301 reputation
13
bio website
location
age
visits member for 1 year, 5 months
seen Apr 11 '13 at 4:23

Feb
21
awarded  Yearling
Mar
7
answered How risky is it not to install ssl?
Mar
7
awarded  Critic
Mar
7
answered At what point does something count as 'security through obscurity'?
Feb
28
answered Testing for HTTP TRACE method
Feb
25
answered File security when encrypting files directly with the openssl command / and what about SHA1 hashing password first?
Feb
23
answered How to Secure a Stream from DDoSers?
Feb
22
answered Password reset links: random value or authenticated message?
Feb
22
comment Is this a good way to handle login process
One thing to note though is that you would have to ban an ip after 3 attempted logins on accounts that dont exist as well. Otherwise n attacker could figure out what accounts exist by trying to lock one out.
Feb
22
answered Can URLs be sniffed when using SSL?
Feb
22
awarded  Supporter
Feb
22
comment Preventing artificial latency or “Lag Hacking” in multiplayer games
@Rell3oT "You cannot expect a player not to know the seeded random number on their own computer." Mind explaining that in single negative form? From what it sounds like you're saying that you can expect the player to know his own seed which is absolutely fine. What you don't want is for your opponent(s) to know your seed. This is of course based on there being a central server which controls the player statistics and can be used as an arbitrator. As for them creating new accounts on free to play games, that's a whole other problem. I'm not even suggesting they get banned, just lose the game.
Feb
22
comment Preventing artificial latency or “Lag Hacking” in multiplayer games
OK, well then what if each peer had a randomly generated seed which only it and the server know. Then each packet is sent with a sequence and a random number using that seed. If there are any "out of sync" issues, the server could then determine if and which peer is flooding by analyzing the last couple of packets each peer received. This may not prevent someone from ruining a game by doing this but it would prevent someone from cheating.
Feb
22
comment Preventing artificial latency or “Lag Hacking” in multiplayer games
Couldn't this simply be solved by establishing an acceptable number of packets per minute? Take starcraft 2 for example as I remember they had this problem. Each structure that was built would only need to transmit about N packets per minute, same with every unit currently in the game. The user however is a modifier of this and the best players can have an APM around 400 but maybe we'll say 1,000 for high intensity situations. So given the number of structures/units currently in the game and that modifier, there should be a maximum of X packets per second. Anything else is ignored.
Feb
22
answered Is this a DNS attack?
Feb
22
answered Are there risks of using the same OpenID provider for sites with different security levels?
Feb
21
awarded  Teacher
Feb
21
answered HTTPS verification failed - get certificate information iPad/iPhone