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[-z-] wrote:You should get a job as a software tester... if you can convince a company to trust you.
[-z-] wrote:Why not just show them some of your internet triumphs? Build a portfolio of your smarts.
merlijn wrote:About the encryption bit, it seems more logical in this case to use PBKDF (like PKCS #11) than to use full DTLS. DTLS is there to encrypt an UDP packet sequence (not in a stream, but still multiple packets), while PBKDF let's derive a key from the password - which can be used as the key for AES to re-encrypt the challenge. If the server generates the same aes encrypted sequence - they have the same password.
I'd be willing to take a stab at this when I have some free time.
tundramagi wrote:Then you hijack an existing player connection rather than creating your own.
Also with that you only "gain" the advantache of douch-servers without the advantage of privacy amonst connected users and difficulty in vandalism/tomfoolery/haxing that full encryption allows: you never know when someone will private message something they could later regret to someone (and wish it was just between them (bob+alice+serveradmin), rather than them and whatever is recording their conversation free in the clear (bob+alice+serveradmin+skriptkiddie+intrepidhaxplayer+everypoliceorganization)...
Basically its having telnet with "secure" passwords vs having SSH. Once you're authenticated anyone can still do whatever they want by hijacking your connection. Also since the connection is not interrupted (it is forwarded both ways) to the original user that user can still respond to any auth challenges sent down the line later.
divVerent wrote:Personally, I have absolutely no interest in this feature, as it's really not a good idea to do this in an open source game.
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