If you need to pass some information about the game during the game to third-party services (Telegram bots, third-party scripts, custom auth setups etc.), it is recommended to use the generation of an encrypted string. In this case, even tech-savvy players will not be able to see what information is being passed or modify it themselves (which is especially relevant for long formats).
You need to create a key in the game. To do this, click the “Generate” button in the game editor under the “API for external websites/Telegram bots” section. This will create a key (e.g. XgHxzCvUSXwPfR7wBvdY4xHC6tSFLewx).
In tasks and game descriptions, you can use the construction:
!api:data!
The data fields needed by the external server are specified separated by commas:
user_id — user ID. In the decrypted JSON, the field is u.user_name — User login. In JSON — un.team_id — Team ID. In JSON — tm.team_name — Team name. In JSON — tmn.task_n — Level number. In JSON — t.task_id — Level ID. In JSON — tid. Unique within the game rather than site-wide: the same number in two games means two different levels. A key in an external database has to be game_id + task_id.game_id — Game ID. In JSON — gid.To get an encrypted string in the game:
!api:user_id,task_id!
This will generate the encrypted string:
v2.vyJ42f20mXmdKS5bAr6GDoqqUP2pw4f4vbM7mX1t3SvY1LMZ_Jr80XjEaXkB6iB2l3eN3g
which can be decrypted on your server using the game key (see the examples below) into:
{"u": 162862, "tid": 42719}
v2. — the format version. Check this prefix: if it ever changes, your script should report an error rather than silently return garbage.-_ alphabet, no = padding) of three parts joined together: the IV (12 bytes) + the authentication tag (16 bytes) + the ciphertext itself.sha256 of the game key (32 raw bytes, not hex).Because the IV is random, the same data yields a different string every time — that is intended. Do not compare the strings to each other and do not use one as a cache key: decrypt first, compare the JSON.
The authentication tag means a string edited in the link will fail to decrypt, so a player cannot forge the data.
<note important>The string used to be hex-encoded Blowfish (ECB). That format is no longer generated: Blowfish is gone from current OpenSSL builds and the encryption was breaking. If you have a decryption script already, replace it with one of the examples below.</note>
$data = 'v2.vyJ42f20mXmdKS5bAr6GDoqqUP2pw4f4vbM7mX1t3SvY1LMZ_Jr80XjEaXkB6iB2l3eN3g'; $key = 'XgHxzCvUSXwPfR7wBvdY4xHC6tSFLewx'; $raw = base64_decode(strtr(substr($data, 3), '-_', '+/')); $decoded = json_decode( openssl_decrypt( substr($raw, 28), // the ciphertext 'aes-256-gcm', hash('sha256', $key, true), // the game key -> 32 bytes OPENSSL_RAW_DATA, substr($raw, 0, 12), // IV substr($raw, 12, 16) // authentication tag ), true ); // $decoded => array('u' => 162862, 'tid' => 42719)
*(Requires the cryptography library: pip install cryptography)*
import base64 import hashlib import json import typing from cryptography.hazmat.primitives.ciphers.aead import AESGCM def decrypt_qeng_data(data: str, key: str) -> typing.Dict[str, typing.Union[str, int]]: if not data.startswith('v2.'): raise ValueError('unknown payload format: ' + data[:3]) body = data[3:] body += '=' * (-len(body) % 4) # base64url comes unpadded raw = base64.urlsafe_b64decode(body) iv, tag, encrypted = raw[:12], raw[12:28], raw[28:] aes_key = hashlib.sha256(key.encode()).digest() # cryptography expects the tag at the end of the ciphertext return json.loads(AESGCM(aes_key).decrypt(iv, encrypted + tag, None)) # Usage data = 'v2.vyJ42f20mXmdKS5bAr6GDoqqUP2pw4f4vbM7mX1t3SvY1LMZ_Jr80XjEaXkB6iB2l3eN3g' key = 'XgHxzCvUSXwPfR7wBvdY4xHC6tSFLewx' print(decrypt_qeng_data(data, key)) # => {'u': 162862, 'tid': 42719}
require 'base64' require 'digest' require 'json' require 'openssl' def qeng_data_decrypt(data, key) raise "unknown payload format: #{data[0, 3]}" unless data.start_with?('v2.') body = data[3..] raw = Base64.urlsafe_decode64(body + '=' * (-body.length % 4)) crypto = OpenSSL::Cipher.new('aes-256-gcm').decrypt crypto.key = Digest::SHA256.digest(key) # the game key -> 32 bytes crypto.iv = raw[0, 12] crypto.auth_tag = raw[12, 16] crypto.auth_data = '' JSON.parse(crypto.update(raw[28..]) + crypto.final, symbolize_names: true) end # Usage data = 'v2.vyJ42f20mXmdKS5bAr6GDoqqUP2pw4f4vbM7mX1t3SvY1LMZ_Jr80XjEaXkB6iB2l3eN3g' key = 'XgHxzCvUSXwPfR7wBvdY4xHC6tSFLewx' puts qeng_data_decrypt(data, key) # => {:u=>162862, :tid=>42719}