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Re: [MUD-Dev] Re: Player coding and security
Jeff Kesselman wrote:
>
> The big issue I have with player coding noone seems to have mentioedn yet--
> security. In a commercial game (sorry, but thats my world) where players
> are ALREADY trying to cheat through nay means possible, player server
> coding is ONLY possible with an EXTREMELY tight security model that knows
> what is and isnt reasasonable for player code to effect. Otherwise you
> end up having to carefully examine EVERY peice of user code for potential
> loopholes, trap doors. etc.
>
> Frankly thats more work IMO then just coding the building blocks your world
> builders need on an as needed basis.
>
> JK
There were a few posts a couple weeks back, most substantively from
Chris Lawrence (I think), where inheritance was explored as a security
model. I've no definite security model in mind yet, but I'll certainly
need one. How many of us are looking to have some form of
user-programming anyway? And to what degree are things
user-programmable, for that matter?
--
Shawn Halpenny
"People that are really very weird can get into sensitive
positions and have a tremendous impact on history."
- Dan Quayle
- Thread context:
- Re: [MUD-Dev] handling ambiguity, and prompts, (continued)
- Re: [MUD-Dev] handling ambiguity, and prompts,
Raz muddyraz#mushroom,demon.co.uk, Mon 26 May 1997, 10:49 GMT
- Re: [MUD-Dev] handling ambiguity, and prompts,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Tue 27 May 1997, 13:03 GMT
- Re: (fwd) Re: Multi-threaded mudding (was a flamefest),
clawrenc clawrenc#cup,hp.com, Mon 19 May 1997, 23:57 GMT
- Re: Player coding and security,
Jeff Kesselman jeffk#tenetwork,com, Mon 19 May 1997, 23:51 GMT
- Re: [MUD-Dev] Re: Resets and repops,
Shawn Halpenny malachai#iname,com, Mon 19 May 1997, 23:12 GMT
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