You wont understand what i said untill you answer my question:
Is this persistent data for a player just on that server or for all servers?

>From: "Paul Samways" <[EMAIL PROTECTED]>
>Reply-To: [EMAIL PROTECTED]
>To: <[EMAIL PROTECTED]>
>Subject: Re: [hlcoders] Client commands
>Date: Sat, 15 Jun 2002 19:04:03 +0100
>But your argument there can be applied to anything. Yes, someone can
>intercept the username and hashed password, but that can be said for pretty
>much everything I log onto on the web. There's no way to prevent that
>without me putting SSL code in and rewriting the database server code as
>well (like I'm gonna do that).
>
>And what exactly do you mean by "just sending a hash of your password to
>the
>server isnt secure, as the server can just replay that hash and act as
>you..." ?. Not sure which server you mean by 'server' and also how you
>think
>they'd use this to their advantage?
>
>----- Original Message -----
>From: "Jonah Sherman" <[EMAIL PROTECTED]>
>To: <[EMAIL PROTECTED]>
>Sent: Saturday, June 15, 2002 6:11 PM
>Subject: Re: [hlcoders] Client commands
>
>
> > Actually, this isnt as much of a problem as you might think. ALL HL data
>is
> > encrypted before being sent over the network..  Are you planning on
>storing
> > player data for just that server or globally?  If you planning on having
>a
> > master server store everyones info, you might want to rethink your
>protocol,
> > just sending a hash of your password to the server isnt secure, as the
> > server can just replay that hash and act as you...
> >
> >
> > >From: "Paul Samways" <[EMAIL PROTECTED]>
> > >Reply-To: [EMAIL PROTECTED]
> > >To: <[EMAIL PROTECTED]>
> > >Subject: [hlcoders] Client commands
> > >Date: Fri, 14 Jun 2002 18:54:21 +0100
> > >Is it possible to preprocess client commands being sent to the server
> > >before
> > >they're sent?
> > >
> > >I'd like to run an md5digest on a password argument before it flys off
>over
> > >the internet to the server. Is this possible?
> > >
> > >I was going to have players persistent info stored against AuthID, but
>then
> > >I realised it'd be nice to be able to log in at someone elses machine
>and
> > >still get your stats/score updated. So now I need some way of a player
> > >entering a username/password combo and not have a plaintext password
>either
> > >travel across the network or be stored in a text file (which would
>happen
> > >if
> > >I used a cvar wouldn't it?).
> > >
> > >Any suggestions to throw into the pot?
> > >
> > >Paul
> > >
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> >
> >
> >
> >
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