Abstract:
Alerts are transmitted to subscribers to an alerts service in response to events that occur within a gaming environment. Communication within the gaming environment is limited to specific game consoles and the gaming service. A subscriber to the alert notification service can be alerted when a friend joins the gaming service to play a game, or can select other events for which an alert is requested to be sent to the subscriber. In response to any predetermined event occurring within the gaming environment, an alerts service provides an alert or message that is transmitted through a secure firewall and outside the gaming environment. The alert message can be in the form of a pop-up that appears on a user's instant messaging service, or an email, or a message that is transmitted through a mobile communication service to a cell phone or other portable communication device.
Abstract:
An exemplary flexible network simulator and related methods test the ability of electronic devices to communicate with each other on a network, especially in real-time. The flexible network simulator can establish different connectivity protocols between multiple electronic devices and test the electronic devices using customized sets of network conditions.
Abstract:
An architecture is described to manufacture console-based gaming systems in a manner that allows them to be authenticated to a remote entity for online participation. The architecture involves placing pre-established secrets on the game console during console manufacturing that may be subsequently used to guarantee the authenticity of the game console during registration time.
Abstract:
A network architecture for console-based gaming systems enables secure communication among multiple game consoles over a local area network. The system architecture supports a three-phase secure communication protocol. The first phase involves generating shared keys that are unique to an authentic game console running an authentic game title. In the second phase, a “client” console attempts to discover existing game sessions being hosted by a “host” game console by broadcasting a request over the local area network. The broadcast request is protected using the shared keys. If the host console agrees to let the client console play, the host console generates session keys that are returned to the client console. The third phase involves a key exchange in which the client and host consoles exchange data used to derive one or more secrets for securing future communications. The key exchange is protected using the session keys.
Abstract:
A network test system utilizes known good responses when testing responses from in-test servers. In one embodiment, the test system includes a verification server that is known to provide correct responses. In-test servers are subjected to very high rates of requests, and the responses are compared to responses from the verification server. Hash values are optionally used to represent the correct responses, and are compared to similar hash values produced from the actual responses of the in-test servers. Dynamic data is accommodated by basing the hash values on only the static portions of responses. Alternatively, dynamic data is accommodated by using search patterns—when receiving an actual response from an in-test server, the response is searched for the specified search pattern. The response is deemed to be incorrect if the search pattern does not occur. Wildcards and other variable elements are used in the search patterns.
Abstract:
Methods and apparatus for synchronizing access control in a web server are described. A plurality of security scenarios are defined, each of which has one or more security settings associated therewith. The security settings are those that are associated with a plurality of access control mechanisms that control access to a web server or to resources that are used by the web server. One or more of the security settings for one or more of the access control mechanisms are set when a security scenario is selected. Thus, the security settings for a number of different access control mechanisms can be set contemporaneously by selecting one security scenario.