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Subject: Re: question

Author: Robert Hyatt

Date: 07:40:22 09/09/04

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On September 09, 2004 at 00:44:57, Sam S wrote:

>
>>It's a yawn in that the weaknesses have been known for a long time.  There are
>>solutions to much of the problem, using the sort of challenge-response stuff
>>used in ssh (secure shell) access.  But artificial lag is simply impossible to
>>get rid of...
>
>How about this idea: at the beginning of each game, the server generates a
>one-time executable code and sends it to the client, and for each move this
>executable code would send back to the server a signature created from (current
>move, current move number, time spent on making this move) along with the move
>and time-spent data, so that the server can authenticate this signature for each
>move.
>It'd be possible to break each specific one-time executable code that the server
>sent by finding out how it encrypts the signatures, but if the server generates
>new executable codes that are completely different from one another for each
>game before the game starts, it'd be too hard to break in such short amounts of
>time...


Not so easy.  How would you generate an executable for a sparc, a cray, a X86,
and IA64, a HPPA, a MIPS, etc.  Particularly when you can't easily find out what
is on the other end?

ssh has solved this problem.  It is open-source.  That challenge-response
approach could easily be used to deal with this.




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