..on or around Sun, Dec 23, 2007 at 02:41:56AM -0800, Brandon Bremen said:
> > what are the arguments against using a simple key exchange with the
> > game-server to authenticate a client, an md5sum for multi-player
> > gaming if you like? both client and server could be free-software, yet 
> > the client could not be modified without breaking sign-in with that
> > particular game-server.
> > 
> > i know this has probably been discussed many times over. if so, it 
> > would seem i'm not clear on where this theory falls down.
> > 
> > cheers,
> > 
> > julian
> > 
> 
> The problem with an md5sum on a completely free program is that someone
> could simply modify their client to send the correct md5sum. Even if the
> server changes how its summed each time, you can simply keep a clean
> copy of the binary elsewhere on your disk and sum that instead of the
> actual running executable. The server has no way of trusting that the
> client didn't lie.

yes i agree, an actual md5sum (perhaps a bad metaphor here) wouldn't
work.

> 
> Some games have tried having a secret string or algorithm in the
> "official" binary that does not exist in the free source code to achieve
> what you are proposing. A client based on the free code would only be
> able to connect to servers that allow it. That may work reasonably well
> if you ignore how difficult it would be to hide your string/algorithm
> from anyone who examines the executable. The problem is that your game
> is now non-free. You would need special permission from any contributors
> to let you distribute a binary without the source code that was used to
> generate it.
> 

right.. but what about a public/private key like exchange, similar to
that which we use with SSH? the server generates a unique private key
and stores that key in a private database matching it to a public key 
which it ships with the binary. just as with SSH, the software to generate 
the key is openly available but the unique public/private key combination 
itself is not easily reproduceable: the server only allows one current 
connection from a signed binary client with the correct corresponding, 
registered public key. 

in essence each game client would authenticate just as an ssh-agent does.

cheers,

julian

-- 
http://julianoliver.com
http://selectparks.net
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