Lucifer wrote:In any case, just like authentication implies "weeding out evil-doing users", a global authentication server implies some mechanism in place for "weeding out evil-doing administrators".
Ack, I had intended not to use your post to launch into a new attack of a global auth server, but the more I think about it, the more I think a global auth server that defaults to let any new server in and new servers default to use it is just a bad thing.
So, how exactly are evil administrators going to be aided by knowing that "this is really Lucifer, not some fake"?
Lucifer wrote:If the auth server will have decisions made about it the same way decisions are made around here, then decisions will be made slowly and involve a lot of arguing.

Meanwhile, players who are being harassed, exploited, or whatever, are caught in the middle.
Auth does not make it any more possible to harrass, exploit, or whatever players.
Lucifer wrote:How will the auth server determine how to get rid of evil server admins?
It doesn't need to.
Lucifer wrote:What happens if whoever's running the auth server does some thing or other that pisses off a segment of the player base? Can the server admins who wish take a copy of the auth database and split off from the server, or are they now locked-in to the database?
The idea of a central auth server also includes that nobody should be able to do anything that would piss someone off. The only decisions that would be involved are resolving reserved-name conflicts which can have a clear policy, similar to what z-man proposed.
Lucifer wrote:There's no selling point to players of a global auth server if anybody can join it, either.
It's only an ID system.
Lucifer wrote:That doesn't stop people like Evil Inside from showing up and exploiting the chat code.
Nor is it meant to. That's the job for a banlist or such.
Lucifer wrote:How do you intend to determine when an evil-doing player gets banned?
The server admin decides who is banned, not the auth server. Authentication is *only* authentication, not maintaining a banlist.
Lucifer wrote:While I tried to ban Evil Inside, and still would, others here tried to engage him to fix other exploits. How is your global auth server going to deal with that?
Go ahead and ban him, but it will only effect *your* servers.
Lucifer wrote:A better way to achieve a global auth server is to start with a distributed system where each server only has their database, and then look for ways to combine databases and keep the system distributed.
Two of those proposals in the last post on page 3 are based on that idea.
Lucifer wrote:Ultimately, there is no global auth server that will be able to satisfy the diversity of opinions in the community for dealing with problems unless the community shrinks.
Except that the auth server has *nothing* to do with opinion.
z-man wrote:Luke-Jr wrote:z-man wrote:The Nazi reference was of course a gross exaggeration...
This is more like the government having control over its taxes. The two go together; there is no reason to expect the Russian government to tax US citizens or vice versa.
??? So you want AA players to pay us taxes? In the virtual form of taxes, say in the form of attention and praise?
Um... no. I was drawing a better analogy than the nazi one.
z-man wrote:Luke-Jr wrote:z-man wrote:Let's compare our situation to a real life one: ....
What has a chance, however, is several goth clubs offering a joint membership card.
However, an authentication account != membership. Authentication is more like your state photo ID-- there is one central authority. Membership to a server would be a seperate list of people who are identified by their state ID.
What is the title of
this page?
I only get myself logons to sites I really want to be a member of. I'm not logging in to MS passport. I'm not logging in at slashdot. I'm not logging in at the linux game tome. I log on to SF, guru3, ebay and occasionally my freemailers and IMs.
So would you prefer we change the title? Keep the forums and community seperate from the project and have the website only provide services without the community?
z-man wrote:Luke-Jr wrote:The entire purpose of the resource server is to provide a default location to look for missing resources. If the server specifies its own location, that's fine... but most admin probably don't want to be bothered setting up a webserver and such, so there is a default one they can use.
I don't think there will be missing resources in the default installation, so the server won't be used, right?
The default install will only include a few maps, not every single one on the internet. When a player connects to a server using a non-included map, it needs to get it somewhere. Either the server must supply a URI or, if it does not, the client will try the default/central resource repository.
z-man wrote:Luke-Jr wrote:z-man wrote:About privacy: The golden rule of privacy is that you should not transmit (or store) more information than absolutely required for the service you're offering. If we're offering user authentication, obviously some form of user ID needs to get transmitted. A machine specific key (and we already saw that our proposals boil down to that) is not needed.
The key is what acts as the identification of the user to the server.
Yes, and if it contains a bit more information than required for this purpose (a way to track a machine), it's a violation of the golden rule.
Which is a reason to NOT have it contain such information. I have already pointed out that key=session would work fine.
z-man wrote:Luke-Jr wrote:z-man wrote:One way to exploit this additional information, ...
Which is yet another example that supports using key=session instead of key=machine.
Maybe, but this may just shift the problem or create new ones, at least from the perspective of a paranoid user. The session key needs to be generated and verified, generating new data gathering possibilities.
You're worried about server admin finding out what your computer's random functions are? That's all it would yield...
z-man wrote:About your alternative suggestions:
1. is prone to phishing attacks in this form. Sent a user to
http://S0MEAUTHSITE (note the 0 for a O) and harvest his real username.
True... any suggestions?
z-man wrote:2. Does not easily allow to set up a server that only lets in selected players (with filtering of the auth sites, this could be made possible)
Sure it does. None of the authentication stuff is meant to be a ban/allow list. That is completely seperate.
z-man wrote:Can you explain how GPG (I suppose you mean cryptography in general?) can prevent phishing reliably?
If you give me an example on how someone is supposed to be phishing... Finding someone's public key is not enough to authenticate as them.
z-man wrote:I'm pretty sure the best authentication system in the world (short of a real life bouncer) can't stop a determined evil user from appearing again and again doing the same shit with new names.
But that's not what this is meant to do.
Lucifer wrote:I'm a relativist, I guess. There's no such thing as absolute good and absolute evil, so "evil admin" in this context would be "admin not liked by whoever controls the auth server", who may be you, me, Luke, or anybody.
Well, maybe that's your problem. Truth (which encompasses good and evil) is absolute, by definition.
Lucifer wrote:For evil server admins, my only example right now is MBC, and that's only a relativity thing. I've noticed a lot of players like MBC a lot, but I've been getting a steadily increasing group of people who are disenchanted with MBC deciding they like breakfast better than busses, and the stories they tell about the admins are things I would personally consider unacceptable admin practices on my server, but it's their server and they can do what they want. I let players decide where they're going to play. But when it's time for me to share an auth server with MBC, what then?
Then the same players can play on both servers and be sure everyone they know is the same person. Nothing more. BTW, what supposedly bad practices are there with MBC? They sometimes change configs for a match-- something wrong with that? Only other "problems" I can tell of (and I'm a regular MBC player) are lag and not running CVS.