Game Development Community

Interacting NetConnection and GameConnection

by Robert Fritzen · in Torque 3D Professional · 12/01/2011 (5:01 pm) · 0 replies

Two threads in one day, I'm on a roll! Alright, this is issue number 2 for XXZ that I would love to have done to not only make this system more secure, but actually circumvent a specific crash from occurring.

As you know, if the CA certificate in the scheme is deemed invalid, the connection is dropped, however, when I drop the connection via C++ the game crashes. I want to prevent this crash from occurring by moving the authentication checks into the engine before the client connection is established.

So, my question is easy enough. The data stored when the login is completed, I can transmit into the NetConnection on the client side, but I need to establish a two-three way handshake with the server when I connect to it.

How can I move my current servercmd/clientcmd calls into the engine, and before the connection is accepted to prevent this crash, and make my system more secure?

About the author

At the young age of 21, and a UIUC student, I just love video game development, and draw a massive 7-8 yr. experience with this engine from Tribes 2. I plan on using Torque for many (if not all) of my future projects.