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More on Quake Cheating

Eric S. Raymond, the Open Source guru, comments on Slashdot (thanks Jacek Fedoryñski) on the controversy about the potential for cheating described in this Slashdot article that's been raised by the release of the Quake source code (story). The new article discusses cheating in computer games in general, and in particular, one of John Carmack's proposed ways of addressing this (story), a closed-source launcher for this now open-source game. Here's a bit:

Carmack's argument seems watertight. What's wrong with this picture? Are we really looking at a demonstration that closed source is necessary for security? And if not, what can we learn about securing our systems from the Quake case?

I think one major lesson is simple. It's this: if you want a really secure system, you can't trade away security to get performance. Quake makes this trade by sending anticipatory information for the client to cache in order to lower its update rate. Carmack read this essay in draft and commented "With a sub-100 msec ping and extremely steady latency, it would be possible to force a synchronous update with no extra information at all, but in the world of 200-400 msec latency [and] low bandwidth modems, it just plain wouldn't work." So it may have been a necessary choice under the constraints for which Quake was designed, but it violates the first rule of good security design: minimum disclosure.

When you do that, you should expect to get cracked, whether your client is open or closed -- and, indeed, Carmack himself points out that the see-around-corners cheat can be implemented by a scanner proxy sitting between a closed client and the server and filtering communications from server to client.

Here's how the article concludes:

To recap, the real lessons of the Quake cheats are (a) never trust a client program to be honest, (b) you can't have real security if you trade it away to get performance, (c) real security comes not from obscurity but from minimum disclosure, and most importantly (d) only open source can force designers to use provably secure methods.

So, far from being a telling strike against open source, the case of the Quake cheats actually highlights the kinds of biases and subtle design errors that creep into software when it's designed for closed-source distribution and performance at the expense of security. These may be something we can live with in a shoot-em-up, but they're not tolerable in the running gears of the information economy. Avoiding them is, in fact, a good reason for software consumers to demand open source for anything more mission-critical than a Quake game.

Finally (for the moment), the preliminary QuakeWorld Forever proposal describes plans to use "a Netrek type system of blessed 'binaries'" to create QuakeWorld security based on concepts found in this mostly unedited log of a chat on #qwforever on GamesNET (209.1.245.35:6667). Here is a copy of the email they sent along.

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