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Subject: Re: question

Author: Robert Hyatt

Date: 18:46:56 09/09/04

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On September 09, 2004 at 17:54:45, Sam S wrote:

>On September 09, 2004 at 10:40:22, Robert Hyatt wrote:
>
>>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.
>
>With regard to different CPUs, the server could query the client and see under
>which CPU it is running, and the client would have to answer if it wants to use
>timestamps. But let's assume that there's only one kind of CPU involved, in
>order to simplify.

What client is it going to query.  You can connect to ICC with xboard. Or a
plain ascii telnet session.  Or with a custom interface you can write (I have
one I wrote in fact). There's no way to be sure the "client" will know how to
respond, much less how to ask it anything not knowing what it is...


>
>You said it yourself that ssh doesn't solve the artifical lag issue. It'd be
>possible to hack the client and find out where it calls the OS to get the
>current time, and modify it so it'd report fake timestamps, while using ssh.


I can introduce false lag easily without touching the client software.  That is
a TCP/IP issue...





>
>BTW, if ssh doesn't solve the artifical lag problem, then which problems exactly
>does it solve?

Secure encryption.  _nothing_ is sent "plain-text_ whatsoever.



>
>I wonder whether this idea of using a one-time executable code at the beginning
>of each game can solve the artifical lag problem, in the sense that it'd be too
>hard to break it before each game starts by finding out of how this one-time
>code works and where it calls the OS to get the time etc., so even though in
>theory it could somehow be broken, in practice it wouldn't be possible to do
>fast enough.
>Thanks.



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