Brian,

Not shipping the games works too.

Thanks,

John

Brian Cameron wrote:
> 
> John:
> 
>> Project Private is fine for libgweather.
> 
> Great.
> 
>> It is clear that the network games are not accidentally entered into
>> by the user.  So I am fine here as well.
>>
>> We probably need to do something intelligent about the passwords being
>> sent over the wire unencrypted.  A release note, man page or dialog
>> warning prior to send the password is sufficient.  If we will have the
>> encryption ready soon then release note is sufficient.  If we won't
>> have this done within a foreseeable future then we should do more.
>> If this were a full case I would TCR documentation and TCA a warning
>> dialog.  Since it is not and I am not willing to derail for an opinion
>> please do something reasonable here.
> 
> We could simply avoid shipping the 4 games that support network
> gaming features until we do Export Control to support GGZ with
> encryption.  That wouldn't be a burden.  Unfortunately the 4
> games that support network gaming can't be easily configured to
> build without GGZ support, so simply turning off the feature isn't
> so easy.
> 
> Brian
> 
> 
>> Brian Cameron wrote:
>>>
>>> John:
>>>
>>>> OK.  So on the gweather interface we need to document the fact that
>>>> the interface is not supported, placed in a demo directory or simply
>>>> not ship it.  Saying that Volatile is enough is incorrect.
>>>
>>> In this case, we should probably make it Consolidation Private for
>>> now, until it matures a bit more.
>>>
>>>> In terms of GGZ when one of these games is started is the user
>>>> automatically logged into a server?  Or do they need to ask to be
>>>> logged into a specific server?
>>>
>>> You need to go to "Game -> Network Game" in the menu, and then
>>> actually log into the server via the dialog.  Once you log in,
>>> then you can find an opponent to play with.  So you need to
>>> actually log in and select an opponent before you are playing
>>> a network game.  You are never automatically logged in.
>>>
>>> However, there is currently no way to configure the games to
>>> disable this feature.  Perhaps it would be a good idea to add
>>> a configuration option so that people who don't want this
>>> feature can turn it off.  If we made it use GConf, then it
>>> would be easy for a sysadmin to set a mandatory configuration
>>> option to force the feature to be disabled for all users.
>>>
>>>> If I am following correctly then there are passwords that are passed
>>>> over the wire in clear text because we do not have the encryption
>>>> turned on yet.  Is that correct?
>>>
>>> I believe the only passwords are to connect to the game server
>>> itself.  Michal, if a password were stolen, would a malicious
>>> user be able to impersonate someone else?  What are the ramifications
>>> of this?
>>>
>>> For example, is chatting supported between opponents who are playing
>>> games?  If so, then a person could impersonate another player.  It
>>> might be possible for the malicious person to apply "social networking"
>>> skills to get sensitive information about who they are impersonating.
>>>
>>>> Brian stated that the user can have an intranet server set up.
>>>> Is the intranet server automatically started?  Or does the system
>>>> administrator need to configure and start it?  If they need to
>>>> start it how is it started, command line, init.d, smf, ...?
>>>
>>> We do not yet include GGZ server software on Solaris.  So if
>>> you wanted to set up a GGZ server on an internal network, you
>>> would probably need to build the source code yourself, or use
>>> a different OS which has the GGZ server already integrated.
>>>
>>> So, we do not currently support running the server on Solaris,
>>> just GGZ clients.
>>>
>>> Brian
>>>
> 

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