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One-way IRC channel bridge. If you want to be able to send messages to IRC, contact @Dune or @heinrich5991. https://www.teeworlds.com/?page=docs&wiki=rules/irc_rules
Between 2019-07-11 00:00:00Z and 2019-07-12 00:00:00Z
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ChillerDragon 2019-07-11 11:25:05Z
Can we end to end encrypt whisper? To make sure the server owner can’t read it even on a modded server?
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I don't see why not
11:27
You could prototype that with a client mod actually
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ChillerDragon 2019-07-11 11:39:26Z
It should be possible to fallback to clear text with a warning on failed encryption I guess . For older clients.
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[quakenet] deen BOT 2019-07-11 11:56:27Z
So how do you know which key to encrypt with if you don't trust the server? You'll exchange it out of band?
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Im not much into coding, but if you dont send they key trough the server and instead send directly to the other player, could that lead to player ip leaks?
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ChillerDragon 2019-07-11 13:00:39Z
im no crypto exper what so ever. How do other systems do it where they advertise end to end encryption without trusting the server. Like whatsapp.
13:01
I thought of exchanging public keys over whisper before sending the messages.
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[quakenet] koomi BOT 2019-07-11 13:01:55Z
trust on first use, usually
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ChillerDragon 2019-07-11 13:02:46Z
Yea i guess send a test message and see if it was encrypted with the correct public key. To make sure the server didnt send his own public key,
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[quakenet] koomi BOT 2019-07-11 13:02:49Z
i.e. you store someones pubkey the first time you talk to them and then make sure it's the same one for future messages
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ChillerDragon 2019-07-11 13:03:04Z
sounds possible to me
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[quakenet] koomi BOT 2019-07-11 13:05:30Z
you could just use OTR
13:05
Off-the-Record Messaging (OTR) is a cryptographic protocol that provides encryption for instant messaging conversations. OTR uses a combination of AES symmetric-key algorithm with 128 bits key length, the Diffie–Hellman key exchange with 1536 bits group size, and the SHA-1 ...
13:06
it's designed to add a layer of encryption to existing IM protocols
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[quakenet] Dune BOT 2019-07-11 14:33:06Z
Sounds like the server could send a false pubkey and forward cleartext to the sendee
14:34
But players could find out it is a malicious server I guess by noticing the unencrypted warning
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ChillerDragon 2019-07-11 14:35:44Z
y
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[quakenet] koomi BOT 2019-07-11 14:36:00Z
yes, on the first message, anything else requires exchanging keys out-of-band or some web of trust or whatever model
14:36
a problem might be that players use different clients and then have different keys under the same name
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ChillerDragon 2019-07-11 14:37:10Z
what do you mean?
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[quakenet] koomi BOT 2019-07-11 14:38:03Z
if you play on your laptop and desktop pc using the same name, you will have changing pubkeys
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ChillerDragon 2019-07-11 14:38:12Z
the encryption should only make sure that if you send a message to another tee that this tee recives it and nobody else. No sort of authentication of proof that this tee is the tee you think it is.
14:38
This shoulnd t be used as signature or something just to make messageing private.
14:39
All other stuff would involve some sort of accounts or what ever something complicated and unteeish i guess
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[quakenet] koomi BOT 2019-07-11 14:39:49Z
and how would you do that without allowing the server to intercept messages?
14:40
there doesn't have to be any central account registry, just clients exchanging pubkeys
14:40
(via servers)
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ChillerDragon 2019-07-11 14:46:07Z
yes? i dont see the problem
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[quakenet] koomi BOT 2019-07-11 14:48:09Z
you receive the pubkey from the server, so encrypting with that is useless for the most part
14:53
unless you have some way to verify that it indeed belongs to whoever you are talking to
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ChillerDragon 2019-07-11 14:55:44Z
I thought the clients wishper pubkeys to each other and then send a sample message first. So if the sample message can be encrypted correctly with the private keys the clients know the server didnt manipulate the pub keys.
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[quakenet] koomi BOT 2019-07-11 14:57:09Z
so you want clients to talk directly to each other? how would they do that?
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ChillerDragon 2019-07-11 14:57:29Z
no
14:57
they use normal wispher over the server
14:58
and they verifiy the publickeys with a sampel message to check if the server manipulated them
14:58
Oh wait the server can still man in the middle right?
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[quakenet] koomi BOT 2019-07-11 14:59:14Z
yes, the first message (containing the pubkey) would have to be unencrypted, so the server can intercept the pubkey and send a different one to the other player
14:59
then reencrypt each message
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ChillerDragon 2019-07-11 14:59:46Z
sen dhis own key and then recrypt with the other key ftwards ye si see
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[quakenet] koomi BOT 2019-07-11 14:59:55Z
exactly
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ChillerDragon 2019-07-11 15:00:02Z
but how does encryption then work usually? Idk
15:00
you can never start encrypted
15:00
it is always sending a message out in the untrusted internet
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[quakenet] koomi BOT 2019-07-11 15:01:27Z
depends, but for stuff like whatsapp they store the first pubkey the receive for a new contact and then scream if a message from that contact uses a different key
15:01
so the server can still interfere on first contact, but after that it would be noticed
15:02
and the server also doesn't know if two clients have talked to each other before, so it might be noticed
15:03
they also have a way to explicitly verify that a key belongs to a person with qr codes
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ChillerDragon 2019-07-11 15:03:45Z
so i should never start a whatsapp chat from public wifi?
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[quakenet] koomi BOT 2019-07-11 15:04:08Z
no the communication with the server is also encrypted and verified
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ChillerDragon 2019-07-11 15:04:16Z
ah tru
15:04
so downloading whatsapp in public wifi is dangerous?
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[quakenet] koomi BOT 2019-07-11 15:04:37Z
you can't ever trust the internet anyway, public wifi or not
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ChillerDragon 2019-07-11 15:04:49Z
ye thats the thing
15:05
so there is no gurantee for encryption?
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[quakenet] koomi BOT 2019-07-11 15:05:32Z
well play store uses encryption and also explicit signatures for authentication
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ChillerDragon 2019-07-11 15:06:10Z
so all the encryption is based on some prior encryption huh?
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[quakenet] koomi BOT 2019-07-11 15:07:27Z
more or less, yes
15:07
except for stuff that was verified in person
15:09
and newish approaches like certificate transparency that don't provide authentication but a way to prove someone else was using an identity
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ChillerDragon 2019-07-11 15:10:14Z
men this stuff is complicated thats why i just threw the idea in the room i have no clue how this can be implemented secure actually
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[quakenet] koomi BOT 2019-07-11 15:11:28Z
and that's just the high-level view, there's tons of details to get wrong too
15:11
not easy at all
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ChillerDragon 2019-07-11 18:20:06Z
Uhm can we get the old names system back? with no duplicated and empty names. It felt less weird. And easier to use. The chat became pretty confusing and also future modding that allows commands based on player names is no longer possible.
18:22
Also it makes porting external scripts to 0.7 harder that parse the logs and only see player names.
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The log should include player ids
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ChillerDragon 2019-07-11 18:23:48Z
yes sure i didnt say impossilbe but harder
18:24
everything coding wise still works. But the players are not robots. It makes disucssions much harder who is who when both have the same name.
18:24
And the default showing ids or having users to turn on this option isnt a solution
18:25
i dont see a flaw in the old system nor a benefit in the new.
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If u plan on modding a server with a system that relies on players' names, you should prob force unique non-empty nicknames
18:51
Does vote menu show ids though? I never had problems with people having identical nicknames, but if votemenu/vote box do not show ids that can be very confusing
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ChillerDragon 2019-07-11 23:08:29Z
votes show at least skins tho
23:08
but chat doesnt
23:09
and i dont want my chat to be polluted by ids
Exported 75 message(s)