Glossary A–ZLetter E
Encryption (TLS, HTTPS)
Encryption makes data unreadable to unauthorised parties; for transmission over a network this is now usually done with TLS (Transport Layer Security).
HTTPS is the web protocol HTTP over a TLS connection. TLS also lets the client verify that it is connected to the right server and ensures that data is not altered unnoticed in transit.
Players should transfer schedules, media and status messages exclusively over HTTPS, so that nobody on the network can eavesdrop or swap content. The server identifies itself with a certificate issued by a recognised authority, which has to be renewed regularly. Besides encryption in transit there is encryption of stored data, for example on the server’s drives or in backups.
If a certificate expires, players refuse to connect, so renewal should be automatic and monitored. If a device’s clock is badly wrong, certificate validation fails as well, which is why time synchronisation is part of the picture. The older versions TLS 1.0 and 1.1 are considered insecure, and very old devices sometimes cannot handle current versions. Encryption protects the transmission path, not a weak password.