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GLI-19: - Gaming Laboratories International

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<strong>GLI</strong> Standard #<strong>19</strong> – Standards for Interactive <strong>Gaming</strong> Systems (Suppliers) Version 1.0<br />

Final<br />

security domain shall be synchronized with an agreed accurate time source.<br />

7.3.11 Communications Security Management. This section refers to communications between<br />

the host <strong>Gaming</strong> Platform and an end player device, but it also applies to communications<br />

between other components or equipment of the <strong>Gaming</strong> Platform.<br />

a) Message authentication must be used with critical message types, such as jackpot wins<br />

and password/PIN transmissions, in order to verify the correct receipt of the message by<br />

the end player device, host or related equipment. A protocol that doesn’t correct errors or<br />

re-send erroneous packets (e.g. UDP) may be used as long as no critical game data or<br />

information is sent in this manner. For example, if UDP is being used to stream video or<br />

sound then it would not be acceptable to have the game instructions or paytable in this<br />

format only.<br />

b) The game server must be able to validate all of the information received from the client to<br />

ensure no additional data (such as a worm) has been sent.<br />

c) If it has been detected that additional data (such as a worm) has attached itself to the<br />

received data, the game server must not allow the extraneous byte code to pass through to<br />

the <strong>Gaming</strong> Platform.<br />

d) All protocols must use communication techniques which have proper error detection<br />

and/or recovery mechanisms and meet the following rules:<br />

i. The high level protocol must employ techniques (e.g. end to end<br />

acknowledgment) such that it will not lose messages – even when one end or the<br />

ii.<br />

other restarts;<br />

These techniques must not cause either the <strong>Gaming</strong> Platform or any end player<br />

device to completely halt all processes while waiting for this acknowledgement.<br />

e) The higher level protocol must employ techniques (e.g. transmission numbers) such that<br />

repeated messages are identified and discarded – even when one end or the other restarts;<br />

f) These requirements do not apply to unsecured messages such as broadcast messages;<br />

g) All functions of the protocol must be clearly specified in its documentation;<br />

h) The following rules apply to the timestamps in a high level protocol:<br />

i. It must include a provision for the transmitting system (i.e. <strong>Gaming</strong> Platform or<br />

end player device) to insert a local timestamp in every message it sends. This<br />

timestamp will assist in claims of equipment malfunction involving run away<br />

Chapter Seven: Information Systems Security (ISS) Requirements Page 59<br />

Copyright © 2011 <strong>Gaming</strong> <strong>Laboratories</strong> <strong>International</strong>, LLC<br />

All Rights Reserved.

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