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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.
divVerent wrote:Then why do you put IP and port number on a public web page, if you want it private?
Dokujisan wrote: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.
I'll give you a real-world example of why this would be useful.
I run some private servers that are quite popular. I have had one particular individual connect to my server and act like an ass to everybody. I've banned him by IP address multiple times. He just gets a new one from his ISP. I've ended up banning mutliple IP ranges with iptables. This is not ideal to me, because I also run a public server on the same box and I don't know how many people might be affected by that banning.
So divverent, what would you have me do to keep this guy off my private servers? I could change the ports, but then I would not be able to have a webpage about the servers that shows the list of players because someone could discover the port # through that page.
It seems that the best option is to password protect the server. Sure, they could discover the password by someone accidentally leaking it to them, and then I would have to change the password and notify everyone again, but this is the only thing I can imagine that would work.
divVerent wrote:An idea for this would be doing the password check not in the "connect" request, but already in the "getchallenge" one. That command can be used at any time, and it does not fail if the server is full. The master server therefore could easily use it (e.g. after every heartbeat packet) to verify the server and to keep passworded servers out.
I do not demand that the master server be changed NOW for this. This can be done later once such abuse is there. But if the password protection is moved to the "getchallenge" stage, nobody would be able to easily hack his server so it successfully registers into the public server list once that dpmaster change would be made.
Alien wrote:divVerent wrote:An idea for this would be doing the password check not in the "connect" request, but already in the "getchallenge" one. That command can be used at any time, and it does not fail if the server is full. The master server therefore could easily use it (e.g. after every heartbeat packet) to verify the server and to keep passworded servers out.
I do not demand that the master server be changed NOW for this. This can be done later once such abuse is there. But if the password protection is moved to the "getchallenge" stage, nobody would be able to easily hack his server so it successfully registers into the public server list once that dpmaster change would be made.
This would be annoying to enter the password only to get the information that the server is full. Why just simply not adding another filtering option and a lock icon to show which servers
are pp if show password protected servers is checked.
tundramagi wrote:Because if password protected servers were allowed to be listed on the listservers then the majority of the servers would be configued to be password protected.
TVR wrote:Demonstrated in FOSS shooters such as AssaultCube and Tremulous, password protection is present on a minority of servers, less than the 20% extreme for Warsow's cyper-athletics.
Master servers are for listing active servers, it is much better rely on passwords rather than IP:PORT secrecy, an incorrect IP will lead to a connection attempt and ~10 timeout, or connection to another server instance on a different port; inputting a password into a master server listed guarantees intended connection if password in correct.
Remembering a hostname and password is also easier than an remembering an IP:PORT, furthermore, anyone willing to sniff packets has already exceeded the experience and determination threshold for finding unlisted IP:PORT addresses.
divVerent wrote:they are a bad thing, as UT shows.
Showing them in the server list - only if they're filtered out BY DEFAULT. If one click enables showing them, fine. But by default, they must be hidden to not turn this game into a passworded-servers-only game like UT99 has become.
ai wrote:Don't make it sound like passwords are a bad thing (even without encryption) cause that's not the case. Sure I know passwords and stuff can entice people to hack it, but this has yet to be tried before jumping to conclusions.
Don't rule something out before you've tested it.
tundramagi wrote:So... how's telnet treating you?
tundramagi wrote:... Use your firewall to firewall all but the peeps you want playing, Done. No password needed. ...
tundramagi wrote:... no experiance is required: ettercap and friends do everything. You do not need to know anything. The only thing that can ever save you is proper encryption of the datastream, sometimes. ...
ai wrote:... If there was an option to either create a server with password, or mingle with the firewall, ports, forwarding etc. of course people would choose the password route. ...
divVerent wrote:... to not turn this game into a passworded-servers-only game like UT99 has become. ...
TVR wrote:Anyone operating a server intended for everyone is already willing to forgo the existing measures of exclusion.
Anyone wanting a server that can easily be joined by certain people only, should not be deceived into allowing anyone to join the server due to bigotry.
divVerent wrote:... to not turn this game into a passworded-servers-only game like UT99 has become. ...
The only reason why UT99 possesses a passworded server majority is because there exist NO new players, the only explanation why there is no influx is because UT99 is obsolete in the wake of sequels, UT2004/UT3 in particular.
divVerent wrote:... Then tell me why these servers are passworded, if there's no punks to worry about. ...
divVerent wrote:... Also, Quake did not degenerate into this sorry situation - because Quake had no passworded server feature. ...
Alien wrote:Quake 3 is alive not because of oa, but rather it's comps are still held (cpma) and now quakelive.
alpha wrote:If we had some centralized server with user auth data then we could make awesome skill statistics and "experience" and medals and lots of stuff.
Just saying...
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