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Tweeted twitter.com/StackGameDev/status/696120094112550913
Clarified title and fixed some capitalisation. Removed "what do most do" part: what most do isn't necessarily a good idea.
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Anko
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node.js / socket.io web game - Should I use secured socketssecure WebSockets for a game?

Is ssl reallySSL necessary for a web game? (nodeI'm using Node.js with socket.io).

Without it, when using unsecured networks someone on the lanLAN could change commands being sent to the server and "take over" a player. butBut this could only happen on unsecured shared networks, so it doesn't sound too bad. orOr is it?

And lets ignore the authentication phase for a moment and assume this part is secured, are there any other reasons why I should use sslSSL on the sockets?

What do most multiplayer games do?

Thanks!

node.js / socket.io web game - use secured sockets?

Is ssl really necessary for a web game? (node.js with socket.io)

Without it, when using unsecured networks someone on the lan could change commands being sent to the server and "take over" a player. but this could only happen on unsecured shared networks, so it doesn't sound too bad. or is it?

And lets ignore the authentication phase for a moment and assume this part is secured, are there any other reasons why I should use ssl on the sockets?

What do most multiplayer games do?

Thanks!

Should I use secure WebSockets for a game?

Is SSL necessary for a web game? I'm using Node.js with socket.io.

Without it, when using unsecured networks someone on the LAN could change commands being sent to the server and "take over" a player. But this could only happen on unsecured shared networks, so it doesn't sound too bad. Or is it?

And lets ignore the authentication phase for a moment and assume this part is secured, are there any other reasons why I should use SSL on the sockets?

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Ronen Ness
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  • 13

node.js / socket.io web game - use secured sockets?

Is ssl really necessary for a web game? (node.js with socket.io)

Without it, when using unsecured networks someone on the lan could change commands being sent to the server and "take over" a player. but this could only happen on unsecured shared networks, so it doesn't sound too bad. or is it?

And lets ignore the authentication phase for a moment and assume this part is secured, are there any other reasons why I should use ssl on the sockets?

What do most multiplayer games do?

Thanks!