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I have created a matchmaking service for a 3vs3 UDK game. The teams are formed with a C# Web Api 2 backend, which communicate with UnrealScript's HttpRequestInterface.

When a team is formed, its players are brought into a lobby where they can chat, choose a character and ready up. These communications are achieved with .NET's TcpListener and TcpClient, and UnrealScript talks to the TCP server using its TcpLink class.

I am now having problem concerning both authentication and authorization. I am having problems figuring out how to identify users securely (their credentials are stored in a MySQL database), as UnrealScript TcpLink can not use an SSL stream. Let's suppose the players authenticate through the webservice first, how can I maintain (and keep secure) their identification on that TCP server?

Are there any candidates for that job? (HMAC, token based? Keep in mind that it's extremely low level TCP). If there's none, maybe I could try long polling HTTP instead of TCP sockets? Or should I just scrap the UnrealScript frontend entirely and replace it with a Dll using UnrealScript's DllBind?

I should probably also say that I tried to exercise myself at securing just the webservice, without much success after a lot of research and a lot of trial and error, so any information on that is welcome.

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对于仍然想知道我刚刚切换到长轮询服务器并通过 HTTPS使用JWT 令牌的任何人。尽管它有与长轮询相关的问题,但当您的前端是 UDK 时,这似乎是一个不错的折衷方案。

于 2015-06-30T07:57:25.743 回答