|20-CS-6053||Network Security||Spring 2017|
|Labs 1 and beyond|
A Sample Player
Connect to the Monitor by clicking on the Client "Connect" button.
Do not use encryption as this is incompatible with the code in its current state. In particular, a request for a public key to help authenticate a transfer is sent through the same code as if it were a button press on the Command Panel. But right now, only readLines from raw input are accepted.
The normal sequence for logging in with a signed-off Server is:
To determine the number of points a participant has, click on the PARTICIPANT_STATUS button.
To determine the identities registered click on the GET_GAME_IDENTS button
The normal sequence for logging in with a signed-on Server is:
To transfer points between two identities:
The following table indicates what happens for each of 9 possible cases:
Assume franco_1 initiates all transfers and the transfer amount no greater than the resources of sender. (a) transfer franco_2 200 from franco_3 transfer 220 to franco_2 -correct transfer 200 from franco_3 - correct change at franco_1 = 0 - correct franco_1 was the prover - OK franco_3 was the verifier - correct (b) transfer franco_1 200 from franco_2 transfer 220 to franco_1 - correct transfer 200 from franco_2 - correct change at franco_3 = 0 - correct franco_1 was the prover - correct franco_2 was the verifier - correct (c) transfer franco_3 200 from franco_1 command error - correct (d) transfer franco_1 100 from franco_1 command error - correct (e) transfer franco_2 100 from franco_2 command error - correct All Possibilities ----------------- 1 3 (b) 1 2 (b) 1 1 (d) 2 3 (a) 2 2 (e) 2 1 (c) 3 2 (a) 3 1 (c) 3 3 (e)
|In the future, more transfer choices might be available - in that
case it might become necessary for the initiator to be the verifier.
Then the sequence for transfer would involve clicking the ROUNDS and
SUBSET_A buttons. These functions are in place and ready if this
This client can be used to register participants for the final tournament.