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DDraceNetwork
Development / developer
Development discussion. Logged to https://ddnet.tw/irclogs/ Connected with DDNet's IRC channel, Matrix room and GitHub repositories — IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2020-02-24 00:00:00Z and 2020-02-25 00:00:00Z
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@ChillerDragon the invalid signature means that it isn't a valid map file
10:54
it might got corrupted by something or it's a different file format
10:54
you could try the file tool to tell you what kind of file you're looking at
15:26
Why don't you plan to make authentication?
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not again
❔ 1
kek 1
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@3da are you really 3da?
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@3da are you really 3da?
@Learath2 may be
15:51
depends on what you mean
15:54
Centralized account system for teeworlds could help to make many cool mods
15:54
So I don't know why it doesn't exist yet
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I mean as in the 3da that contributed to DDRace
15:54
back when btk and greyfox was still around
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yes, I was the first man who made mod called DDRace
heartw 2
15:55
in 2010-2011 years I send my source codes to another developer
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versace [ZIAH] 2020-02-24 15:55:25Z
do you have the "first" ddrace map saved somewhere
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Welcome back 😛
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I was young and stupid when I made first ddrace
15:55
my code was bad
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I did work on a couple prototypes for an account system, never really made one that I was content with
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but i had a lot of enthusiasm
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I had one with asymmetric cryptography that I actually liked a lot, but making it user friendly enough was too much of a hassle
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This morning I wanted to make another mod but I expected that DDNet already has accounts which I could use
15:57
But it is sad to know that there is no accounts
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i dont think its sad
15:58
and making a account system is nothing difficult
15:58
so u can just do it in ur mod
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versace [ZIAH] 2020-02-24 15:59:12Z
doesnt KoG have a account system?
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It would be cool to have single account system across the servers
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versace [ZIAH] 2020-02-24 15:59:37Z
every tw server?
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Yeah, an account system is trivial, I also wanted one that we could use across all mods
16:01
I have one working with certificates to avoid centralisation but users would need to note down a mnemonic, not sure if that's the best ux
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I think it should work so: Player authenticates in his client. Then client send some data to every server. And each server can check if the player is real. But simple servers may accept any usernames.
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that would be insecure
16:01
you could host a server to grab accounts?
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server don't receive passwords
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Currently, the server sends a challenge, the user signs it with his private key, the server verifies the signature however it likes
16:02
I was thinking ddnet could host a verification server other mods are free to either use our verification or implement their own account pool
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sounds good
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No passwords no usernames, but the user would be responsible for not losing their private keys and if they do there is no good way to recover it
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why not to use password as private key?
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too short to be secure
16:04
a known plaintext attack would be feasible
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May be it is possible to bind teeworlds accounts to some social network?
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That would be a little too centralised for a lot of the developers taste
16:07
but combining what I have with oauth it is quite feasible to link a social account
16:07
wouldn't help recover the private key though
16:08
maybe ddnet could store peoples private keys in encrypted form, with their password for a recovery measure
16:08
Given it's open source that does sound feasible
16:12
Anyway, the current issue isn't that there is no good way, it's that I don't really have the time to code much anymore
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I am interested in authentication for teeworlds
16:12
probably i can make some code
16:13
Currently I am good in .net core and JS
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When I get back to italy I can share the code I have with you
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You are Italian?
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I just live in italy for now
16:21
I think I can make whole certification center for ddnet except the integration with teeworlds (C++ part)
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Well we need to design a protocol where servers can safely authenticate
16:51
What do you think about this simple diagram?
16:54
token should be once-off
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the protocol to connect Auth server can be HTTPS
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Make all those tokens one use and it should be safe enough
17:58
but I don't quite like the username+password setup
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But the users like it
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We want to make games for gamers but not for developers, right?
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I already like the fact that you're back, @3da xd
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Thanks guys. I don't know who you are but it is fine that we want to make cool teeworlds mods
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(tbh I just hope for more & better changes to DDNet / TW community in general)
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With certificates you don't need to remember any password, authentication just works
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the user can remember his password in client
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but what then it a person reinstalls client or even stitches to other OS? Won't that mean their acc is lost?
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Then we are storing plaintext credentials on the users computer
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This is common case in real world 😄
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Just because something is not easy to figure out, doesn't mean we should just skimp out on quality
18:10
Anyway if you want to implement it like this, feel free to go ahead, it should take like 3-4 days at a decent pace, it should be secure enough
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I agreed that this is not 100% safe but it is better than account system which not exist at all
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Btw, how does KoG's acc system work then?
18:11
you have to login only once
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what is KoG?
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and the server seems to remember the user by... no idea what
18:12
and registration goes thru their website
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It's probably security by obsecurity, relying solely on the fact that KoG is closed source
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well, some parts of ddnet could also be tho
18:12
like the part of authentication server
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I'd guess it remembers some combination properties about the client at the point of login
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why should we make auth server closed source?
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Having literally everything accessible by everyone isn't always good idea
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Security through obsecurity is just an illusion, if it isn't secure when open source it isn't secure
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Guys let me tell you a story
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and there are a lot of ways to implement secure authentication with username and password
18:14
just pick any and use it
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<pointing at onby's bot detections>
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First time DDRace was closed source
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@Learath2 do u like jwt?
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And I made special built-in admin password in compiled EXE
18:15
but this password was written as plain text in constant
18:15
and some users watched this password
18:15
I was so stupid
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@Ryozuki not for what everyone uses it for but it does have good uses, as long as you acknowledge it's shortcomings
18:16
@3da there were a couple mods that took your example, like that city mod released on the forum
18:16
I think @heinrich5991 extracted the backdoor rcon password from that one
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I could make special admin password mode secured and obfuscated
18:16
😦
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As long as the executable is doing the authentication it's not very hard to extract the backdoor pw
18:18
Reverse engineering is quite fun
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are you good in it?
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I'm still learning a lot
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hackers everywhere.....
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I wish someday I'd see +DDrace or at least some of only-for-fun things accessible in DDNet... We actually have freezehammer out of like nowhere, so why not rainbows or that other thing which spawned kill particles all the time... I miss those times so much 😔
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Anyway, if you are okay with a centralised architecture, usernames and passwords and the fact that players can't reliably verify other players identity then there are dozens of authentication protocols out there you can use
18:22
The protocol you gave is vulnerable to man in the middle attacks, you need to add some identifying information about the server you are authenticating against while getting a token and the authentication server needs to make sure that the token is only used by the server you want to authenticate against
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This is not final scheme but the main things are ok
18:23
😄
18:24
I wish someday I'd see +DDrace or at least some of only-for-fun things accessible in DDNet... We actually have freezehammer out of like nowhere, so why not rainbows or that other thing which spawned kill particles all the time... I miss those times so much 😔
@Soreu I agreed that mods should be more funny
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Even if not the official ones, then maybe private ones that use the same mod
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I don't like hard maps
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I started hosting +DDRace with the "helper for everyone" just for pure fun in like 3rd day of playing in teeworlds <3
18:26
crazy times those were :p
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My first days in teeworlds were awesome (edited)
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btw, I will later have question about the mentioned freezehammer, but for now I'd rather further enjoy your discussion about hopefully finally having acc system
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When normal kids were playing on the street with other kids. I was playing with other tees as normal tee.
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ChillerDragon 2020-02-24 18:33:57Z
There is DDNet++
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The most important thing in teeworlds for me is that you can start server with your mod and the players will join your server and discover the world which you prepared for them. The other game which gave the same is Warcraft 3 where you could easily make custom maps and invite random people to play with you
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And also in the meanwhile to those working on DDNet 0.7: Would there be a possibility to rearrange entities, or actually change the way they are displayed altogether? Because together with @Ravie we have few ideas to make player's (and ppl making those graphics) life easier if possible ^^
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Hi @3da . The usual argument against accounts is that we already have lots of ranks and can't verify who they belong to
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yeah. this is problem
18:41
someone another can register my username
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there are even some names that multiple people use at once
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Is it hard to make communication by https with Auth server in teeworlds client and server?
18:51
ppl should be able to have one registered name (edited)
18:51
but names not registered can be used by all
18:51
and name changes in place for transfer points
18:51
u change what name ur points are registered to
18:52
or, you are registered to an ID, not an actual name
18:52
so you have fluidity in choosing what name
18:52
but then /points would be very complicated
18:54
maybe /points would display smth like: ID:1303 (playing as "John Wick") - 1309 points (edited)
18:54
and if he changes name
18:54
ID:1303 (playing as "noob") - 1309 points (edited)
18:58
more clean: John Wick (ID:1303) - 1309 points
18:58
would solve the problem
18:58
and each player has a 4 digit id and password or smth
18:58
so like /register 1058 password12345
18:59
and /login 1058 password12345
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Probably when accounts will be appeared all previous records will be marked as "unverified"?
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mm thats true
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because they are really unverified
19:01
any person can beat any record with any username
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maybe its ID dependent?
19:01
no
19:01
this is a complicated problem
19:02
maybe you can have a username but its not your ingame name
19:02
but then that just removes the need for ID
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Why username cannot be ingame name?
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In KoG many players switch & login with their registered actual name right before finish (just pointing it out)
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oh yeah that would work
19:04
nvm
19:05
so what happens if u finish on an already registered name
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the ranks with unregistered accounts could go on i.e. the nameless tee
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It must be possible to save old records but they will be unverified (edited)
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i mean its a small community
19:06
i think it is viable to verify everyone individually
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But using registered usernames will provide some features
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you have to be logged in to have your clan tag (otherwise [!FAKE!] is displayed) and to use commands for registered players, like /power
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ye clans will actually be legit
19:07
i wish we have an actual clan system
19:07
what is /power?
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you get seasonal points for finishing maps (won't explain that in details as I don't know them) and then by using /power your can "spend" those on "funny" stuff like stars appearing all around you on spawn and starts going after you when you move (kinda like tail of stars or however to name it)
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that would be dope
19:10
rocket trails, laser graphics for pistol
19:11
account system also allows ddnet to make money :p
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We even can make something like store
19:11
to spend points
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versace [ZIAH] 2020-02-24 19:12:15Z
3da did you work together with greyfox?
19:12
bcs i thought he is the guy who made ddrace
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I was talking with him in jabber
19:12
and made some commits in github
19:12
but my code was bad
19:12
and I left it
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versace [ZIAH] 2020-02-24 19:13:11Z
are you resposible for stoppers? 😄
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what is it?
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versace [ZIAH] 2020-02-24 19:13:34Z
a tile
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I don't know. In my head all tiles have russian names
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whoever made speedups has small brain
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But I diffidently invented rounding lasers which freezes
19:15
😄
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oh the spinners
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versace [ZIAH] 2020-02-24 19:16:48Z
3da can you remember what was the first ddrace map?
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I remember that first maps was very stupid and boring
19:17
until some man made fine map
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eXo_freeze can give you an impression what early maps looked like
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First maps was stupid because nobody knew how to use all these tiles
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hi @3da btw 🙂
19:18
hi
hi @3da btw 🙂
@heinrich5991 🙂
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versace [ZIAH] 2020-02-24 19:18:58Z
yes exo freeze looks weird
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DDRace is based on [N]Race by Nox Nebula
19:19
where is he now?
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that was a long time ago
19:24
I don't know
19:24
I saw him from time to time on IRC, but I think he's no longer there
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Hope everything is ok with him 😄
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@3da not so hard, we do that for ddnet updates and server browser list
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@deen cool
20:16
Here is my test scenario for auth server. Looks ok? https://www.paste.org/103193
www.paste.org - allows users to paste snippets of text, usually samples of source code, for public viewing.
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It's still vulnerable to mitm
😩 1
21:59
Alice joins fake server hosted by Eve, Alice starts authenticating, Eve asks the actual server for a serverToken passes it along to Alice, Alice authenticates to the authServer, Alice sends authResult to Eve's server, Eve just uses it to login on the actual server
22:05
It's not exactly trivial to design an authentication service where service providers can not be trusted. You can take a look at something like kerberos to get inspiration
22:06
Or OAuth if you are interested how social media giants are allowing people to use them for login
22:10
(Kerberos kinda fails for our use case imho, it requires us to keep plaintext passwords, which is a no no)
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If you keep it to just one mod (where we can trust the servers themselves) I wouldn't bother with a separate authentication server, just let the servers authenticate the users themselves
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agreed. My bad
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we could also say that it's the users responsibility to watch out for fake servers
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that's just not how it works
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Yep. Some cryptography is required
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yo someone can help me
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yo someone can help me
@shlz first you help us to make account server
23:38
*visible confusion
23:38
how i can create a server
23:38
im trying some days
23:39
whats your question?
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my friend can connect in my lan server
23:47
i put sv_register 1 but apparently no working
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