[MUD-Dev] Introduction System
J C Lawrence
claw at kanga.nu
Fri Jul 14 00:17:27 New Zealand Standard Time 2000
On Fri, 14 Jul 2000 01:32:54 -0500
Eli Stevens <wickedgrey at wickedgrey.com> wrote:
> I must respectfully differ. While there I do not see any danger
> in a single player having another players "true name" (be it an
> account/character pair, an ID number, whatever it is that uniquely
> identifies that player), storing the data on the client side would
> allow two players to compare notes.
Aye, I definitely wrote without considering the implications there,
and this is another exposure with putting the namespace locally. If
you are masking identity, its not wise to put identity in the
> Of course, if you can devise a system to do this without using a
> true name, then this would not be a problem...
A system could likely be worked out with one-way functions, but I
rather doubt its worth it, or the compute load it would entail.
> Perhaps the server could mangle the true name before sending it to
> the client, and just insure that it will be mangled the same way
> every time (but differently on a per-player basis)? But any
> algorithmic mangling could be reversed engineered to the original
Which is why you have to use on-way functions, perhaps with the
player's ObjectID as a salt. Unless your namspaces get large (which
makes cache management on large multiplayer systems a problem) I
suspect there's not enough value in putting this locally.
Or are there any *really* cheap salted one-way functions out there?
> Perhaps I should find a different corner to think myself into? ;)
O' what a tangled web we weave when first we practice to deceive.
Then again, practice makes perfect.
J C Lawrence Home: claw at kanga.nu
---------(*) Other: coder at kanga.nu
http://www.kanga/nu/~claw/ Keys etc: finger claw at kanga.nu
--=| A man is as sane as he is dangerous to his environment |=--
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