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How to work with kryonet?
Im trying to make an online pong with kryonet, libgdx for android. How do i do matchmaking that multiple gamerooms are running without affecting each other in relation to performance? How to manage that user logins happens besides the game updating (player, ball position, etc.)?
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You could use public key (assymetric) encryption to send the critical data.
Or use public key encryption to send a key for symmetric encryption so that you don't have to as much computation on your server, public key encryption is damn slow.
You cannot use symmetric encryption right away, because you need to have a shared key between server and client, if this key is stored in your code than it's not safe at all.
Shameless plug: http://www.java-gaming.org/topics/thread-safe-rsa-de-encryption-utility-for-byte-arrays/37770/view.html
This is proven to work with Kryonet easily.
However you do it, you should definitely encrypt your user data traffic.