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[Freeciv-Dev] Re: cheating

[Freeciv-Dev] Re: cheating

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To: Vilius Puidokas <knopka@xxxxxxxxxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx, rodolfo.borges@xxxxxxxx
Subject: [Freeciv-Dev] Re: cheating
From: Geoffrey Dunn <geoffrey@xxxxxxxxxxxxx>
Date: Thu, 23 Nov 2000 16:32:38 +1100

Rodolfo's solution is more elegant. The server can give the client a
form of public key (just just a random password if need be) and request
to see it should they rejoin. The player need not even know it's there
as the client would handle it automatically. Prompting a player for a
password they may never use is annoying at best.


On Thu, 23 Nov 2000 00:28:20 -0500 (EST) Vilius Puidokas 
<knopka@xxxxxxxxxxxxxxxx> wrote:

> why not give an option 'set passwd on' on server side, so each client sets
> his own passwd?
> also, doesn't server show hostname from which each player's connected?
> vil
> On Thu, 23 Nov 2000 rodolfo.borges@xxxxxxxx wrote:
> > an internet freeciv game is going on, then a player disconnects.
> > everyone receive a message like "player Foo disconnected".
> > 
> > then another player opens other freeciv client, and connect the
> > same game as "Foo". everyone receive a message like "Foo reconnected"
> > and thinks that Foo is back, but its not Foo, it's the cheater that
> > is now controlling two players!
> > the cheater now can make Foo give all cities to him, or anything...
> > 
> > this is a problem.
> > 
> > possible solution:
> > when the game starts, every player receive an id that the client writes
> > to a file. when you try to reconnect to a game that is already in
> > progress, the client passes the id to the server, so that only the
> > original client will be able to reconnect.
> > 
> > what do you think?
> > 
> > -- 
> > Rodolfo.Borges@xxxxxxxx
> > 
> > 

Geoffrey Dunn geoffrey@xxxxxxxxxxxxx ICQ:8117102

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