Zaxxon wrote:That's interesting about the save states. My assumption was that they were using Wireshark to intercept and modify the packets headed for the scoreboard server.
Heh, I suppose that they could try it that way... I doubt they would be successful though, as they would need to deal with my protections placed on the data being sent to the server.
[Warning, technical junk ahead]
Let's assume they could identify the gold value in the transmission and try to change it. I actually did assume that during the design, and planned for the possibility: if certain values are tweaked (gold is one of them) my customized hash function would see it was tampered with and discard that score-posting at the server side. It's possible I could have botched something in my implementation, but it's been pretty solid as far as I can see.
I took this precaution mostly so that someone didn't decide to set up a bot to POST hax scores into my leaderboards 24/7. If it doesn't come from a copy of Rogue Touch with the valid hash/salt then we don't accept it. Note to haxors, this is not a challenge! *runs and hides*
With that said, it is very likely the only loopholes people can exploit are in the game save-states themselves. Back in 2009 that was an impossible to manage feat without jailbreaking so I never really gave it much thought, but with the file-access programs on Mac/Windows today, encrypting these may a good idea in my next-gen releases
