Re:Nearby Connections 2.0: offline high bandwidth peer to pe...
by jwfxpr on Monday July 31, 2017 @08:58PM
(#14897133)
Just because the Nearby Connections API layer is neither authenticated nor encrypted, doesn't mean the developer isn't free to implement it. If I tell you an Ethernet cable requires neither authentication nor encryption, you aren't going to tell me it's impossible to authenticate or encrypt over Ethernet.
Re:Nearby Connections 2.0: offline high bandwidth peer to pe...
by nickporter on Monday July 31, 2017 @07:15PM
(#14896682)
I think you're looking at either a different API, or an older version of it.
The blog post links to this documentation page:
Re:Nearby Connections 2.0: offline high bandwidth peer to pe...
by Animats on Monday July 31, 2017 @09:07PM
(#14897172)
One of them seems to be a wrapper for the other:
Game API (C++):
void SendReliableMessage(
std::vector< std::string > const & remote_endpoint_ids,
std::vector< uint8_t > const & payload
)
Nearby API (Java): public abstract void sendReliableMessage
(GoogleApiClient apiClient,
List<String> remoteEndpointIds,
byte[] payload)
Note that this requires a "GoogleApiClient" object, which ties it to the mothership.
"Note: The Nearby Connections API does not require the user to authenticate, which means that it can be used even when the user does not want to sign in or sign-in has failed."
"Warning: Messages sent through the Nearby Connections API are not encrypted. Do not send sensitive data through this API."[1]
[1] https://developers.google.com/games/services/cpp/nearby