Flash :: Networking - Capture And Monitor The Request Of The Client To The Server

Sep 22, 2011

I want to make an auto-play for some flash-based web-game, but I don't know how to capture and monitor the request from the flash client to the server.

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My client wants to create an online Flash game. Once they have completed the game, they are awarded a score, which is passed and logged on a server. This score determines whether they win a prize at the end of a set period, depending on the scores of other players.

I need to consider a situation whereby a user wants to cheat by intercepting and modifying the data that is sent to the server. Although I have considered, and would obviously use HTTPS, this wouldn't prevent the actual player from doing this.

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I'm trying to reproduce a POST request that was captured from WireShark using PHP. This POST request was sent by a Flash (.swf) object, so it's a little bit complicated in configuring the header.It does not print out anything in the end, so there must be something wrong with PHP code that I could not see.Here is what WireShark captured:

POST /engine/ HTTP/1.1

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User-Agent: Mozilla/5.0 (X11; Linux i686; rv:2.0) Gecko/20100101 Firefox/4.0

Accept: text/html,application/xhtml+xml,application/xml;q=0.9,*/*;q=0.8[code]....

The result is a blank page instead of response from server.

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I'm new in AS and trying create util such Youtube's "My webcam". Here's a part of my code:

[Code]....

Can't attach video object or stream to spark.components.VideoPlayer to view video and don't know how to convert video to flv contents for sending in POST form.

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Actionscript 3 :: Flash Client And HTTP Connection With Server

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Can a flash client program communicate with a server using HTTP connection like it would do in a JAVA-oriented fashion:

String URLS = "http://" + s.getHostName()
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try {

[Code]....

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I'm building a Flash-based Facebook game with a Java backend, and I'm planning to use a RESTful approach to connect the two of them (not a persistent socket connection). I'm using the AS3 library to connect the client to Facebook, so that's where I have my session information stored. However, how do I authorize client connections back to the server? I can't leave the callback URLs open since that'd let people manipulate game state without playing the game. I need to make sure that the calls are coming from a valid client and through a valid session.

At the moment, users have no direct login to the backend server -- it's all handled through the client frontend. Can I pass the Facebook OAuth2 access token to the backend in a way that the backend can verify its validity? Should that be enough to trust a valid frontend connection?

I could do a two legged OAuth signed request or just use a simple shared secret, but the keys would have to be packed in with the flash client, which makes that almost useless for this use case.

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