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Between 2017-05-07 00:00:00Z and 2017-05-08 00:00:00Z
@Learath2 I was just thinking about the challenge-response scheme for game authentication (you probably working on) and I am wondering whether the ssl connection for sending credentials in a plain text mode will not be sufficient :)?
As my best knowledge the last approach is commonly used for a web-app auth and it seems to be safe :). I am not familiar with a gaming staff thats why I am asking (edited)
as you are building an app you can self generate SSL certificate and then verifiy it on client-side, so you don't have to pay some CA to sign your certificate as valid
Ok, that's a good point. For web purposes it is not recommended to use them, that's why I was not thinking about them here, sorry, professional distress
But as you will be using some ready libs for realizing the most crucial parts like hashing, checksum calculation etc. and focusing only on combinging them to the single auth scheme the risk of having some security backdoors is not that big
20:17
And as I understood you correctly yesterday you are going to go that way
Is the account system architecture open or close already?
If this is still in the research mdoe, would it possible for example to share with the dev team some architecture of how I see this can be handled?
20:47
I was reading the ddnet forum thread about this and could't find some relevant info.(edited)
Generally, people and devs are not really enthusiastic about it. But if I understand, he want to do it by using Unique ID for each player, without depending on nickname or so.
of course it's fun without accounts, how else did people play for the past years. but that doesn't mean that account system wouldn't be a benefit(edited)
Everything which is currenlty possible in game can be handled with accounts, even "points endowment". Its just the matter of including them into the plan
because so far I see only messages like "Yeee yeee, let's add it" or so but don't really see how you would handle for example current points stored by many people on even more names or how would someone play with non-ddnet client(edited)
@xPapla exactly that was my the same comment after reading that 13 pages in the forum. I would like then to prepare complete solution description proposal
I think we are looking for a global scheme. Registering either on www or ingame should be equal and result in creation of the account giving access to all our "modules"
random idea: @jao you could finish map and login to save the result at any time until you disconnect, so server knows that it was you for sure. In other words you save progress of your session.
What if i told you everytime you were lentring the GER server and playing the map, DDNet client was making a photo of the person using embeded camera and was sending the pic to the server?