Comment by dotancohen

10 hours ago

Yes, exactly, signing the transmission is not enough.

You've just added a nontrivial amount of memory usage as well that will look a lot like a memory leak as it grows.

you use a cyclic sequence counter and a rolling replay protection window to avoid overflow with the signature. use an epoch counter for rollovers after as long a period as you can stuff into the value.

you'll end up being protected from overflow for a practically-forever length of time with fairly few bits as long as the game isn't polling extremely fast.

it's not foolproof, and it's to thwart a kid, so ehh i'm not that into it.