Author Topic: GUID admin improvement idea.  (Read 7903 times)

whitebear

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GUID admin improvement idea.
« on: February 17, 2008, 12:41:34 pm »
I know ideas that are in category "GUID" get flamed. I still posted it. ^^

Here is the deal. What if the server's admin.dat (or w/e it is that has admin levels set) had randomly generated "keys" for each player GUID that !setlevel is used. Server would also send the info to player and player's client would save the info in it's own file along the ip of the server.

exaple admin.dat on server 64.72.61.120
Code: [Select]
[admin]
name    = ^3(Cebt)^7White^5Bear
guid    = **************************
level   = 5
flags   =
key = 123ABC456DEF

exaple admin.dat on server 80.146.21.55
Code: [Select]
[admin]
name    = ^3(Cebt)^7White^5Bear
guid    = **************************
level   = 5
flags   =
key = XF6S77DD1976

exaple client.dat
Code: [Select]
guid = **************************

[server]
ip = 64.72.61.120
key = 123ABC456DEF

[server]
ip = 80.146.21.55
key = XF6S77DD1976


==Troy==

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Re: GUID admin improvement idea.
« Reply #1 on: February 17, 2008, 12:43:36 pm »
This will require client-side modification. So its just easier to get TJW client and set cl_guidserveruniq 1.

benmachine

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Re: GUID admin improvement idea.
« Reply #2 on: February 17, 2008, 02:23:00 pm »
This isn't a bad idea, I thought of something similar once.
But, meh. You code it.
benmachine

Rocinante

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Re: GUID admin improvement idea.
« Reply #3 on: February 17, 2008, 04:24:51 pm »
Not to shoot it down, but what is the difference between this and cl_guidServerUniq?  Based on the desription, seems like the only difference is that the server sends the key to you, not the client telling the server what its key is (and I'm not sure how that would work at all, think multiple users on the same IP).
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Oblivion

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Re: GUID admin improvement idea.
« Reply #4 on: February 17, 2008, 04:55:44 pm »
Not to shoot it down, but what is the difference between this and cl_guidServerUniq?  Based on the desription, seems like the only difference is that the server sends the key to you, not the client telling the server what its key is (and I'm not sure how that would work at all, think multiple users on the same IP).
I agree with this post.
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whitebear

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l
« Reply #5 on: February 17, 2008, 07:15:34 pm »
Clearing the thing a bit.
The IP is to find out what server it is and NOT to find out who the user is. As I said in beginning of the post that the key would be only be sent every time server uses !setlevel. This would mean that if another player copies the guid from !listplayers or any other way would also require the key (witch is only known to server owner and guid owner) to impersonate.

While guid stays same the key is unique for each server and for each guid.
« Last Edit: February 17, 2008, 07:18:40 pm by whitebear »

Oblivion

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Re: l
« Reply #6 on: February 18, 2008, 05:00:44 am »
Clearing the thing a bit.
The IP is to find out what server it is and NOT to find out who the user is. As I said in beginning of the post that the key would be only be sent every time server uses !setlevel. This would mean that if another player copies the guid from !listplayers or any other way would also require the key (witch is only known to server owner and guid owner) to impersonate.

While guid stays same the key is unique for each server and for each guid.
There you go it sounds better now :D
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Annihilation

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Re: GUID admin improvement idea.
« Reply #7 on: March 07, 2008, 04:42:33 am »
This would allow people to keep one guid everywhere instead of having to change it without risking admin theft.  I like the concept.  Although uniqu is so common now that it might not be needed.  Except for the fact that if it became a stander it wouldn't require work from the client, would help server owners to know their server is safe from someone not using uniqu and going somewhere like s11.  It might be something worthwhile even with uniqu, would make uniqu unneeded but would garuentee the safety of the server to the operator and other admins.  This could be something to consider implimenting into 1.2.  Bravo to the great idea.
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player1

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Re: GUID admin improvement idea.
« Reply #8 on: March 07, 2008, 06:13:49 am »
Dang it. I agree with all of you. Why isn't Caveman here to tell us how wrong this is?

Amanieu

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Re: GUID admin improvement idea.
« Reply #9 on: March 07, 2008, 10:02:49 am »
Even more secure, and it's already 3/4 done:
http://www.mercenariesguild.net/patches/?do=details&task_id=133
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Survivor

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Re: GUID admin improvement idea.
« Reply #10 on: March 07, 2008, 11:59:38 am »
Dang it. I agree with all of you. Why isn't Caveman here to tell us how wrong this is?

Because apparently he has put his account up requesting for deletion? Wth caveman.
I’m busy. I’ll ignore you later.

player1

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Re: Caveman admin improvement idea.
« Reply #11 on: March 08, 2008, 06:02:39 am »
I must have missed it. Did he get banned, or just take his kickball and go home? I was away from the Tremforums for about a month there, December-ish.

All my favorite curmudgeons are gone now: no Seffy, no Henners, no n00b pl0x, and no Caveman... :-\

On Topic: @ whitebear - I hope it works. Are you going to test it?