Forum C# What about .Net framework 4.0

What about .Net framework 4.0

Postby fudo » August 12th, 2010, 12:16 am

Will .Net framework 4.0 be supported?
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Re: What about .Net framework 4.0

Postby Oliver » August 12th, 2010, 11:32 am

Yes, eventually.

However, not all features of .NET 4.0 will be supported. Things like the DLR will most likely be disabled/not part of the whiteliested list of classes that can be used.

Anything in particular you want from 4.0?
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Re: What about .Net framework 4.0

Postby fudo » August 12th, 2010, 12:14 pm

I tried to implement my own version of cryptographic algorithm. So I needed a System.Numeric.BigInteger class.
Now I realize that all the serverside code restrictions make this impossible. Even with .Net framework 4.0.
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Re: What about .Net framework 4.0

Postby Henrik » August 12th, 2010, 12:33 pm

Just out of curiosity, which algorithm did you try to implement, and what are you going to use it for?
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Re: What about .Net framework 4.0

Postby fudo » August 12th, 2010, 1:14 pm

I can't tell you all.
I'm working on game where players can create/edit their own objects that stored in BigBD. I want to protect these objects.
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Re: What about .Net framework 4.0

Postby Benjaminsen » August 12th, 2010, 6:42 pm

There is a build in system to handle BigDB objects who can only be edited by a single player. Simply set, and only set "Full Creator Rights" on the connection you are connecting with.

Then only whomever created the object will be able to edit it.

/Chris
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Re: What about .Net framework 4.0

Postby fudo » August 12th, 2010, 7:23 pm

I don't want them to be transmitted in unencrypted form.

P.S. Problem solved. I use framework's build-in cryptographic stuff.
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Re: What about .Net framework 4.0

Postby Henrik » August 15th, 2010, 1:56 pm

I hope you know that if you want your game client to be able to decrypt your objects, then anyone with access to the game can do the same. You can get some obscurity, but that's it.

On the other hand, if the objects aren't supposed to be decrypted in the client, why transmit them through there in the first place? Just send identifiers instead?
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Re: What about .Net framework 4.0

Postby fudo » August 15th, 2010, 2:51 pm

Every object will be encrypted on its own key which will be different on each transmition. Key will be also encrypted.
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Re: What about .Net framework 4.0

Postby Benjaminsen » August 16th, 2010, 1:16 pm

I still don't understand why you would want to encrypt the traffic. Basically if you have this need you are doing something seriously wrong as Player.IO allows for access management both for socket data and BigDB objects.
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Re: What about .Net framework 4.0

Postby Henrik » August 16th, 2010, 1:25 pm

fudo wrote:Every object will be encrypted on its own key which will be different on each transmition. Key will be also encrypted.

That's just one more layer of obscurity, if you put enough information in the game client so it can decrypt the key, then anyone can decrypt the key, and with the key, anyone can then decrypt the object. Do you see?

If you can tell us a bit more about what you are trying to accomplish we might be able to better help you. :-)
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Re: What about .Net framework 4.0

Postby fudo » August 16th, 2010, 1:49 pm

I want to encrypt data so bad because I'm creating a programming game. So every object consists of algorithm which defines its behavior.
Client has only public key. All other keys will be made in runtime on client and transmitted in encrypted form. Actually this is not approved security scheme.
I'm learning Player.IO. Maybe I won't choose it for this project.
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Re: What about .Net framework 4.0

Postby Benjaminsen » August 16th, 2010, 4:42 pm

The proper way to do a game where you wish to keep something secret from the user, is to never send that information to the user.

Instead let the game run on the server and let the client be a dump display / input device for the actual game running on the server.
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Re: What about .Net framework 4.0

Postby fudo » August 16th, 2010, 6:02 pm

This was my very first thought. Is this possible to not create a game room when player logged in for editing his object?
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Re: What about .Net framework 4.0

Postby Benjaminsen » August 16th, 2010, 6:14 pm

If you set the access rights for PlayerObjects as seen in the image below. Only the Player themself will be able to edit their player object.

Image

If you want others to be able to load the objects from the client use

Image

The server always have full rights so if you remove Full Creator Rights, only the Server will be able to edit the level.
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