Yes, but if we want global user registration (and I think we want to support it for the lazy users who would otherwise choose the same password on every server anyway), there's always going to be such a single point of failure. Somewhere the global data has to be kept.Lucifer wrote:Server admins would be dependent on the master server, could not be independent without running their own master server. If the master server is compromised, well, let's just call it a single point of failure.
Unless, of course, we use a decentral structure: have many authentication servers around (for example, a clan would run its own authentication server), and the globally unique ID of a player would be his authentication server ID plus his username. Then we'd have the problem of how to identify and authenticate the authentication servers... Too many levels of indirection for me to grasp right now.
Sure thing, no central authority should be enforced (Anarchy!). The same code that authenticates the user with the master server can also be used to authenticate the user with each individual server and its local user database. Ok, it would probably be better do do this in reverse: first, the local server specific authentication, then the global one if we feel like it.Being a fanatic of independence, I don't like it.Not unless participation on the server admin's part is voluntary. Probably also disabled by default...
If it's active, yes (I think I disabled it by default because I mainly see it as a debugging tool) . It will miss some bits because not everything can be managed by it (like some C fanatics using malloc and free) and memory allocated by libratries.Nothing on memory usage right now. Is that something you could grab from the memory manager in aa?