already for Clonk Rage I wrote a masterserver in PHP. It is on MySQL and works with the standard Clonk "Masterserver-protocol" with new hosted rounds, Updates, and ends.
It even started a simple Leaguedevelopment for it. Would an open Masterserver be helpful for OpenClonk, and should I post the source for it here, or will the "official" masterserver script be used for online games?
[edit:]... or extended liga functionality
>i think the protocol should be opened, not the source.
I guess you can just look it up in the source code of OC.
>That would it make possible to develop multiple masterservers
Well, what would be the benefits of that? We already had multiple masterservers with CR (Quit coded one) and ~nobody used it
there should be more than one masterserver accessible
> there should be more than one masterserver accessible
Why? Why do you think it's necessary to split up the little amount of games?
Every masterserver could provide ingame-downloads for its rounds, it can also arrange different tournament systems.. aaaand when someone is hacking one of the masterservers, you can still play on an other server.
>for example you can arrange tournaments with KO system, league or an other challenge system.
With the right interface you could do that on ONE masterserver as well.
>Every masterserver could provide ingame-downloads for its rounds
And why does the ONE masterserver not link to where to download the rounds? Would have the same result
>aaaand when someone is hacking one of the masterservers, you can still play on an other server.
I think when something like that happens we have other problems than where to play
>I guess you can just look it up in the source code of OC.
Wait, are you working for Microsoft? That's NOT how things should be documented ;)
> Would an open Masterserver be helpful for OpenClonk, and should I post the source for it here, or will the "official" masterserver script be used for online games?
Well, the clonk.de masterserver suffers from a severe lack of manpower. It's actually able to serve multiple games, but the highest priority are the paying customers. It's both unlikely that the source code will be made available or the clonk.de instance opened for OpenClonk players soon, so a free OpenClonk masterserver will probably get players. But the biggest challenge would probably be administration, to protect the masterserver from malicious individuals. The only reason the clonk.de masterserver is not flooded with fake game entries is that CR has a secret piece of code that authenticates official CR engines. That's not possible with an open source implementation...
some criterias ware for example:
- open ports
- unique IP adress
- unique player names
- registered player names
- some information about the used .c4d's
[edit:]opensource means hacker scene - when there would be a leck, the one who found it out would tell us about or fixes it.
* Use an official build (with obscurity code piece)
* Show a valid Clonk registration
So we only keep out people that both insist on compiling the source code themselves and don't want to support the project. Isn't that exactly the kind of "cracker" people we don't want on our servers anyway?
> would resent the implication that buying a registration would "support the project".
I don't get your meaning. What else should it imply from your point of view?
Maybe tackle the problem from a different angle? Like replacing a master server with something else or something.
But as many relevant things (like FoW, Health-Bars, Inventory) rely on client-side code to enforce (non)-visibility, it's hard to guarantee fair games without any such restrictions. And as other games and experience showed us, if such a possibility to cheat exists, they will be used... (wasn't there such a thing in an early version of Soldat where you could adjust the fire-rate of your weapons? or am I mixing things up?)
the more hackers an opensource project has, the more secure it will became.
>the more hackers an opensource project has, the more secure it will became.
And how are you going to prevent an individual from using a cheat-engine (for example no Fog-Of-War) in public games? Because something like _that_ was the question. Not how secure linux is.
>you need no cheat engine to turn down FOW - you just have to disable alpha adding
I think even you understood that Fog-Of-War was just one example out of many.
My question from here is still unanswered. Even if you take another aspect and not the Fog-Of-War.
Of course, you can use a hexeditor/disassembler and analyse the source code and do weird stuff afterwards. But that mostly is not very easy. In an Open Source project you could on the other hand just take the source, comment stuff (like FoW) out and compile it. Veeery much easier.
Of course we cannot detect cheaters, but we can at least remove the very easy and obvious ways to crack the game for online play.
video streaming.
with todays 32MBit-internet connections it's not the problem - and when it's too much anyway you can just stream the object positions. that would avoid any cheating.
> with todays 32MBit-internet connections it's not the problem
You are aware that 32 MBit/s connectons are not available everywhere, and that there are, in fact, households that aren't provided with broadband connections at all.
if not - just await sattellite connections or this project: http://tu-dresden.de/aktuelles/news/easy-c/newsarticle_view?cl=en ("32 MBit everywhere")
believe me - when the OC project will be in a playable version, those broadband connections will be available. (streaming object positions is not that much data)
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