RE: [Algorithms] Message signature in token ring
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From: Tony C. <to...@mi...> - 2003-04-17 09:16:32
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>>You're not qualified to verify, prove, proof, or otherwise validate >>that it implements the algorithm correctly and *securely* either. > >Which is completely irrelevant. The point is that SOMEONE is >qualified, and if that code is not available for review, then NO ONE >except the people that wrote it in the first place are going to even >have that option. =20 But that someone is unlikely to be a game developer. Pick code which has = been reviewed by someone qualified rather than rolling you own. >The best, non-crypto example of this is DirectPlay, which is pretty >much laughed at by most serious network game programmers I know, is a >complete nightmare when porting to non-Microsoft platforms, and which >is generally only defended by the people that worked on it, =20 I'm not sure where this turned into a DirectPlay discussion. Your = comments are highly inaccurate - and I suspect your knowledge of = DirectPlay is circa DirectX 6 at best. Please feel free to contact me = off-list if you would like to be educated. No hand-waving, and concrete = examples guaranteed. =20 >>My major point was not to roll your own unless you absolutely have >>to. > >It's pretty clear you can go both ways on this issue. I cannot >recommend hardware mixing in DirectSound to anyone, yet it seems that >it is often suggested as the right thing to do because, hey, "they" >are going to get it right more often than the lowly game programmer. =20 Haha, that's funny. If you have a modern sound card, software mixing = makes about as much sense as software rendering. Your experience is = clearly dated. Still, I guess you're not writing for the leading edge = any more, Brian. >The problem, again, is who says it's "perfect good"? Shall we do a >laundry list of Windows APIs that flat out have historically just >sucked? To be fair, we can also include the CRTL and Unix APIs if >you'd like, the point being that just because something is "standard" >or part of the operating system does not automatically make it good >or better than rolling your own solution. The point is that standard and widely used libraries tend to get the = bugs wrung out of them eventually. They are never perfect, of course, = but they tend to be more robust than homebrew. In the particular case of = the Crypto API, given the level of scrutiny it undergoes both = internally, and by a vast number of corporate customers (many of whom = will have source code licenses), I would be highly surprised if there = were any truly massive flaws, and absolutely dumbfounded if the overall = quality were below homebrew solutions thrown together by people who have = to ask basic number theory questions on a gamedev list... >>library deficient. That doesn't invalidate the sense of using the >>provided libraries on Windows if you are not deploying on PS2. > >IF there is a high likelihood that the Windows implementation is >better than your own attempts and IF you don't care about portability >to other systems (Linux dedicated servers; Sun Ultra clusters; etc.) >then sure, it might make sense. There will be suitable libraries for Unix type systems, I am sure. I = never mentioned Windows explicitly - that was someone else. I was merely = pointing out the general desirability of using standard libraries rather = than homebrew, particularly where security is involved. I don't really = see why that's a controversial observation (apart from the obvious = challenge to the machismo of some die-hard Not Invented Here types). - Tony |