[Freeciv-Dev] [bug #20556] No way to disable hack access of new clients of local server with same user

2014-08-26 Thread Marko Lindqvist
Update of bug #20556 (project freeciv):

Category: general = client 
  Status:  Ready For Test = Fixed  
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #20556] No way to disable hack access of new clients of local server with same user

2014-08-24 Thread Marko Lindqvist
Follow-up Comment #6, bug #20556 (project freeciv):

Implementation that adds commandline parameter --Hackless to debug builds.

(file #21826)
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Additional Item Attachment:

File name: Hackless.patch Size:2 KB


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[Freeciv-Dev] [bug #20556] No way to disable hack access of new clients of local server with same user

2014-06-03 Thread Jacob Nevins
Follow-up Comment #5, bug #20556 (project freeciv):

 Is attached patch sufficient?
Mm. It's clearly better than nothing, and cheap, but to be honest I suspect
I'd be more likely to actually use it if it didn't involve a slow
configure-and-compile-from-scratch.

Points taken about the extra flexibility of doing it client-side rather than
server-side, though.
I guess ideally I'd have a client option like --no-hack  Do not request
'hack' privileges when connecting to server (has no effect on locally spawned
server).

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[Freeciv-Dev] [bug #20556] No way to disable hack access of new clients of local server with same user

2014-05-30 Thread pepeto
Follow-up Comment #2, bug #20556 (project freeciv):

I don't think this is sufficient. If you connect a second client to the
server, it will get hack access.

Why not using a server option (from command line) like --hack?

I would expect that client get hack access on its spawn one, but not if
running the server separatly.

Maybe a second option for client side should be welcome to prevent to spawn
the server with --hack?


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[Freeciv-Dev] [bug #20556] No way to disable hack access of new clients of local server with same user

2014-05-30 Thread Marko Lindqvist
Follow-up Comment #3, bug #20556 (project freeciv):

 If you connect a second client to the server, it will get hack
 access.

Um... no? Server is not spawned by that client either.
Unless you mean compiling second client without --disable-client-hack, but one
would do that quite intentionally. Remember that this is not a security
feature, but debug/testing feature. It's actually a valid use-case to test
combination of hack and non-hack clients together.

 Why not using a server option (from command line) like
 --hack?

How spawned server could then tell the spawning client apart from others? Or,
assuming test involving both hack and non-hack clients, how does it know
should-allow-hack clients in general? That's why I think it should be in
client side.

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[Freeciv-Dev] [bug #20556] No way to disable hack access of new clients of local server with same user

2014-05-30 Thread pepeto
Follow-up Comment #4, bug #20556 (project freeciv):

I have probably missed something when reading your patch, sorry.


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[Freeciv-Dev] [bug #20556] No way to disable hack access of new clients of local server with same user

2014-05-29 Thread Marko Lindqvist
Update of bug #20556 (project freeciv):

Category:None = general
  Status:None = Ready For Test 
 Planned Release: = 2.6.0  

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Follow-up Comment #1:

Is attached patch sufficient?

It adds configure option --disable-client-hack. Behavior without this option
(client-hack enabled) remains exactly the same. With the option (client-hack
disabled) client will request hack access only if it has spawned the server
itself.

(file #20858)
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Additional Item Attachment:

File name: ClientHack.patch   Size:1 KB


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[Freeciv-Dev] [bug #20556] No way to disable hack access of new clients of local server with same user

2013-02-24 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?20556

 Summary: No way to disable hack access of new clients of
local server with same user
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun Feb 24 14:35:32 2013
Category: None
Severity: 1 - Wish
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

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Details:

When I'm testing Freeciv from my checkout, and I launch a server separately
from the clients (to simulate a real client/server setup), all the clients
automatically get 'hack' access.

It's possible to downgrade already-connected clients with a server command
like 'cmdlevel basic', but this doesn't affect newly connecting clients.

This means it's hard (particularly for developers) to test the server the way
a real network server would be run; clients with hack access get all sorts
of random extra allowances (such as non-ASCII city names), so it would be easy
to miss bugs impacting real use.

It needs to remain possible for local separate-server-and-client setups to use
'hack', or e.g. editing will become impossible in that scenario. Arguably it
should remain the default behaviour (certainly it needs to be the default for
client-spawned servers).

I think the easiest answer is a server option or similar that allows automatic
hack access to be completely turned off. In this mode any single_want_hack_req
from the client is ignored. (This option ought to be only changeable at 'hack'
level, I think.)

In this mode, hack access would still be possible manually via /cmdlevel
(e.g. from the console).

If not the default, for this to be useful developers have to remember to use
it, but that's an improvement on the current situation.

Could have a server in this mode signal its unwillingness to play by returning
a blank filename to the client in join_reply, but that requires a capability
bump as existing clients will try to create the empty file. On stable branches
it's harmless to have the client create the file and return
you_have_hack=false anyway.

Might want to hide/disable/ignore this option for client-spawned servers, to
stop single-player users getting themselves into trouble by getting it somehow
saved it in their .freeciv-client-rc-X.X and being completely unable to start
a controlled server.




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