On Thursday, January 15, 2015 06:56 EST, Dave Cridland <[email protected]> wrote:
> So there's the player's login name - jid - and a character name. I > understand what you've written to mean there's only one active character > (though there may be multiple characters). Correct. > Well, you can enforce nicknames using standard clients too. Either just > rejecting the join, or responding with a different nickname - the latter > I've not actually seen in production, but in principle it should work. I > suspect the more difficult part would be indicating the currently active > character. Is there a standard for either of these behaviors or would we need to code for them? This, perhaps? http://xmpp.org/extensions/xep-0045.html#changenick ( Examples 51 and 52 seem very telling ) > Resource ids are opaque; I think trying to ascribe meaning to them is > likely to cause heartache and pain. Aside from anything else, you'll break > multi-device. I'm not certain I see what you mean by opaque - but I had not considered multi-device and that is a scenario we might need to work so *assuming* the Resource path I guess we'd need to format it in some way. > In order to do this, you've got to control the entire XMPP server; I think > that's going to cost you in the long term. Most servers allow you to have > custom authenticators, but very few allow fine control over the resource > id. Obviously if you use an open-source server as your base, you can do > whatever you like, but I suspect the merge costs will be significant. This is largely an assumption in play, Basic auth doesn't seem to be a problem. I'm unsure yet on this nickname thing though.
