The above video goes away if you are a member and logged in, so log in now!
My theory pertaining to the outline of PSN Sony Released
My theory pertaining to the outline of PSN Sony Released –
diagram posted here among other places:
Wouldn’t this be problematic with the then current P2P nature of psn? For instance, on GT5 up to 16 users can be connected at once. This game also has voice chat. From what I can tell there are 4-5 contiguous connections per user @ once. PSN also seems to only authenticate connections to PSN once when u sign on, but never to other users thus these p2p connections aren’t authenticated individually, they just count on the fact that if a user is connected to psn, they are permitted to connect to others connected to psn without specifically signing each connection to eachother. In order to sign and secure each connection to each player individually then again to psn would present overhead problems due to authenticating and dedicating ports (using sonys severly flawed iteration of upnp and its tendancy not to close ports properly). Their work-around seems to be to simply sign two ports and stream other players imput to port 80 for non sensitive data. Long story short, I would submit that Sony’s reluctance to update and secure its services was due to the fact that they depended on exploits in the outdated software to allow insecure “signed” connections between users as a means of using users’ bandwidth and computing power instead of their own. This depends on keeping all user data in one huge sandbox effectively depending on one barrier to access. I would also submit that the “application layer” in the above diagram was effectively to the side of the web server and not behind a separate layer of firewall whereas the diagram above implies that its behind two firewalls. The conclusion being, there are two routes of attack, both of which are compromised if the data serer is accessed because of the fact that it does no ever re-authenticate. Am I completely off base here?
I don't believe psn is/was p2p based. Xbox Live is, but PSN was dedicated servers.
Originally Posted by posimosh
its up to game i guess,as we have game that support lan,games like borderlands most likely p2p,and ofcourse there's dedicated servers.
Originally Posted by Chris_79
Interesting... what about voice chat... and icq...errrrr psn chat. It seems to share bandwidth to some extent, and it also seems to vary from game to game. Has anyone ever studied this or is the Intellectual property issue/ risk of getting sued too high. I was reading that they are moving to some AT&T frame facility in so-cal. Just curious, but it seems to me that if they allowed third parties to host their network services, and have these said third parties pay some sort of licensing fee it seems like it would be a win win... Anyone else care to posit a guess?
Uncharted 2 –
I Believe the psn uses p2p at least in some games like Uncharted 2, in the uncharted 2 it plays with 10 people at once, but only 1 person can't disconnect or every body will "change server" all the other 9 playes can disconnect but this random player that is the serve can't if he does so the server will change to an other player and every body will have to wait for this server change, also I'm from a country with lauzy internet connection so when ever I'm the server I can score much more all the other players are laggy but not me.