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.


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