Synchronous countdown across users on Meteor - javascript

I am developing a multiplayer game (for scientific experiment) where participants engage in 20 rounds of interactive decision making. Each round has 3 stages, each should last maximum for 30 seconds. I wonder what would be a good way to implement the countdown.
Currently, I am using a client side approach. On the creation of the round template, I use client side timer that submits the answer of the participant when it reaches 0. This is working fine so far (because everyone starts the game at the exact same time, and the next round starts only after everyone has submitted an answer). I am not sure that this is a good way to do it, considering that participants might disconnect (go offline, close the browser, have connectivity issues) and might manipulate the sessions or something.
Would it be a better approach to do a server side timer? For instance, a collection that contains the timer, and participants subscribe to that collection? If so, how would one implement a server-side countdown? Also, would this approach cause high demand on the server, given that every second in the countdown (that we display in the template) would require listening to data on the server?

Never trust the client.
With that in mind, we need to find a way for the client to display the remaining time, according to the time the server chose... First, the server puts the end-time of a round when it is created (or start time + duration).
Now that everyone has the same end-time which is according to the server, we need to sync them with server time. Let's use mizzao:timesync it's pretty straightforward, it receives the server time, and creates a difference from the client time. Monitors the client time to make sure no weird clock changes occur and even considers the latency. This might be a bit more than what you need, but it's already done, so less work for us!
Now that we know the current server time, and the round end time, we can easily show how long we got remaining! If a player comes back after a disconnect or refresh, both of those times will still be valid and they'll be able to continue the game.

Related

WebSocket messages stuttering every couple seconds

I'm trying to build a game which uses WebSockets. The collision detection and game state is handled on the server, which runs a game loop approx every 16ms. Each iteration, it sends out a message with the updated state to all players, which update the local copy and render the game.
About half the messages arrive fine, but sometimes there will be a batch where hundreds of ms of game time arrives instantly.
I created a minimal test case, which sends the current timestamp every 16ms. On the client, you can see it buffer messages every couple of seconds:
I've profiled the application, and over the duration of that gif there was only one dropped frame, with it otherwise maintaining a consistent 60fps.
I'm guessing GC could be the cause of one of the delays, but as for the others and resolving this I'm pretty stuck.
The application itself is Vue, however the game part is implemented in plain JS + Canvas.
Is your game loop using Window.requestAnimationFrame()? I would try to run the websocket code separetly, like in a timer.
You can also try other values for the websocket refresh like 36ms, 60ms, 120ms and see if this problem is still active. Maybe there are too many requests and some caching going on in the browser or in the server side.
I can't reprocude your problem, you should make sure this is because of the GC. (If this is the case you can try to eliminate the heavy GC calls (try reuse objects/arrays). Or maybe you can use your websocket code in a web worker somehow, but if the GC runs then the mainthread is blocked so you can put logic in the web worker also, but this is just a wild speculation, anyway you can test the communication in a webworker without game logic, just timestamps values).

How to update a page after it's loaded?

I have a webpage that's for a fund raiser, and I'd like to update the amount raised live. So if a user is looking at the total raised, and somewhere else another user donates, then the first user would see the amount tick up and change to the updated amount.
I have a CouchDB for a database and Lambdas using Node.js running. How can I set this up?
It's a well known software development pattern. It's usually achieved by using "push" or "pull" approach.
In a "pull" approach a client constantly asking for data from backend. In your particular scenario it could be a timer on a page that at specified interval polls server for data and updates page if needed.
In a "push" approach backend "pushes" changes to client(s) when they become available. Web sockets would do the job in your particular case but implementing it is much more complicated than a "pull" approach.

Node.js + Socket.io Realtime game - keeping track of time

I am making a realtime puzzle game using Node.js and Socket.io in the backend and Angular in the frontend. I need to keep track of time that the user spends on the puzzle and send it to the backend once they complete the puzzle OR if the time runs out before. I am not sure what the best approach for this would be.
My initial thought is just to keep track the time on the client side, which is easy to do. I would then send the time once the user completes the puzzle OR the time runs out. I think this would not be very secure since the client can easily slow down their computer or do something else to send false data.
My other idea is to just keep track of the time on the server side for EACH socket/player. I would also have to update the client side by emitting a message to the client after every second or something. This way is definitely secure because the client would never send me the time information. But this approach has other issues, how would this scale?
My last idea is to use a combination of both techniques. For example, I'll have a counter on the client side that shows the client the time so I don't have to make the server "emit" a time message every second or something. I would keep track of the time on the sever side, and simply use that information to update the score etc.
Thanks
The third option definitely sounds best to me. Since you're using Node on the back end, you get access to setTimeout just like you do in the browser. You can use that to schedule an event to be emitted to the client when their time is up, and meanwhile use front-end code to display the time remaining. You'll just want to make sure you don't start the clock on the front end until you've received confirmation that the timer has started on the server, and maybe pad the server timeout slightly to ensure that you don't cheat your player out of any time if things gets slightly out of sync!
Your third option is definitely the best. The only question is: how precise does it have to be? I don't know if people are going to compete for high scores based on time, but it would suck if higher latency would lead to a worse time. Personally I believe you could accept this for puzzle games, because it would otherwise become quite complicated. One solution for this could be to initially accept the (possibly tainted) client side measured time, but check it with the server time with a certain margin (+/- 1 second for example).
I fully understood what you were going to implement
I think you must implement the tracking in server, not frontend
As you know, the users can send the fake request
So in this case, you can use the websocket method
If you use the websocket method, we can check the user's played time
For example, we know when users start and end the game
so I think you can count the while time
I hope the websocket method is good way for you
Thanks

Synchronize Javascript Timer

I am working on an app that has a javascript interval timer. I would like the timer to run on a server then I would like to grab that time on multiple devices on click.
Ex: Countdown Timer to be displayed on a large screen in a gym (this is coming from the server). I would like users on mobile devices to be able to capture time and record it in real-time.
If the timer on the big screen said 10:35 when I push the button on my mobile device I want it to grab 10:35 and put it into an input field.
I have the timer code figured out. I just don't know how to get the time that is displayed on the server to the other devices.
I know that this is a very general question. I am just wondering if it is possible, and if someone can point me in the right direction.
Thanks!!!
If you are using javascript/using node.js...you can use websockets to synchronize your timers in real time.
here is a link to a good tutorial :-) http://www.youtube.com/watch?v=pNKNYLv2BpQ
Hmmm. This is a particularly difficult problem given the intricacies of keeping time in sync across multiple devices.
Here's the architecture I'd suggest:
The server serves an HTML document to the clients that contains three timestamps: the start time, the end time, and the current server time. This could conceivably be fetched over AJAX.
From the current server time, the client can calculate its current skew and display a countdown timer matching the server ("big board") using client-side Javascript.
A button could then grab the value of a timer and populate the input field.
Here's a pretty similar question.

How to Check Authenticity of an AJAX Request

I am designing a web site in which users solve puzzles as quickly as they can. JavaScript is used to time each puzzle, and the number of milliseconds is sent to the server via AJAX when the puzzle is completed. How can I ensure that the time received by the server was not forged by the user?
I don't think a session-based authenticity token (the kind used for forms in Rails) is sufficient because I need to authenticate the source of a value, not just the legitimacy of the request.
Is there a way to cryptographically sign the request? I can't think of anything that couldn't be duplicated by a hacker. Is any JavaScript, by its exposed, client-side nature, subject to tampering? Am I going to have to use something that gets compiled, like Flash? (Yikes.) Or is there some way to hide a secret key? Or something else I haven't thought of?
Update: To clarify, I don't want to penalize people with slow network connections (and network speed should be considered inconsistent), so the timing needs to be 100% client-side (the timer starts only when we know the user can see the puzzle). Also, there is money involved so no amount of "trusting the user" is acceptable.
You can't guarantee the security of the timings cryptographically, because the client's browser can't do secure computation. Any means for encrypting to/from the server could be bypassed by adjusting the actual timings.
And timing on the server doesn't work, either - if you don't take account of latency in the round-trip-time, users with lower latency connections will have an advantage; if you do, users could thwart the compensation phase by adding extra latency there and then removing it later.
You can, of course make it difficult for the users to modify this, but security by obscurity is an unsustainable policy anyway.
So it comes down to either trusting your users somewhat (a reasonable assumption, most of the time) and designing the game so it's not trivial to circumvent the timings.
This approach obviously makes assumptions and is not invincible. All calculations are done on the client, and the server does some background checks to find out if the request could have been forged. Like any other client-based approach, this is not deterministic but makes it very hard for a lying client.
The main assumption is that long-lived HTTP connections are much faster for transmitting data, even negligible in some cases depending on the application context. It is used in most online trading systems as stock prices can change multiple times within a second, and this is the fastest way to transmit current price to users. You can read up more about HTTP Streaming or Comet here.
Start by creating a full-duplex ajax connection between the client and server. The server has a dedicated line to talk to the client, and the client can obviously talk to the server. The server sends the puzzle, and other messages to the client on this dedicated line. The client is supposed to confirm the receipt of each message to the server along with its local timestamp.
On the server generate random tokens (could be just distinct integers) after the puzzle has been sent, record the time when each token was generated, and pass it over to the client. The client sees the message, and is supposed to immediately relay this token back along with it's local time of receipt. To make it unpredictable for the client, generate these server tokens at random intervals, say between 1 and n ms.
There would be three types of messages that the client sends to the server:
PUZZLE_RECEIVED
TOKEN_RECEIVED
PUZZLE_COMPLETED
And two types of messages that the server sends to the client:
PUZZLE_SENT
TOKEN_SENT
There could be a lot of time variation in the messages send from the client to the server, but much lesser in the other direction (and that's a very fair assumption, hey - we have to start somewhere).
Now when the server receives a receipt to a message it sent, record the client time contained in that message. Since the token was also relayed back in this message, we can match it with the corresponding token on the server. At the end of the puzzle, the client sends a PUZZLE_COMPLETED message with local time to the server. The time to complete the puzzle would be:
PUZZLE_COMPLETED.time - PUZZLE_RECEIVED.time
Then double check by calculating the time difference in each message's sent vs received times.
PUZZLE_RECEIVED.time - PUZZLE_SENT.time
TOKEN_RECEIVED.time - TOKEN_SENT.time
A high variance in these times implies that the response could have been forged. Besides simple variance, there is lots of statistical analysis you can do on this data to look for odd patterns.
Even a compiled application could be forged. If the user changes their system clock halfway through timing, your application will report an incorrect time to the server. The only way to get an accurate upper-bound on the time it takes them is to start timing on the server when the puzzle is given to them, and to stop timing when they supply the answer.
As others have pointed out you can minimise the effect that slow connections have by making the load of the puzzle as small as possible. Load the entire page and "game engine" first, and then use an asynchronous request to load the puzzle itself (which should be a small amount of data) to level the playing field as much as possible.
Unfortunately you can't do latency compensation as this would be open to tampering. However, on a connection that's not being used for anything else, the latency for a request like this would be greatly overshadowed by the time it takes a human to solve a puzzle, I don't think it will be a big deal.
(Reasoning: 200ms is considered very bad lag, and that's the average human reaction time. The shortest possible "puzzle" for a human to complete would be a visual reaction speed test, in which case bad lag would have a 100% markup on their results. So as a timing solution this is 2-OPT. Any puzzle more complex will be impacted less by lag.)
I would also put a banner on the page saying to not use the internet connection for anything else while playing for the best possible speeds, possibly linking to a speed / latency tester.
It is impossible to start and stop the timer at the client-side without fear of manipulation...
Anything you perform at the client can be altered / stopped / bypassed..
encrypting/decrypting at the client is also not safe since they can alter the info before the encryption occurs..
Since it involves money, the users can not be trusted..
The timing has to start at the server, and it has to stop at the server..
Use ajax to start the timer at the server only if the puzzle contents return with the result of the ajax call. do not load the puzzle and then sent an ajax request as this could be hijacked and delayed while they review the puzzle...
..
Depending on the server side implementation you have, you could put the timing functionality on the server side. Record the time that the webpage request was made (you could put that into a database if you liked) and then when the answer is received get the current time and perform some arithmetic to get the duration of the answer. You could store the time in the session object if you liked instead of the database as well although I don't know too much about its integrity in there.
You have to use server-side time here. Here is how I would do it:
Make an AJAX request on document ready to ping the server. When server-side code receives the ping, store the server-side time as a session variable (making sure the variable does not already exist). When they finish the quiz, take the server-side time again and compare it with the session variable to determine their duration. Remove the session variable.
Why this works:
You do not start the timer before they see the quiz
The network delay is factored in, because the timer does not start until the AJAX request comes in (if they have a slow connection, the AJAX request will be slow)
Ping is not spoofable because you make sure the session variable does not exist before storing
EDIT: I wanted to add that you could continue to keep client-side time, and include it in the final post. Then you can compare it with your server-side calculated time. If they are reasonably close, then you can trust the client time.
You asked a bunch of questions in your original question, I'm only going to answer one of them:
Am I going to have to use something that gets compiled, like Flash? (Yikes.)
Yes. Given your criteria: 1) 100% accurate, and 2) No possibility of user interference, you have to use a compiled binary.
Doesn't have to be flash though - I'd suggest a java applet if the thought of Flash makes you say "Yikes".
-- Edit:
This solution is somewhat flawed, as pointed out by ZoFrex below.
-- Old:
Here is a way (but you'll need to do some profiling).
Send down a series of "problems" for the JavaScript to solve, while they are playing the puzzle. Previously, I've sufficiently-sized number N such that it is the result of: prime1 * prime2. This forces the client to factor the number (you can get code to do this in JavaScript) and this will take time (this is where profiling clients comes in, and sending down appropriately-sized primes [obviously, this opens you to degradation-attacks, but nevertheless]).
Then, you just send down say, 500, of these prime-problems (or another type), and let the JavaScript solve them in the background. It will generate a list of solutions, and when you send the completed value, you also send this list. From the total count of answers supplied, you can determine how long they spent on the puzzle.
Cons:
Requires profiling to determine capabilities of various clients (and hence difficulty of problems)
Can be downgrade-attacked
Slightly complicated
JavaScript computation may interrupt general puzzle-solving
Possible to write a bot to get solve problems faster than JS
Pros:
Calculations must be done in order to submit the form
If implemented correctly, will prevent all but non-trivial attacks
Clearly, it's attackable, (all proposed answers are), but I think it's reasonable. At least, it would be fun to work on :)
In the end, though, you need to actually install a client-side system with a bit more security. And do note that Flash certainly is not this; it's trivial to decompile. Infact, there was an IQ test here in Australia once, and it was controlled via a Flash app that was done LIVE on television. Of course, the winner was a computer programmer, I wonder why :P
-- Edit:
OP, Also, I linked it in a comment to this post, but just incase you miss it, you are kind of interested in the Hashcash, which is the aim to show that a client has completed some amount of 'Work'. Even if my implementation isn't suitable, you may find a review of that field fruitful.
It's a tricky problem because it's fundamentally unsolvable, so you need to work around the tradeoffs to do your best. There've been several good points made on the technical side including: (a) don't waste your time thinking compiling to Flash, Windows, Silverlight, JVM, or anything will actually help, (b) first transmit the encrypted real puzzle payload, then as the actual bottleneck transmit the key alone, (c) the latency even on 56k of sending a couple hundred bytes is negligible compared to human reaction time.
One thing I haven't seen mentioned is this:
Use after-the-fact auditing and tracking of users. This is how real casinos work. This is, I am told, a big part of how PayPal made their money. In both cases, rather than doing a lot of before-the-fact security, they keep very close tabs on everything about their players, use a lot of technology (statistics, pattern detection, etc) to flag suspicious players and they investigate. In both casinos and PayPal, you can't get your money right away. You have to cash in your chips or wait for the money to make it out of the PayPal system into your real bank. Your system should work the same way-- they can't actually get the money for at least a few days at minimum (longer if you are unable to set up a sufficiently speedy auditing system), giving you time to potentially impound their winnings. You have a lawyer, right? Also, casinos and PayPal know your real life identity (a must for dealing in money) so they can go after you legally-- or more importantly, deter would-be attackers since they could go after them legally.
Combined with the other tips, this may be sufficient to eliminate cheating entirely.
If you find it is not, make your goal not to totally eliminate cheating but to keep it to an acceptable level. Kind of like having 99.99% uptime. Yes, as one poster said, if even one person can compromise it everyone is screwed, but with a good auditing system the attacker won't be able to consistently cheat. If they can cheat 1 in 1000 times if they're lucky and they find they can't cheat more than once or twice before being caught, it won't be a problem since very few will cheat and any given honest user will have an extremely low chance of being affected by an extremely small amount of cheating. It'll be imperceptible. If you ever have a real cheating occurence that hurts an honest user, go out of your way to make the honest user feel satisfied with the outcome to a degree out of proportion to the value of that single customer. That way everyone will be confident in your security. They know they don't have to worry about anything.
People problems are not always solvable with technology solutions alone. You sometimes need to use people solutions. (The technology can help those people solutions work a lot better though.)
excuse me but why you can't use the time on the server? the time when you recieve the response will be the one which you use to calculate the score.
As several others have pointed out:
You must use server time, because client time is vulnerable to manipulation.
Checking the time on the server will potentially penalize people with slow network connections, or people that are far away.
The answer to the problem is to use a time synchronization protocol between the client and the server similar to the protocol that NTP uses. Working together, the client and the server determine the amount of delay caused by network latency. This is then factored into the times given to each user.
NTP's algorithms are complicated and have been developed over years. But a simple approach is below; I think that the protocol should work, but you may wish to test it.
Have the client measure the round-trip time with two successive HTTP XMLRPC pings. Each ping returns a different nonce. The second ping requires the nonce from the first ping, which assures that they are sequential. The puzzle time starts when the second HTTP ping is sent from the client. The server timestamps each request and assumes that the puzzle is displayed 1/2 way between the receipt of the first and the second request.
When the puzzle is finished the client pings twice again, following the same protocol as before. The server knows when it receives each request and it knows the time delta. Now take half the time delta and subtract that from when the first ping of the second set is received. That can be safely assumed to be the time that the puzzle was completed.
there is a very fast implementation of cryptography in js here
http://crypto.stanford.edu/sjcl/
it allows public / private key encryption all on the client and I think you can adapt it to encrypt the Ajax communication between your server and the client browser
here is a detailed explanation, which you can adapt to your needs
http://crypto.stanford.edu/sjcl/#usage
Just a quick thought: why don't you use an iFrame to include the game and it's javascripts and let them reside on the server you have your server side implementation running. Any ajax request should then be sent by the same IP as your server side IP is which would solve the problem of identifying the source. Of course you have to take further measures but already gained a lot of confidence in your "client" side requests. Remember the windowsLive services login and many more like it are based on javascript and the usage of iFrames and are considered secure enough.
I do not think there is a perfect solution. Here is an alternative that makes it harder for cheater but at the same time an unlucky honest solver may lose out.
Get many samples of roundtrip time measurements from each specific devices/location/other combination apriori for each user based on their other interaction with your site. You will also have these measurements for the entire population. You could also be very subtle get the timestamps for when a particular DNS lookup happened from their ISP's resolver (random hostname and you host the authoritative DNS server for that domain).
Once you have this, perform all measurements on the server side (puzzle returned to user, solution received) and subtract out the network time based on previous observations.
Note that even in other solutions you have server load, client load (slow processor, etc.), etc that affect timing.
Make sure you have XSRF protection on puzzle submission page :)
The way I would do this is that when the server sends the puzzle to the client, the current time is stored in a session. This ensures that the timing starts immediately after the puzzle has been sent. After the puzzle has been completed, and is sent to the server to check if the puzzle was done right, the server again checks the time and does a comparison.
Obviously slow Internet connections can make this time bigger, but there's nothing you can do about it.

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