:String = MyEncryptClass.encrypt(name=Glenscore=500,
 key);

var result:Boolean = MyServer.sendScore(encrypted);

And it does something like this:

scores.php?command=submitencrypted=asdiou23q890czoued9auc0

You can then use the server key to decrypt your message.

(Public  Private keys are about asymmetrical encryption)

Anyway, the idea is to make it harder for people to cheat - as the
 data is not very sensitive, you can go for a simple encryption option
 where you store the key in the SWF, which means that people can still
 decompile your Flash file and find out the key, but only the most
 dedicated of cheaters would do that...

If you really want to go to town, you are probably going to have to
 create some kind of login for people to play the game / submit high
 scores, but to be honest, you can just go for simple score encryption -
 look at Jobe's stuff again - if your game does not have any kind of
 prize...


You can get some AS3 / AS2 code that handles encryption which can be
 decrypted with functions in PHP. I have some links at home I can post
 later if you like..

Glen

 Paul Steven wrote:
 
 Thanks for the reply Anthony.

 Can you elaborate on the public private key system and what this
   
 entails?
   
 I
 
 have not heard that term before.

 Thanks

 Paul

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Anthony
   
 Pace
 
 Sent: 22 April 2009 14:25
 To: Flash Coders List
 Subject: Re: [Flashcoders] Feasibility of xml file for high score data
 storage

 Hello Paul,

 Making good use of a que would be required for writing to the file
 without errors, so a database is the best and easiest way; as well, for
 high scores, you might want to use a public private key system

Re: [Flashcoders] Feasibility of xml file for high score data storage

2009-04-24 Thread Ron Wheeler

Dave Watts wrote:

One of the possible tricks that you can use, is to send messages to your
high-score server during the game so that you can verify that the person
passed certain checkpoints. You can throw these away after the final score
is recorded and validated.
At the checkpoints, you can record current score, a game state(if that is
relevant)  and a timestamp and then do a quick reasonableness check when the
final score is recorded.

You need to assume that the cheater has read your client-side code.
A determined cheater can always build a simulator for your game and replace
your game with their simulator.



Keep in mind that all communication between the client and the server
can be recorded by the client (or the server for that matter, not that
that would be a threat). So, those messages could also be recorded.
SSL/TLS will not prevent this, either - it'll simply mean that the
communication can only be recorded by the client or server endpoints,
and nothing in between.
  
You do have the element of time in the recording so that the user has to 
get the right messages at the right time which means that they have to 
record a winning high score to produce a fake high score and may be 
unable to produce a higher score since they have no path through the 
game to copy.


The realistic goal of security is never absolute protection. You just 
want to make the cost higher than the hacker is willing to pay to get 
the result.
Of course, no one would turn down a scheme that gave absolute security 
but those are few and far between.



The crossdomain file gives you some protection.



That doesn't protect the server, only the client's machine.

Dave Watts, CTO, Fig Leaf Software
http://www.figleaf.com/

Fig Leaf Software provides the highest caliber vendor-authorized
instruction at our training centers in Washington DC, Atlanta,
Chicago, Baltimore, Northern Virginia, or on-site at your location.
Visit http://training.figleaf.com/ for more information!

___
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

  


___
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders


Re: [Flashcoders] Feasibility of xml file for high score data storage

2009-04-24 Thread Ron Wheeler

Paul Steven wrote:

Thanks Ron - that is another great idea. So I guess I could send a message
after each level with the time elapsed and score at this point - then check
at the end if all level messages have been received.
  

And that sufficient time has elapsed.

I think my clients main concern with regards hacking was related to hackers
being able to inject malicious code via my PHP/MYSQL code which could affect
other elements on their server apart from the game.

  

A good audit by a security consultant or independent PHP expert might help.
They could also use and http proxy (Apache mod_proxy) and put your 
application on its own server or virtual server with its own MySQL for 
added security.


Ron

Cheers

Paul

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Ron Wheeler
Sent: 23 April 2009 21:02
To: Flash Coders List
Subject: Re: [Flashcoders] Feasibility of xml file for high score data
storage

One of the possible tricks that you can use, is to send messages to your 
high-score server during the game so that you can verify that the 
person passed certain checkpoints. You can throw these away after the 
final score is recorded and validated.
At the checkpoints, you can record current score, a game state(if that 
is relevant)  and a timestamp and then do a quick reasonableness check 
when the final score is recorded.


You need to assume that the cheater has read your client-side code.
A determined cheater can always build a simulator for your game and 
replace your game with their simulator.


The crossdomain file gives you some protection.

Ron


Paul Steven wrote:
  

Thanks jonathan - that is very useful to know. I am now going to


incorporate
  

some security anyway as the client wants it to be hacker-proof :)

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of jonathan
howe
Sent: 23 April 2009 15:10
To: Flash Coders List
Subject: Re: [Flashcoders] Feasibility of xml file for high score data
storage

I've done several games with relatively open high score systems. There was
no prize for winning, and people cheated within the first 2 hours of


launch.
  

Don't assume they wont! Especially if the score chart posts usernames.

On Thu, Apr 23, 2009 at 4:38 AM, Paul Steven
paul_ste...@btinternet.comwrote:

  


Ah I see - thanks Glen.

For this particular project, there would be very little benefit in

  

cheating
  


as there is no prize. However it certainly sounds like something I will

  

use
  


on my other game projects.

Thanks for your time writing out the explanation.

Cheers

Paul

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Glen Pike
 Sent: 22 April 2009 15:27
To: Flash Coders List
Subject: Re: [Flashcoders] Feasibility of xml file for high score data
storage

Hi,

   The public / private key thing is just about encrypting some of
the score data that you pass to the server to stop people cheating your
high score tables.

   for example, if your high score system in PHP uses a GET / POST
something like this:

   scores.php?name=Glenscore=500

   It's easy for me to cheat...

   But if you do (pseudo code):

   var key:String = mysecretkey;

   var encrypted:String = MyEncryptClass.encrypt(name=Glenscore=500,
key);

   var result:Boolean = MyServer.sendScore(encrypted);

   And it does something like this:

   scores.php?command=submitencrypted=asdiou23q890czoued9auc0

   You can then use the server key to decrypt your message.

   (Public  Private keys are about asymmetrical encryption)

   Anyway, the idea is to make it harder for people to cheat - as the
data is not very sensitive, you can go for a simple encryption option
where you store the key in the SWF, which means that people can still
decompile your Flash file and find out the key, but only the most
dedicated of cheaters would do that...

   If you really want to go to town, you are probably going to have to
create some kind of login for people to play the game / submit high
scores, but to be honest, you can just go for simple score encryption -
look at Jobe's stuff again - if your game does not have any kind of
prize...


   You can get some AS3 / AS2 code that handles encryption which can be
decrypted with functions in PHP. I have some links at home I can post
later if you like..

   Glen

Paul Steven wrote:

  

Thanks for the reply Anthony.

Can you elaborate on the public private key system and what this
  


entails?
  


I

  

have not heard that term before.

Thanks

Paul

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Anthony
  


Pace

  

Sent: 22 April 2009 14

Re: [Flashcoders] Feasibility of xml file for high score data storage

2009-04-24 Thread Anthony Pace

Hello Paul,

IMHO

If you were programming a real time internet chess application, you 
would need to send moves (hopefully through an encrypted request) and 
track/validate/authenticate origin, for everything at the server, or 
cheating would be very easy; however, if you have a game that relies on 
the client to monitor progress and report it, encrypted intermittent 
requests, even though they still leave wide open wholes on the client 
layer, will have to be enough.


Good luck,
Anthony Pace

Ron Wheeler wrote:

Paul Steven wrote:
Thanks Ron - that is another great idea. So I guess I could send a 
message
after each level with the time elapsed and score at this point - then 
check

at the end if all level messages have been received.
  

And that sufficient time has elapsed.
I think my clients main concern with regards hacking was related to 
hackers
being able to inject malicious code via my PHP/MYSQL code which could 
affect

other elements on their server apart from the game.

  
A good audit by a security consultant or independent PHP expert might 
help.
They could also use and http proxy (Apache mod_proxy) and put your 
application on its own server or virtual server with its own MySQL for 
added security.


Ron

Cheers

Paul

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Ron 
Wheeler

Sent: 23 April 2009 21:02
To: Flash Coders List
Subject: Re: [Flashcoders] Feasibility of xml file for high score data
storage

One of the possible tricks that you can use, is to send messages to 
your high-score server during the game so that you can verify that 
the person passed certain checkpoints. You can throw these away after 
the final score is recorded and validated.
At the checkpoints, you can record current score, a game state(if 
that is relevant)  and a timestamp and then do a quick reasonableness 
check when the final score is recorded.


You need to assume that the cheater has read your client-side code.
A determined cheater can always build a simulator for your game and 
replace your game with their simulator.


The crossdomain file gives you some protection.

Ron


Paul Steven wrote:
 

Thanks jonathan - that is very useful to know. I am now going to


incorporate
 

some security anyway as the client wants it to be hacker-proof :)

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of 
jonathan

howe
Sent: 23 April 2009 15:10
To: Flash Coders List
Subject: Re: [Flashcoders] Feasibility of xml file for high score data
storage

I've done several games with relatively open high score systems. 
There was

no prize for winning, and people cheated within the first 2 hours of


launch.
 

Don't assume they wont! Especially if the score chart posts usernames.

On Thu, Apr 23, 2009 at 4:38 AM, Paul Steven
paul_ste...@btinternet.comwrote:

 

Ah I see - thanks Glen.

For this particular project, there would be very little benefit in
  

cheating
 
as there is no prize. However it certainly sounds like something I 
will
  

use
 

on my other game projects.

Thanks for your time writing out the explanation.

Cheers

Paul

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of 
Glen Pike

 Sent: 22 April 2009 15:27
To: Flash Coders List
Subject: Re: [Flashcoders] Feasibility of xml file for high score data
storage

Hi,

   The public / private key thing is just about encrypting some of
the score data that you pass to the server to stop people cheating 
your

high score tables.

   for example, if your high score system in PHP uses a GET / POST
something like this:

   scores.php?name=Glenscore=500

   It's easy for me to cheat...

   But if you do (pseudo code):

   var key:String = mysecretkey;

   var encrypted:String = 
MyEncryptClass.encrypt(name=Glenscore=500,

key);

   var result:Boolean = MyServer.sendScore(encrypted);

   And it does something like this:

   scores.php?command=submitencrypted=asdiou23q890czoued9auc0

   You can then use the server key to decrypt your message.

   (Public  Private keys are about asymmetrical encryption)

   Anyway, the idea is to make it harder for people to cheat - as the
data is not very sensitive, you can go for a simple encryption 
option

where you store the key in the SWF, which means that people can still
decompile your Flash file and find out the key, but only the most
dedicated of cheaters would do that...

   If you really want to go to town, you are probably going to have to
create some kind of login for people to play the game / submit high
scores, but to be honest, you can just go for simple score 
encryption -

look at Jobe's stuff again - if your game does not have any kind of
prize...


   You can get some AS3 / AS2 code that handles encryption which 
can

Re: [Flashcoders] Feasibility of xml file for high score data storage

2009-04-24 Thread Anthony Pace
I also want to add that when I say encrypted request, I mean to say 
that you would have the swf encrypt the data before sending it as a 
request; thus, even if the packet is intercepted, a modification would 
break it and make it unusable. (generated swfs and keys 
generated/embedded on the fly would be ideal, so looking into mtasc 
might be a good idea)


Even with the above, if the user can step into your code at runtime or 
monitor changes in memory, you are screwed.


Am I missing something, other than the fact that his application 
probably doesn't need this level of security?




Anthony Pace wrote:

Hello Paul,

IMHO

If you were programming a real time internet chess application, you 
would need to send moves (hopefully through an encrypted request) and 
track/validate/authenticate origin, for everything at the server, or 
cheating would be very easy; however, if you have a game that relies 
on the client to monitor progress and report it, encrypted 
intermittent requests, even though they still leave wide open wholes 
on the client layer, will have to be enough.


Good luck,
Anthony Pace

Ron Wheeler wrote:

Paul Steven wrote:
Thanks Ron - that is another great idea. So I guess I could send a 
message
after each level with the time elapsed and score at this point - 
then check

at the end if all level messages have been received.
  

And that sufficient time has elapsed.
I think my clients main concern with regards hacking was related to 
hackers
being able to inject malicious code via my PHP/MYSQL code which 
could affect

other elements on their server apart from the game.

  
A good audit by a security consultant or independent PHP expert might 
help.
They could also use and http proxy (Apache mod_proxy) and put your 
application on its own server or virtual server with its own MySQL 
for added security.


Ron

Cheers

Paul

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Ron 
Wheeler

Sent: 23 April 2009 21:02
To: Flash Coders List
Subject: Re: [Flashcoders] Feasibility of xml file for high score data
storage

One of the possible tricks that you can use, is to send messages to 
your high-score server during the game so that you can verify that 
the person passed certain checkpoints. You can throw these away 
after the final score is recorded and validated.
At the checkpoints, you can record current score, a game state(if 
that is relevant)  and a timestamp and then do a quick 
reasonableness check when the final score is recorded.


You need to assume that the cheater has read your client-side code.
A determined cheater can always build a simulator for your game and 
replace your game with their simulator.


The crossdomain file gives you some protection.

Ron


Paul Steven wrote:
 

Thanks jonathan - that is very useful to know. I am now going to


incorporate
 

some security anyway as the client wants it to be hacker-proof :)

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of 
jonathan

howe
Sent: 23 April 2009 15:10
To: Flash Coders List
Subject: Re: [Flashcoders] Feasibility of xml file for high score data
storage

I've done several games with relatively open high score systems. 
There was

no prize for winning, and people cheated within the first 2 hours of


launch.
 

Don't assume they wont! Especially if the score chart posts usernames.

On Thu, Apr 23, 2009 at 4:38 AM, Paul Steven
paul_ste...@btinternet.comwrote:



Ah I see - thanks Glen.

For this particular project, there would be very little benefit in
  

cheating

as there is no prize. However it certainly sounds like something I 
will
  

use


on my other game projects.

Thanks for your time writing out the explanation.

Cheers

Paul

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of 
Glen Pike

 Sent: 22 April 2009 15:27
To: Flash Coders List
Subject: Re: [Flashcoders] Feasibility of xml file for high score 
data

storage

Hi,

   The public / private key thing is just about encrypting some of
the score data that you pass to the server to stop people cheating 
your

high score tables.

   for example, if your high score system in PHP uses a GET / POST
something like this:

   scores.php?name=Glenscore=500

   It's easy for me to cheat...

   But if you do (pseudo code):

   var key:String = mysecretkey;

   var encrypted:String = 
MyEncryptClass.encrypt(name=Glenscore=500,

key);

   var result:Boolean = MyServer.sendScore(encrypted);

   And it does something like this:

   scores.php?command=submitencrypted=asdiou23q890czoued9auc0

   You can then use the server key to decrypt your message.

   (Public  Private keys are about asymmetrical encryption)

   Anyway, the idea is to make it harder for people to cheat

Re: [Flashcoders] Feasibility of xml file for high score data storage

2009-04-24 Thread Anthony Pace
Instead of so looking into mtasc might be a good idea, I meant to say 
look into server side swf generation in general.


Anthony Pace wrote:
I also want to add that when I say encrypted request, I mean to say 
that you would have the swf encrypt the data before sending it as a 
request; thus, even if the packet is intercepted, a modification would 
break it and make it unusable. (generated swfs and keys 
generated/embedded on the fly would be ideal, so looking into mtasc 
might be a good idea)


Even with the above, if the user can step into your code at runtime or 
monitor changes in memory, you are screwed.


Am I missing something, other than the fact that his application 
probably doesn't need this level of security?




Anthony Pace wrote:

Hello Paul,

IMHO

If you were programming a real time internet chess application, you 
would need to send moves (hopefully through an encrypted request) and 
track/validate/authenticate origin, for everything at the server, or 
cheating would be very easy; however, if you have a game that relies 
on the client to monitor progress and report it, encrypted 
intermittent requests, even though they still leave wide open wholes 
on the client layer, will have to be enough.


Good luck,
Anthony Pace

Ron Wheeler wrote:

Paul Steven wrote:
Thanks Ron - that is another great idea. So I guess I could send a 
message
after each level with the time elapsed and score at this point - 
then check

at the end if all level messages have been received.
  

And that sufficient time has elapsed.
I think my clients main concern with regards hacking was related to 
hackers
being able to inject malicious code via my PHP/MYSQL code which 
could affect

other elements on their server apart from the game.

  
A good audit by a security consultant or independent PHP expert 
might help.
They could also use and http proxy (Apache mod_proxy) and put your 
application on its own server or virtual server with its own MySQL 
for added security.


Ron

Cheers

Paul

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Ron 
Wheeler

Sent: 23 April 2009 21:02
To: Flash Coders List
Subject: Re: [Flashcoders] Feasibility of xml file for high score data
storage

One of the possible tricks that you can use, is to send messages to 
your high-score server during the game so that you can verify 
that the person passed certain checkpoints. You can throw these 
away after the final score is recorded and validated.
At the checkpoints, you can record current score, a game state(if 
that is relevant)  and a timestamp and then do a quick 
reasonableness check when the final score is recorded.


You need to assume that the cheater has read your client-side code.
A determined cheater can always build a simulator for your game and 
replace your game with their simulator.


The crossdomain file gives you some protection.

Ron


Paul Steven wrote:
 

Thanks jonathan - that is very useful to know. I am now going to


incorporate
 

some security anyway as the client wants it to be hacker-proof :)

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of 
jonathan

howe
Sent: 23 April 2009 15:10
To: Flash Coders List
Subject: Re: [Flashcoders] Feasibility of xml file for high score 
data

storage

I've done several games with relatively open high score systems. 
There was

no prize for winning, and people cheated within the first 2 hours of


launch.
 
Don't assume they wont! Especially if the score chart posts 
usernames.


On Thu, Apr 23, 2009 at 4:38 AM, Paul Steven
paul_ste...@btinternet.comwrote:

   

Ah I see - thanks Glen.

For this particular project, there would be very little benefit in
  

cheating
   
as there is no prize. However it certainly sounds like something 
I will
  

use
   

on my other game projects.

Thanks for your time writing out the explanation.

Cheers

Paul

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of 
Glen Pike

 Sent: 22 April 2009 15:27
To: Flash Coders List
Subject: Re: [Flashcoders] Feasibility of xml file for high score 
data

storage

Hi,

   The public / private key thing is just about encrypting some of
the score data that you pass to the server to stop people 
cheating your

high score tables.

   for example, if your high score system in PHP uses a GET / POST
something like this:

   scores.php?name=Glenscore=500

   It's easy for me to cheat...

   But if you do (pseudo code):

   var key:String = mysecretkey;

   var encrypted:String = 
MyEncryptClass.encrypt(name=Glenscore=500,

key);

   var result:Boolean = MyServer.sendScore(encrypted);

   And it does something like this:

   scores.php?command=submitencrypted=asdiou23q890czoued9auc0

   You can then use the server key to decrypt your

RE: [Flashcoders] Feasibility of xml file for high score data storage

2009-04-23 Thread Paul Steven
Ah I see - thanks Glen.

For this particular project, there would be very little benefit in cheating
as there is no prize. However it certainly sounds like something I will use
on my other game projects.

Thanks for your time writing out the explanation.

Cheers

Paul

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Glen Pike
Sent: 22 April 2009 15:27
To: Flash Coders List
Subject: Re: [Flashcoders] Feasibility of xml file for high score data
storage

Hi,

The public / private key thing is just about encrypting some of 
the score data that you pass to the server to stop people cheating your 
high score tables.

for example, if your high score system in PHP uses a GET / POST 
something like this:

scores.php?name=Glenscore=500

It's easy for me to cheat...
   
But if you do (pseudo code):

var key:String = mysecretkey;

var encrypted:String = MyEncryptClass.encrypt(name=Glenscore=500, 
key);

var result:Boolean = MyServer.sendScore(encrypted);

And it does something like this:

scores.php?command=submitencrypted=asdiou23q890czoued9auc0

You can then use the server key to decrypt your message.

(Public  Private keys are about asymmetrical encryption)
   
Anyway, the idea is to make it harder for people to cheat - as the 
data is not very sensitive, you can go for a simple encryption option  
where you store the key in the SWF, which means that people can still 
decompile your Flash file and find out the key, but only the most 
dedicated of cheaters would do that...

If you really want to go to town, you are probably going to have to 
create some kind of login for people to play the game / submit high 
scores, but to be honest, you can just go for simple score encryption - 
look at Jobe's stuff again - if your game does not have any kind of prize...


You can get some AS3 / AS2 code that handles encryption which can be 
decrypted with functions in PHP. I have some links at home I can post 
later if you like..

Glen

Paul Steven wrote:
 Thanks for the reply Anthony.

 Can you elaborate on the public private key system and what this entails?
I
 have not heard that term before. 

 Thanks

 Paul

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Anthony
Pace
 Sent: 22 April 2009 14:25
 To: Flash Coders List
 Subject: Re: [Flashcoders] Feasibility of xml file for high score data
 storage

 Hello Paul,

 Making good use of a que would be required for writing to the file 
 without errors, so a database is the best and easiest way; as well, for 
 high scores, you might want to use a public private key system for 
 preventing xss exploits, as anyone that knows how to intercept and edit 
 the get or post data will be able to screw with the request to the 
 server, and you could end up with a hundred people having the best score 
 that the column in the DB will allow.

 Take care,
 Anthony

 Glen Pike wrote:
   
 Not working for Cornwall County Council by any chance??? :)

 Paul Steven wrote:
 
 Thanks Glen and Ian

 Yes I am currently using a mysql database while the high scores are 
 hosted
 on my site. The game is for a rather large organisation so it is not the
 easiest task in the world getting a database set up at their end. The
 mention of flash alone was enough to cause major panic so you can 
 imagine
 the fear when I mentioned the need to upload php files to their server:)

 Cheers

 Paul

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Glen 
 Pike
 Sent: 22 April 2009 12:15
 To: Flash Coders List
 Subject: Re: [Flashcoders] Feasibility of xml file for high score data
 storage

 I am guessing that any server side code to update the XML file will 
 rely on the server to lock files, etc.
 Databases are often optimised to allow for multiple clients to 
 update, but most file based commands will lock the file preventing 
 access by other clients so if your code throws a wobbly rather than 
 waiting, that could be a problem...

 Saying that, you could look at using SQLLite for example - this uses 
 a file based database, but your SQLLite engine will handle all of 
 the access - a lot of PHP installations come with this nowadays and 
 ASP code also uses ADOBC to connect to Access database files so you 
 will have a similar system.

 The upshot is that using a server side database engine will make life 
 easier because they will deal with problems like concurrent 
 connections for you :)

 Glen

 Paul Steven wrote:
  
   
 I was considering using an xml file to store high score data for a 
 game.
 
 
 It
  
   
 is quite possible that this game will have a significant amount of 
 traffic
 (certainly in the first few days after launch) and I am now

Re: [Flashcoders] Feasibility of xml file for high score data storage

2009-04-23 Thread jonathan howe
I've done several games with relatively open high score systems. There was
no prize for winning, and people cheated within the first 2 hours of launch.
Don't assume they wont! Especially if the score chart posts usernames.

On Thu, Apr 23, 2009 at 4:38 AM, Paul Steven paul_ste...@btinternet.comwrote:

 Ah I see - thanks Glen.

 For this particular project, there would be very little benefit in cheating
 as there is no prize. However it certainly sounds like something I will use
 on my other game projects.

 Thanks for your time writing out the explanation.

 Cheers

 Paul

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Glen Pike
  Sent: 22 April 2009 15:27
 To: Flash Coders List
 Subject: Re: [Flashcoders] Feasibility of xml file for high score data
 storage

 Hi,

The public / private key thing is just about encrypting some of
 the score data that you pass to the server to stop people cheating your
 high score tables.

for example, if your high score system in PHP uses a GET / POST
 something like this:

scores.php?name=Glenscore=500

It's easy for me to cheat...

But if you do (pseudo code):

var key:String = mysecretkey;

var encrypted:String = MyEncryptClass.encrypt(name=Glenscore=500,
 key);

var result:Boolean = MyServer.sendScore(encrypted);

And it does something like this:

scores.php?command=submitencrypted=asdiou23q890czoued9auc0

You can then use the server key to decrypt your message.

(Public  Private keys are about asymmetrical encryption)

Anyway, the idea is to make it harder for people to cheat - as the
 data is not very sensitive, you can go for a simple encryption option
 where you store the key in the SWF, which means that people can still
 decompile your Flash file and find out the key, but only the most
 dedicated of cheaters would do that...

If you really want to go to town, you are probably going to have to
 create some kind of login for people to play the game / submit high
 scores, but to be honest, you can just go for simple score encryption -
 look at Jobe's stuff again - if your game does not have any kind of
 prize...


You can get some AS3 / AS2 code that handles encryption which can be
 decrypted with functions in PHP. I have some links at home I can post
 later if you like..

Glen

 Paul Steven wrote:
  Thanks for the reply Anthony.
 
  Can you elaborate on the public private key system and what this entails?
 I
  have not heard that term before.
 
  Thanks
 
  Paul
 
  -Original Message-
  From: flashcoders-boun...@chattyfig.figleaf.com
  [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Anthony
 Pace
  Sent: 22 April 2009 14:25
  To: Flash Coders List
  Subject: Re: [Flashcoders] Feasibility of xml file for high score data
  storage
 
  Hello Paul,
 
  Making good use of a que would be required for writing to the file
  without errors, so a database is the best and easiest way; as well, for
  high scores, you might want to use a public private key system for
  preventing xss exploits, as anyone that knows how to intercept and edit
  the get or post data will be able to screw with the request to the
  server, and you could end up with a hundred people having the best score
  that the column in the DB will allow.
 
  Take care,
  Anthony
 
  Glen Pike wrote:
 
  Not working for Cornwall County Council by any chance??? :)
 
  Paul Steven wrote:
 
  Thanks Glen and Ian
 
  Yes I am currently using a mysql database while the high scores are
  hosted
  on my site. The game is for a rather large organisation so it is not
 the
  easiest task in the world getting a database set up at their end. The
  mention of flash alone was enough to cause major panic so you can
  imagine
  the fear when I mentioned the need to upload php files to their
 server:)
 
  Cheers
 
  Paul
 
  -Original Message-
  From: flashcoders-boun...@chattyfig.figleaf.com
  [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Glen
  Pike
  Sent: 22 April 2009 12:15
  To: Flash Coders List
  Subject: Re: [Flashcoders] Feasibility of xml file for high score data
  storage
 
  I am guessing that any server side code to update the XML file will
  rely on the server to lock files, etc.
  Databases are often optimised to allow for multiple clients to
  update, but most file based commands will lock the file preventing
  access by other clients so if your code throws a wobbly rather than
  waiting, that could be a problem...
 
  Saying that, you could look at using SQLLite for example - this uses
  a file based database, but your SQLLite engine will handle all of
  the access - a lot of PHP installations come with this nowadays and
  ASP code also uses ADOBC to connect to Access database files so you
  will have a similar system.
 
  The upshot is that using a server side database engine will make life
  easier because

RE: [Flashcoders] Feasibility of xml file for high score data storage

2009-04-23 Thread Paul Steven
Thanks jonathan - that is very useful to know. I am now going to incorporate
some security anyway as the client wants it to be hacker-proof :)

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of jonathan
howe
Sent: 23 April 2009 15:10
To: Flash Coders List
Subject: Re: [Flashcoders] Feasibility of xml file for high score data
storage

I've done several games with relatively open high score systems. There was
no prize for winning, and people cheated within the first 2 hours of launch.
Don't assume they wont! Especially if the score chart posts usernames.

On Thu, Apr 23, 2009 at 4:38 AM, Paul Steven
paul_ste...@btinternet.comwrote:

 Ah I see - thanks Glen.

 For this particular project, there would be very little benefit in
cheating
 as there is no prize. However it certainly sounds like something I will
use
 on my other game projects.

 Thanks for your time writing out the explanation.

 Cheers

 Paul

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Glen Pike
  Sent: 22 April 2009 15:27
 To: Flash Coders List
 Subject: Re: [Flashcoders] Feasibility of xml file for high score data
 storage

 Hi,

The public / private key thing is just about encrypting some of
 the score data that you pass to the server to stop people cheating your
 high score tables.

for example, if your high score system in PHP uses a GET / POST
 something like this:

scores.php?name=Glenscore=500

It's easy for me to cheat...

But if you do (pseudo code):

var key:String = mysecretkey;

var encrypted:String = MyEncryptClass.encrypt(name=Glenscore=500,
 key);

var result:Boolean = MyServer.sendScore(encrypted);

And it does something like this:

scores.php?command=submitencrypted=asdiou23q890czoued9auc0

You can then use the server key to decrypt your message.

(Public  Private keys are about asymmetrical encryption)

Anyway, the idea is to make it harder for people to cheat - as the
 data is not very sensitive, you can go for a simple encryption option
 where you store the key in the SWF, which means that people can still
 decompile your Flash file and find out the key, but only the most
 dedicated of cheaters would do that...

If you really want to go to town, you are probably going to have to
 create some kind of login for people to play the game / submit high
 scores, but to be honest, you can just go for simple score encryption -
 look at Jobe's stuff again - if your game does not have any kind of
 prize...


You can get some AS3 / AS2 code that handles encryption which can be
 decrypted with functions in PHP. I have some links at home I can post
 later if you like..

Glen

 Paul Steven wrote:
  Thanks for the reply Anthony.
 
  Can you elaborate on the public private key system and what this
entails?
 I
  have not heard that term before.
 
  Thanks
 
  Paul
 
  -Original Message-
  From: flashcoders-boun...@chattyfig.figleaf.com
  [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Anthony
 Pace
  Sent: 22 April 2009 14:25
  To: Flash Coders List
  Subject: Re: [Flashcoders] Feasibility of xml file for high score data
  storage
 
  Hello Paul,
 
  Making good use of a que would be required for writing to the file
  without errors, so a database is the best and easiest way; as well, for
  high scores, you might want to use a public private key system for
  preventing xss exploits, as anyone that knows how to intercept and edit
  the get or post data will be able to screw with the request to the
  server, and you could end up with a hundred people having the best score
  that the column in the DB will allow.
 
  Take care,
  Anthony
 
  Glen Pike wrote:
 
  Not working for Cornwall County Council by any chance??? :)
 
  Paul Steven wrote:
 
  Thanks Glen and Ian
 
  Yes I am currently using a mysql database while the high scores are
  hosted
  on my site. The game is for a rather large organisation so it is not
 the
  easiest task in the world getting a database set up at their end. The
  mention of flash alone was enough to cause major panic so you can
  imagine
  the fear when I mentioned the need to upload php files to their
 server:)
 
  Cheers
 
  Paul
 
  -Original Message-
  From: flashcoders-boun...@chattyfig.figleaf.com
  [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Glen
  Pike
  Sent: 22 April 2009 12:15
  To: Flash Coders List
  Subject: Re: [Flashcoders] Feasibility of xml file for high score data
  storage
 
  I am guessing that any server side code to update the XML file will
  rely on the server to lock files, etc.
  Databases are often optimised to allow for multiple clients to
  update, but most file based commands will lock the file preventing
  access by other clients so if your code throws a wobbly rather than
  waiting

Re: [Flashcoders] Feasibility of xml file for high score data storage

2009-04-23 Thread Dave Watts
 Thanks jonathan - that is very useful to know. I am now going to incorporate
 some security anyway as the client wants it to be hacker-proof :)

Then your client doesn't want it to be on the public internet. You
should really tell your client the limitations of protection, so that
they don't make unreasonable requests (or sue you for nonperformance,
etc).

Dave Watts, CTO, Fig Leaf Software
http://www.figleaf.com/

Fig Leaf Software provides the highest caliber vendor-authorized
instruction at our training centers in Washington DC, Atlanta,
Chicago, Baltimore, Northern Virginia, or on-site at your location.
Visit http://training.figleaf.com/ for more information!
___
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Re: [Flashcoders] Feasibility of xml file for high score data storage

2009-04-23 Thread Ron Wheeler
One of the possible tricks that you can use, is to send messages to your 
high-score server during the game so that you can verify that the 
person passed certain checkpoints. You can throw these away after the 
final score is recorded and validated.
At the checkpoints, you can record current score, a game state(if that 
is relevant)  and a timestamp and then do a quick reasonableness check 
when the final score is recorded.


You need to assume that the cheater has read your client-side code.
A determined cheater can always build a simulator for your game and 
replace your game with their simulator.


The crossdomain file gives you some protection.

Ron


Paul Steven wrote:

Thanks jonathan - that is very useful to know. I am now going to incorporate
some security anyway as the client wants it to be hacker-proof :)

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of jonathan
howe
Sent: 23 April 2009 15:10
To: Flash Coders List
Subject: Re: [Flashcoders] Feasibility of xml file for high score data
storage

I've done several games with relatively open high score systems. There was
no prize for winning, and people cheated within the first 2 hours of launch.
Don't assume they wont! Especially if the score chart posts usernames.

On Thu, Apr 23, 2009 at 4:38 AM, Paul Steven
paul_ste...@btinternet.comwrote:

  

Ah I see - thanks Glen.

For this particular project, there would be very little benefit in


cheating
  

as there is no prize. However it certainly sounds like something I will


use
  

on my other game projects.

Thanks for your time writing out the explanation.

Cheers

Paul

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Glen Pike
 Sent: 22 April 2009 15:27
To: Flash Coders List
Subject: Re: [Flashcoders] Feasibility of xml file for high score data
storage

Hi,

   The public / private key thing is just about encrypting some of
the score data that you pass to the server to stop people cheating your
high score tables.

   for example, if your high score system in PHP uses a GET / POST
something like this:

   scores.php?name=Glenscore=500

   It's easy for me to cheat...

   But if you do (pseudo code):

   var key:String = mysecretkey;

   var encrypted:String = MyEncryptClass.encrypt(name=Glenscore=500,
key);

   var result:Boolean = MyServer.sendScore(encrypted);

   And it does something like this:

   scores.php?command=submitencrypted=asdiou23q890czoued9auc0

   You can then use the server key to decrypt your message.

   (Public  Private keys are about asymmetrical encryption)

   Anyway, the idea is to make it harder for people to cheat - as the
data is not very sensitive, you can go for a simple encryption option
where you store the key in the SWF, which means that people can still
decompile your Flash file and find out the key, but only the most
dedicated of cheaters would do that...

   If you really want to go to town, you are probably going to have to
create some kind of login for people to play the game / submit high
scores, but to be honest, you can just go for simple score encryption -
look at Jobe's stuff again - if your game does not have any kind of
prize...


   You can get some AS3 / AS2 code that handles encryption which can be
decrypted with functions in PHP. I have some links at home I can post
later if you like..

   Glen

Paul Steven wrote:


Thanks for the reply Anthony.

Can you elaborate on the public private key system and what this
  

entails?
  

I


have not heard that term before.

Thanks

Paul

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Anthony
  

Pace


Sent: 22 April 2009 14:25
To: Flash Coders List
Subject: Re: [Flashcoders] Feasibility of xml file for high score data
storage

Hello Paul,

Making good use of a que would be required for writing to the file
without errors, so a database is the best and easiest way; as well, for
high scores, you might want to use a public private key system for
preventing xss exploits, as anyone that knows how to intercept and edit
the get or post data will be able to screw with the request to the
server, and you could end up with a hundred people having the best score
that the column in the DB will allow.

Take care,
Anthony

Glen Pike wrote:

  

Not working for Cornwall County Council by any chance??? :)

Paul Steven wrote:



Thanks Glen and Ian

Yes I am currently using a mysql database while the high scores are
hosted
on my site. The game is for a rather large organisation so it is not
  

the


easiest task in the world getting a database set up at their end. The
mention of flash alone was enough to cause major panic so you can
imagine
the fear when I mentioned the need to upload php files

Re: [Flashcoders] Feasibility of xml file for high score data storage

2009-04-23 Thread Dave Watts
 One of the possible tricks that you can use, is to send messages to your
 high-score server during the game so that you can verify that the person
 passed certain checkpoints. You can throw these away after the final score
 is recorded and validated.
 At the checkpoints, you can record current score, a game state(if that is
 relevant)  and a timestamp and then do a quick reasonableness check when the
 final score is recorded.

 You need to assume that the cheater has read your client-side code.
 A determined cheater can always build a simulator for your game and replace
 your game with their simulator.

Keep in mind that all communication between the client and the server
can be recorded by the client (or the server for that matter, not that
that would be a threat). So, those messages could also be recorded.
SSL/TLS will not prevent this, either - it'll simply mean that the
communication can only be recorded by the client or server endpoints,
and nothing in between.

 The crossdomain file gives you some protection.

That doesn't protect the server, only the client's machine.

Dave Watts, CTO, Fig Leaf Software
http://www.figleaf.com/

Fig Leaf Software provides the highest caliber vendor-authorized
instruction at our training centers in Washington DC, Atlanta,
Chicago, Baltimore, Northern Virginia, or on-site at your location.
Visit http://training.figleaf.com/ for more information!

___
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
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Re: [Flashcoders] Feasibility of xml file for high score data storage

2009-04-22 Thread Ian Thomas
Go for a database. Access by multiple users is what they are designed
for. Don't make life hard for yourself. :-)

Ian

On Wed, Apr 22, 2009 at 11:57 AM, Paul Steven
paul_ste...@btinternet.com wrote:
 I was considering using an xml file to store high score data for a game. It
 is quite possible that this game will have a significant amount of traffic
 (certainly in the first few days after launch) and I am now wondering if an
 xml file would be suitable. I am not sure what happens in the scenario where
 multiple players want to update the highscore at the same time - they will
 all need to write to the file. I assume this is the same scenario with a
 database but think perhaps updating a database is more efficient.

 Anyone care to offer any insight into whether an xml file would be suitable
 or not?

 Thanks

 Paul

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Re: [Flashcoders] Feasibility of xml file for high score data storage

2009-04-22 Thread Glen Pike

Hi,

Forgot to mention - look at Jobe Makar's Flash MX Game Programming 
Demystified book / examples - he did a high score system in ASP that 
is quite nice and simple. If you are fairly fluent, it should be easy to 
port to PHP or other languages.


Glen

Paul Steven wrote:

I was considering using an xml file to store high score data for a game. It
is quite possible that this game will have a significant amount of traffic
(certainly in the first few days after launch) and I am now wondering if an
xml file would be suitable. I am not sure what happens in the scenario where
multiple players want to update the highscore at the same time - they will
all need to write to the file. I assume this is the same scenario with a
database but think perhaps updating a database is more efficient.

Anyone care to offer any insight into whether an xml file would be suitable
or not? 


Thanks

Paul

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Re: [Flashcoders] Feasibility of xml file for high score data storage

2009-04-22 Thread Glen Pike

Not working for Cornwall County Council by any chance??? :)

Paul Steven wrote:

Thanks Glen and Ian

Yes I am currently using a mysql database while the high scores are hosted
on my site. The game is for a rather large organisation so it is not the
easiest task in the world getting a database set up at their end. The
mention of flash alone was enough to cause major panic so you can imagine
the fear when I mentioned the need to upload php files to their server:)

Cheers

Paul

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Glen Pike
Sent: 22 April 2009 12:15
To: Flash Coders List
Subject: Re: [Flashcoders] Feasibility of xml file for high score data
storage

I am guessing that any server side code to update the XML file will rely 
on the server to lock files, etc. 

Databases are often optimised to allow for multiple clients to update, 
but most file based commands will lock the file preventing access by 
other clients so if your code throws a wobbly rather than waiting, 
that could be a problem...


Saying that, you could look at using SQLLite for example - this uses a 
file based database, but your SQLLite engine will handle all of the 
access - a lot of PHP installations come with this nowadays and ASP code 
also uses ADOBC to connect to Access database files so you will have a 
similar system.


The upshot is that using a server side database engine will make life 
easier because they will deal with problems like concurrent connections 
for you :)


Glen

Paul Steven wrote:
  

I was considering using an xml file to store high score data for a game.


It
  

is quite possible that this game will have a significant amount of traffic
(certainly in the first few days after launch) and I am now wondering if


an
  

xml file would be suitable. I am not sure what happens in the scenario


where
  

multiple players want to update the highscore at the same time - they will
all need to write to the file. I assume this is the same scenario with a
database but think perhaps updating a database is more efficient.

Anyone care to offer any insight into whether an xml file would be


suitable
  
or not? 


Thanks

Paul

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RE: [Flashcoders] Feasibility of xml file for high score data storage

2009-04-22 Thread Paul Steven
Thanks Glen and Ian

Yes I am currently using a mysql database while the high scores are hosted
on my site. The game is for a rather large organisation so it is not the
easiest task in the world getting a database set up at their end. The
mention of flash alone was enough to cause major panic so you can imagine
the fear when I mentioned the need to upload php files to their server:)

Cheers

Paul

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Glen Pike
Sent: 22 April 2009 12:15
To: Flash Coders List
Subject: Re: [Flashcoders] Feasibility of xml file for high score data
storage

I am guessing that any server side code to update the XML file will rely 
on the server to lock files, etc. 

Databases are often optimised to allow for multiple clients to update, 
but most file based commands will lock the file preventing access by 
other clients so if your code throws a wobbly rather than waiting, 
that could be a problem...

Saying that, you could look at using SQLLite for example - this uses a 
file based database, but your SQLLite engine will handle all of the 
access - a lot of PHP installations come with this nowadays and ASP code 
also uses ADOBC to connect to Access database files so you will have a 
similar system.

The upshot is that using a server side database engine will make life 
easier because they will deal with problems like concurrent connections 
for you :)

Glen

Paul Steven wrote:
 I was considering using an xml file to store high score data for a game.
It
 is quite possible that this game will have a significant amount of traffic
 (certainly in the first few days after launch) and I am now wondering if
an
 xml file would be suitable. I am not sure what happens in the scenario
where
 multiple players want to update the highscore at the same time - they will
 all need to write to the file. I assume this is the same scenario with a
 database but think perhaps updating a database is more efficient.

 Anyone care to offer any insight into whether an xml file would be
suitable
 or not? 

 Thanks

 Paul

 ___
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Re: [Flashcoders] Feasibility of xml file for high score data storage

2009-04-22 Thread Glen Pike
I am guessing that any server side code to update the XML file will rely 
on the server to lock files, etc. 

Databases are often optimised to allow for multiple clients to update, 
but most file based commands will lock the file preventing access by 
other clients so if your code throws a wobbly rather than waiting, 
that could be a problem...


Saying that, you could look at using SQLLite for example - this uses a 
file based database, but your SQLLite engine will handle all of the 
access - a lot of PHP installations come with this nowadays and ASP code 
also uses ADOBC to connect to Access database files so you will have a 
similar system.


The upshot is that using a server side database engine will make life 
easier because they will deal with problems like concurrent connections 
for you :)


Glen

Paul Steven wrote:

I was considering using an xml file to store high score data for a game. It
is quite possible that this game will have a significant amount of traffic
(certainly in the first few days after launch) and I am now wondering if an
xml file would be suitable. I am not sure what happens in the scenario where
multiple players want to update the highscore at the same time - they will
all need to write to the file. I assume this is the same scenario with a
database but think perhaps updating a database is more efficient.

Anyone care to offer any insight into whether an xml file would be suitable
or not? 


Thanks

Paul

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Re: [Flashcoders] Feasibility of xml file for high score data storage

2009-04-22 Thread Anthony Pace

Hello Paul,

Making good use of a que would be required for writing to the file 
without errors, so a database is the best and easiest way; as well, for 
high scores, you might want to use a public private key system for 
preventing xss exploits, as anyone that knows how to intercept and edit 
the get or post data will be able to screw with the request to the 
server, and you could end up with a hundred people having the best score 
that the column in the DB will allow.


Take care,
Anthony

Glen Pike wrote:

Not working for Cornwall County Council by any chance??? :)

Paul Steven wrote:

Thanks Glen and Ian

Yes I am currently using a mysql database while the high scores are 
hosted

on my site. The game is for a rather large organisation so it is not the
easiest task in the world getting a database set up at their end. The
mention of flash alone was enough to cause major panic so you can 
imagine

the fear when I mentioned the need to upload php files to their server:)

Cheers

Paul

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Glen 
Pike

Sent: 22 April 2009 12:15
To: Flash Coders List
Subject: Re: [Flashcoders] Feasibility of xml file for high score data
storage

I am guessing that any server side code to update the XML file will 
rely on the server to lock files, etc.
Databases are often optimised to allow for multiple clients to 
update, but most file based commands will lock the file preventing 
access by other clients so if your code throws a wobbly rather than 
waiting, that could be a problem...


Saying that, you could look at using SQLLite for example - this uses 
a file based database, but your SQLLite engine will handle all of 
the access - a lot of PHP installations come with this nowadays and 
ASP code also uses ADOBC to connect to Access database files so you 
will have a similar system.


The upshot is that using a server side database engine will make life 
easier because they will deal with problems like concurrent 
connections for you :)


Glen

Paul Steven wrote:
 
I was considering using an xml file to store high score data for a 
game.


It
 
is quite possible that this game will have a significant amount of 
traffic
(certainly in the first few days after launch) and I am now 
wondering if


an
 

xml file would be suitable. I am not sure what happens in the scenario


where
 
multiple players want to update the highscore at the same time - 
they will
all need to write to the file. I assume this is the same scenario 
with a

database but think perhaps updating a database is more efficient.

Anyone care to offer any insight into whether an xml file would be


suitable
 

or not?
Thanks

Paul

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RE: [Flashcoders] Feasibility of xml file for high score data storage

2009-04-22 Thread Merrill, Jason
 The game is for a rather large organization so it is not the
easiest task in the world getting a database set up at their end. The

To do any writing to XML or to a database, server side scripts will need
to be used though (i.e. PHP, C#.NET, ColdFusion, ASP).  What kind of
server side technology is available to you?


Jason Merrill 

Bank of  America   Global Learning 
Shared Services Solutions Development 

Monthly meetings on the Adobe Flash platform for rich media experiences
- join the Bank of America Flash Platform Community 


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RE: [Flashcoders] Feasibility of xml file for high score data storage

2009-04-22 Thread Paul Steven
Jason, as far as I am aware PHP is my only option. I am comfortable to write
the required PHP for both database and xml solutions.

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Merrill,
Jason
Sent: 22 April 2009 14:21
To: Flash Coders List
Subject: RE: [Flashcoders] Feasibility of xml file for high score data
storage

 The game is for a rather large organization so it is not the
easiest task in the world getting a database set up at their end. The

To do any writing to XML or to a database, server side scripts will need
to be used though (i.e. PHP, C#.NET, ColdFusion, ASP).  What kind of
server side technology is available to you?


Jason Merrill 

Bank of  America   Global Learning 
Shared Services Solutions Development 

Monthly meetings on the Adobe Flash platform for rich media experiences
- join the Bank of America Flash Platform Community 


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RE: [Flashcoders] Feasibility of xml file for high score data storage

2009-04-22 Thread Paul Steven
Thanks for the reply Anthony.

Can you elaborate on the public private key system and what this entails? I
have not heard that term before. 

Thanks

Paul

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Anthony Pace
Sent: 22 April 2009 14:25
To: Flash Coders List
Subject: Re: [Flashcoders] Feasibility of xml file for high score data
storage

Hello Paul,

Making good use of a que would be required for writing to the file 
without errors, so a database is the best and easiest way; as well, for 
high scores, you might want to use a public private key system for 
preventing xss exploits, as anyone that knows how to intercept and edit 
the get or post data will be able to screw with the request to the 
server, and you could end up with a hundred people having the best score 
that the column in the DB will allow.

Take care,
Anthony

Glen Pike wrote:
 Not working for Cornwall County Council by any chance??? :)

 Paul Steven wrote:
 Thanks Glen and Ian

 Yes I am currently using a mysql database while the high scores are 
 hosted
 on my site. The game is for a rather large organisation so it is not the
 easiest task in the world getting a database set up at their end. The
 mention of flash alone was enough to cause major panic so you can 
 imagine
 the fear when I mentioned the need to upload php files to their server:)

 Cheers

 Paul

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Glen 
 Pike
 Sent: 22 April 2009 12:15
 To: Flash Coders List
 Subject: Re: [Flashcoders] Feasibility of xml file for high score data
 storage

 I am guessing that any server side code to update the XML file will 
 rely on the server to lock files, etc.
 Databases are often optimised to allow for multiple clients to 
 update, but most file based commands will lock the file preventing 
 access by other clients so if your code throws a wobbly rather than 
 waiting, that could be a problem...

 Saying that, you could look at using SQLLite for example - this uses 
 a file based database, but your SQLLite engine will handle all of 
 the access - a lot of PHP installations come with this nowadays and 
 ASP code also uses ADOBC to connect to Access database files so you 
 will have a similar system.

 The upshot is that using a server side database engine will make life 
 easier because they will deal with problems like concurrent 
 connections for you :)

 Glen

 Paul Steven wrote:
  
 I was considering using an xml file to store high score data for a 
 game.
 
 It
  
 is quite possible that this game will have a significant amount of 
 traffic
 (certainly in the first few days after launch) and I am now 
 wondering if
 
 an
  
 xml file would be suitable. I am not sure what happens in the scenario
 
 where
  
 multiple players want to update the highscore at the same time - 
 they will
 all need to write to the file. I assume this is the same scenario 
 with a
 database but think perhaps updating a database is more efficient.

 Anyone care to offer any insight into whether an xml file would be
 
 suitable
  
 or not?
 Thanks

 Paul

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Re: [Flashcoders] Feasibility of xml file for high score data storage

2009-04-22 Thread Glen Pike

Hi,

   The public / private key thing is just about encrypting some of 
the score data that you pass to the server to stop people cheating your 
high score tables.


   for example, if your high score system in PHP uses a GET / POST 
something like this:


   scores.php?name=Glenscore=500

   It's easy for me to cheat...
  
   But if you do (pseudo code):


   var key:String = mysecretkey;

   var encrypted:String = MyEncryptClass.encrypt(name=Glenscore=500, 
key);


   var result:Boolean = MyServer.sendScore(encrypted);

   And it does something like this:

   scores.php?command=submitencrypted=asdiou23q890czoued9auc0

   You can then use the server key to decrypt your message.

   (Public  Private keys are about asymmetrical encryption)
  
   Anyway, the idea is to make it harder for people to cheat - as the 
data is not very sensitive, you can go for a simple encryption option  
where you store the key in the SWF, which means that people can still 
decompile your Flash file and find out the key, but only the most 
dedicated of cheaters would do that...


   If you really want to go to town, you are probably going to have to 
create some kind of login for people to play the game / submit high 
scores, but to be honest, you can just go for simple score encryption - 
look at Jobe's stuff again - if your game does not have any kind of prize...



   You can get some AS3 / AS2 code that handles encryption which can be 
decrypted with functions in PHP. I have some links at home I can post 
later if you like..


   Glen

Paul Steven wrote:

Thanks for the reply Anthony.

Can you elaborate on the public private key system and what this entails? I
have not heard that term before. 


Thanks

Paul

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Anthony Pace
Sent: 22 April 2009 14:25
To: Flash Coders List
Subject: Re: [Flashcoders] Feasibility of xml file for high score data
storage

Hello Paul,

Making good use of a que would be required for writing to the file 
without errors, so a database is the best and easiest way; as well, for 
high scores, you might want to use a public private key system for 
preventing xss exploits, as anyone that knows how to intercept and edit 
the get or post data will be able to screw with the request to the 
server, and you could end up with a hundred people having the best score 
that the column in the DB will allow.


Take care,
Anthony

Glen Pike wrote:
  

Not working for Cornwall County Council by any chance??? :)

Paul Steven wrote:


Thanks Glen and Ian

Yes I am currently using a mysql database while the high scores are 
hosted

on my site. The game is for a rather large organisation so it is not the
easiest task in the world getting a database set up at their end. The
mention of flash alone was enough to cause major panic so you can 
imagine

the fear when I mentioned the need to upload php files to their server:)

Cheers

Paul

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Glen 
Pike

Sent: 22 April 2009 12:15
To: Flash Coders List
Subject: Re: [Flashcoders] Feasibility of xml file for high score data
storage

I am guessing that any server side code to update the XML file will 
rely on the server to lock files, etc.
Databases are often optimised to allow for multiple clients to 
update, but most file based commands will lock the file preventing 
access by other clients so if your code throws a wobbly rather than 
waiting, that could be a problem...


Saying that, you could look at using SQLLite for example - this uses 
a file based database, but your SQLLite engine will handle all of 
the access - a lot of PHP installations come with this nowadays and 
ASP code also uses ADOBC to connect to Access database files so you 
will have a similar system.


The upshot is that using a server side database engine will make life 
easier because they will deal with problems like concurrent 
connections for you :)


Glen

Paul Steven wrote:
 
  
I was considering using an xml file to store high score data for a 
game.



It
 
  
is quite possible that this game will have a significant amount of 
traffic
(certainly in the first few days after launch) and I am now 
wondering if



an
 
  

xml file would be suitable. I am not sure what happens in the scenario



where
 
  
multiple players want to update the highscore at the same time - 
they will
all need to write to the file. I assume this is the same scenario 
with a

database but think perhaps updating a database is more efficient.

Anyone care to offer any insight into whether an xml file would be



suitable
 
  

or not?
Thanks

Paul

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Re: [Flashcoders] Feasibility of xml file for high score data storage

2009-04-22 Thread Muzak

An xml file for use by multiple clients simultaneously is just not an option.
Go with a database + server side language (php, asp, coldfusion) and add 
remoting if you can.

regards,
Muzak

- Original Message - 
From: Paul Steven paul_ste...@btinternet.com

To: 'Flash Coders List' flashcoders@chattyfig.figleaf.com
Sent: Wednesday, April 22, 2009 12:57 PM
Subject: [Flashcoders] Feasibility of xml file for high score data storage



I was considering using an xml file to store high score data for a game. It
is quite possible that this game will have a significant amount of traffic
(certainly in the first few days after launch) and I am now wondering if an
xml file would be suitable. I am not sure what happens in the scenario where
multiple players want to update the highscore at the same time - they will
all need to write to the file. I assume this is the same scenario with a
database but think perhaps updating a database is more efficient.

Anyone care to offer any insight into whether an xml file would be suitable
or not? 


Thanks

Paul



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RE: [Flashcoders] Feasibility of xml file for high score data storage

2009-04-22 Thread Paul Steven
Hmm nope but it is not a million miles away from me here in Somerset.

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Glen Pike
Sent: 22 April 2009 12:41
To: Flash Coders List
Subject: Re: [Flashcoders] Feasibility of xml file for high score data
storage

Not working for Cornwall County Council by any chance??? :)

Paul Steven wrote:
 Thanks Glen and Ian

 Yes I am currently using a mysql database while the high scores are hosted
 on my site. The game is for a rather large organisation so it is not the
 easiest task in the world getting a database set up at their end. The
 mention of flash alone was enough to cause major panic so you can imagine
 the fear when I mentioned the need to upload php files to their server:)

 Cheers

 Paul

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Glen Pike
 Sent: 22 April 2009 12:15
 To: Flash Coders List
 Subject: Re: [Flashcoders] Feasibility of xml file for high score data
 storage

 I am guessing that any server side code to update the XML file will rely 
 on the server to lock files, etc. 

 Databases are often optimised to allow for multiple clients to update, 
 but most file based commands will lock the file preventing access by 
 other clients so if your code throws a wobbly rather than waiting, 
 that could be a problem...

 Saying that, you could look at using SQLLite for example - this uses a 
 file based database, but your SQLLite engine will handle all of the 
 access - a lot of PHP installations come with this nowadays and ASP code 
 also uses ADOBC to connect to Access database files so you will have a 
 similar system.

 The upshot is that using a server side database engine will make life 
 easier because they will deal with problems like concurrent connections 
 for you :)

 Glen

 Paul Steven wrote:
   
 I was considering using an xml file to store high score data for a game.
 
 It
   
 is quite possible that this game will have a significant amount of
traffic
 (certainly in the first few days after launch) and I am now wondering if
 
 an
   
 xml file would be suitable. I am not sure what happens in the scenario
 
 where
   
 multiple players want to update the highscore at the same time - they
will
 all need to write to the file. I assume this is the same scenario with a
 database but think perhaps updating a database is more efficient.

 Anyone care to offer any insight into whether an xml file would be
 
 suitable
   
 or not? 

 Thanks

 Paul

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