[MUD-Dev] Introduction System
Tim Vernum
tpv at acay.com.au
Sun Jul 16 14:23:17 CEST 2000
J C Lawrence wrote:
>Eli Stevens <wickedgrey at wickedgrey.com> wrote:
>> 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
>> state...
>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?
But isn't part of the client's job to do the reverse also?
You've focused on allowing the client to change
#UID:10386 says: 'Heya'
to
Boffo says: 'Heya'
But at which point do you change
> point at Boffo
into
> point at #UID:10386
?
If the client does it, then the server needs to be able to map the
client's idea of a UID into the server one.
Either your function is two-way, or you need to do brute-force to
find the object.
If the server does the remap, then what's the point of the client
storing the data?
--
[ Tim Vernum ] ~ ~ ~ [ tpv at acay.com.au ]
"4 out of 5 people alive today have never made a telephone call.
More have been bombed from the air than have flown... modernity as
a cultural outlook remains a rarity, leaving post-modernism as a
plaything for a Concorde of scholars...", Humphrey McQueen
--
[ Tim Vernum ~~~ tpv at acay_com_au ]
"Our scientific power has outrun our spiritual power.
We have guided missiles and misguided men" - Martin Luther King, Jr.
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