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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0000144 | Zandronum | [All Projects] Suggestion | public | 2010-10-28 10:24 | 2022-10-15 20:41 | ||||
Reporter | Eruanna | ||||||||
Assigned To | Torr Samaho | ||||||||
Priority | normal | Severity | feature | Reproducibility | N/A | ||||
Status | closed | Resolution | fixed | ||||||
Platform | OS | OS Version | |||||||
Product Version | 98d | ||||||||
Target Version | 3.0 | Fixed in Version | 3.0 | ||||||
Summary | 0000144: Disallow duplicate names (use pseudo-aliases such as Player2, Player3, etc) | ||||||||
Description | The main intent behind this is server administration. I think that servers should disallow any 2 people using the same name, even if the colors are different. This would make it easy on a server admin, for example, if say Player2 was acting out of hand. In the current system, this would put other "Player"s on the spot since such a system does not currently exist. The only way to deal with the offending "Player" is to ban all "Player"s since you absolutely cannot tell who is who. Additionally, when assigning pseudo-aliases, the game should check of course, if the new name exists, and bump the number accordingly. | ||||||||
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Notes | |
(0000477) Dark-Assassin (administrator) 2010-10-28 11:35 |
I so totally agree. |
(0000480) unknownna (updater) 2010-10-28 19:38 edited on: 2010-10-28 20:00 |
I think that one of the first steps to prevent impersonators would be to disable name changing in-game online. Although players could simply disconnect and then change their names, it'd at least be an obstacle. The playerinfo could also be printed before/after each chat (and "<playername> has connected") message in the server console. EDIT: But yeah, if the player impersonating someone else isn't saying anything at all, it's difficult to know who's who. |
(0000500) AlexMax (developer) 2010-11-01 12:04 |
I agree with Anonymous, except that I think that server logs should also keep track of IDX through renames and connects/disconnects. |
(0000711) Eruanna (reporter) 2010-12-10 21:36 edited on: 2010-12-10 21:37 |
Not only IDX, but IP too. This isn't an impersonation issue though. This is an issue of "who's who" when there's multiple people with the same name. Most games have a system that keep everyone's name unique and assigns numbers when there's a collision. The presence of such a system - by itself - makes things a lot easier on a server admin. Instead of having 5 "player"s to deal with, you have player, player2, player5, player6, and player8. You know exactly which one to ban. |
(0001165) Dark-Assassin (administrator) 2011-03-17 23:07 |
I am going to have to agree on this. 1 problem is having to mass kickfromgame Player if there are more than 2. That is only if they refuse to change their name. But for impersonation issues, it can be a little harder. |
(0004521) ZzZombo (reporter) 2012-08-30 14:57 |
Better pattern would be "Player 1", ..., "Player 64". |
(0009125) Watermelon (developer) 2014-06-11 21:51 |
Yeah this is annoying |
(0009133) Frits (reporter) 2014-06-11 22:16 |
This is added in kpatch. |
(0009143) Edward-san (developer) 2014-06-12 13:58 |
Does this apply also to names like "player" and "player " (the space(s) aftr the name)? |
(0009144) Dusk (developer) 2014-06-12 14:54 |
I think that should be the case.. |
(0011036) Dusk (developer) 2014-12-05 01:00 |
'https://bitbucket.org/Torr_Samaho/zandronum-stable/pull-request/115 [^]' |
(0011102) Torr Samaho (administrator) 2014-12-28 16:03 |
I added comments in the pull request. |
(0011105) ZzZombo (reporter) 2014-12-28 17:46 |
I more like the Source pattern of renaming "(1) Player", "(2) Player", etc, because it makes it extremely obvious the player didn't name himself this way. |
(0014305) Ru5tK1ng (updater) 2016-02-03 19:56 |
What about Player4? He is actually someone from zd that plays time from time. |
(0015641) Marcaek (reporter) 2016-09-15 15:27 |
Any kind of differentiation would be great. What would happen if someone theorectically had a name with max char limit and a person of the same name joins? |
(0015642) Empyre (reporter) 2016-09-15 17:56 |
In that case, truncate the name just enough to add the number, sort of like DOS did with Windows-style long names: longfilename.txt becomes longfi~1.txt and longfilesize.txt becomes longfi~2.txt. |
(0015699) FoxBoy (reporter) 2016-09-25 05:17 |
This is really a serious issue when handling impersonators. SRB2 handles it this way: - Every joining player starts with the name "Player 1", "Player 2" and so on. - The client auto-names themself. - If a duplicate name happens, it plucks one letter from the name until it's no longer a duplicate. - If it can't make a name, it simply keeps the name "Player #" Though, while this method is nice, it doesn't work for the Zandronum community. I feel it should handle it like this. Every joining player joins, but if the name is a duplicate, a 4-digit random number is added to the end of the name. If there's not enough room to add the numbers, letters are plucked off, and the number added, removing as many characters as needed. It generates these four-digit values until the name is unique. |
(0015700) Dusk (developer) 2016-09-25 13:09 |
I think we can just simply name colliding players like "Player####" with a "####" standing for a random four-digit code. The problem is to inform the connecting player that his name is different. |
(0015701) FoxBoy (reporter) 2016-09-25 14:58 edited on: 2016-09-25 15:33 |
What happens if we meet a name that is too long to fit a four digit code? Do we truncate letters until it fits? Or, do we refuse the name altogether? This is another problem that might come along. Me and some others over at TSPG brainstormed for a while over this. this is what we came up with and felt was most effective while being transparent: - an arbitrary "clone number" value is given to a player that is separate from the name itself. It starts at (1). Though, if they are the only one, this value isn't visible in the game. - When someone duplicates a name, they are given the value (2), the next one (3), and so on... - This arbitrary number appears after names in the list, chat, messages, and PlayerInfo, only if there is at least one duplicate. - If (1) disconnects when (2) and (3) exists, they will move up to fill in their place, becoming (1) and (2). - If (1) and (2) both exist, and (1) disconnects, (2) becomes the new (1) and the clone indicator disappears. - The original name values are left untouched. This may require substantially more effort to introduce, though. I'd also like to suggest that very similar characters (Like 0 and O, 5 and S) be treated as duplicates. |
(0015706) ZzZombo (reporter) 2016-09-26 07:25 |
Guys, everything was already thought of. If you follow my advise of using "(1)Player" we won't have to bother with name lengths and whatnot. |
(0015740) Torr Samaho (administrator) 2016-10-03 10:17 |
I implemented this using the name pattern suggested in 0000144:0015700. |
(0015878) unknownna (updater) 2016-10-10 04:30 |
This seems to work initially, but breaks locally for a renamed client that reconnects, i.e. the renamed client sees his own name as it was before he was renamed. Is there a reason why players are renamed to "Player #" and not just "<duplicate name> #"? |
(0015887) Laggy Blazko (reporter) 2016-10-10 20:41 |
So, this is something interesting. I tried this in a local server: - A client joined as "pepe". - Another client joined as "pepe2" - "pepe" disconnected by using the "disconnect" command. - While disconnected, "pepe" renamed to "pepe2". - This client joined the server again and sees itself as "pepe2" but everyone else sees it as "pepe". - This client reconnects using the "reconnect" command and was renamed to "player 3866". Everyone including itself sees this name. - This clients uses the "disconnect" command and renames to "meme". - It reconnects again and sees itself as "meme" but everyone else sees it as "player 3866". - This client quits Zandronum and joins again. - Now it shows up as "meme" for everyone. |
(0015903) Torr Samaho (administrator) 2016-10-11 19:29 edited on: 2016-10-11 19:29 |
Quote from unknownna To make them more easily distinguishable and to encourage the renamed player to switch to a proper unique name. I'll have to look into why this is breaking locally when using reconnect. |
(0016150) Torr Samaho (administrator) 2016-11-06 12:28 |
The local problems when reconnecting should be fixed now. |
(0016505) Ru5tK1ng (updater) 2016-12-16 21:53 |
Hmm local issues still seem to persist. Client 1 joins as Alex Client 2 joins as Alex but is renamed to Player8989 Client 1 disconnects and renames itself to Alex2 and reconnects Client 2 sees Client 1 as 'Alex' Client 1 sees his name as Alex2 |
(0016558) Combinebobnt (reporter) 2016-12-28 00:45 |
Got the same issue as rust, restarted a map in deathmatch and 1 client renamed them right, while the other client still displayed duplicate names. |
(0016712) Torr Samaho (administrator) 2017-01-29 14:47 |
0000144:0016505 should also be fixed now. |
(0016749) Decay (reporter) 2017-02-02 04:31 |
I ran a LAN server using version 3.0 170129-2032 and it seemed to have resolved the issues described by Rustking |
(0016761) Ru5tK1ng (updater) 2017-02-05 22:48 |
Given that the local issues are fixed, I'll mark this as resolved. Reopen if necessary. |
This issue is already marked as resolved. If you feel that is not the case, please reopen it and explain why. |
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Supporters: | ZzZombo Combinebobnt Yellowtail WaTaKiD Fused The Toxic Avenger StrikerMan780 Argentum Ru5tK1ng Monsterovich Korshun Dark-Assassin DrinkyBird Marcaek Empyre Konda Hypnotoad FoxBoy Razgriz FascistCat Falco |
Opponents: | AlienOverlord Mobius |
Issue History | |||
Date Modified | Username | Field | Change |
2010-10-28 10:24 | Eruanna | New Issue | |
2010-10-28 11:35 | Dark-Assassin | Note Added: 0000477 | |
2010-10-28 11:59 | user35 | Note Added: 0000478 | |
2010-10-28 19:38 | unknownna | Note Added: 0000480 | |
2010-10-28 19:44 | unknownna | Note Edited: 0000480 | View Revisions |
2010-10-28 19:56 | unknownna | Note Edited: 0000480 | View Revisions |
2010-10-28 20:00 | unknownna | Note Edited: 0000480 | View Revisions |
2010-11-01 05:27 | Anonymous | Note Added: 0000495 | |
2010-11-01 12:04 | AlexMax | Note Added: 0000500 | |
2010-11-12 18:51 | Anonymous | Note Deleted: 0000495 | |
2010-11-14 10:40 | user35 | Note Deleted: 0000478 | |
2010-12-09 18:19 | Anonymous | Note Added: 0000666 | |
2010-12-09 18:24 | Anonymous | Note Deleted: 0000666 | |
2010-12-09 18:57 | Anonymous | Note Added: 0000667 | |
2010-12-09 19:04 | Anonymous | Note Added: 0000668 | |
2010-12-09 19:11 | Anonymous | Note Added: 0000669 | |
2010-12-09 19:18 | Anonymous | Note Added: 0000670 | |
2010-12-09 19:25 | Anonymous | Note Added: 0000671 | |
2010-12-09 19:32 | Anonymous | Note Added: 0000672 | |
2010-12-09 19:39 | Anonymous | Note Added: 0000673 | |
2010-12-09 19:46 | Anonymous | Note Added: 0000674 | |
2010-12-09 19:53 | Anonymous | Note Added: 0000675 | |
2010-12-09 20:01 | Anonymous | Note Added: 0000676 | |
2010-12-09 20:07 | Anonymous | Note Added: 0000677 | |
2010-12-09 20:14 | Anonymous | Note Added: 0000678 | |
2010-12-09 20:21 | Anonymous | Note Added: 0000679 | |
2010-12-09 20:28 | Anonymous | Note Added: 0000680 | |
2010-12-09 20:36 | Anonymous | Note Added: 0000681 | |
2010-12-09 20:42 | Anonymous | Note Added: 0000682 | |
2010-12-09 20:50 | Anonymous | Note Added: 0000683 | |
2010-12-09 20:57 | Anonymous | Note Added: 0000684 | |
2010-12-09 21:04 | Anonymous | Note Added: 0000685 | |
2010-12-09 21:11 | Anonymous | Note Added: 0000686 | |
2010-12-09 21:18 | Anonymous | Note Added: 0000687 | |
2010-12-09 21:25 | Anonymous | Note Added: 0000688 | |
2010-12-09 21:33 | Anonymous | Note Added: 0000689 | |
2010-12-09 21:40 | Anonymous | Note Added: 0000690 | |
2010-12-09 21:47 | Anonymous | Note Added: 0000691 | |
2010-12-09 21:54 | Anonymous | Note Added: 0000692 | |
2010-12-09 22:01 | Anonymous | Note Added: 0000693 | |
2010-12-09 22:08 | Anonymous | Note Added: 0000694 | |
2010-12-09 22:15 | Anonymous | Note Added: 0000695 | |
2010-12-09 22:22 | Anonymous | Note Added: 0000696 | |
2010-12-09 22:30 | Anonymous | Note Added: 0000697 | |
2010-12-09 22:37 | Anonymous | Note Added: 0000698 | |
2010-12-09 22:44 | Anonymous | Note Added: 0000699 | |
2010-12-09 22:51 | Anonymous | Note Added: 0000700 | |
2010-12-09 22:58 | Anonymous | Note Added: 0000701 | |
2010-12-09 23:05 | Anonymous | Note Added: 0000702 | |
2010-12-09 23:12 | Anonymous | Note Added: 0000703 | |
2010-12-09 23:19 | Anonymous | Note Added: 0000704 | |
2010-12-09 23:26 | Anonymous | Note Added: 0000705 | |
2010-12-09 23:33 | Anonymous | Note Added: 0000706 | |
2010-12-09 23:40 | Anonymous | Note Added: 0000707 | |
2010-12-09 23:46 | Blzut3 | Note Deleted: 0000667 | |
2010-12-09 23:46 | Blzut3 | Note Deleted: 0000668 | |
2010-12-09 23:46 | Blzut3 | Note Deleted: 0000669 | |
2010-12-09 23:46 | Blzut3 | Note Deleted: 0000670 | |
2010-12-09 23:47 | Anonymous | Note Added: 0000708 | |
2010-12-09 23:48 | Blzut3 | Note Deleted: 0000671 | |
2010-12-09 23:48 | Blzut3 | Note Deleted: 0000672 | |
2010-12-09 23:48 | Blzut3 | Note Deleted: 0000673 | |
2010-12-09 23:48 | Blzut3 | Note Deleted: 0000674 | |
2010-12-09 23:48 | Blzut3 | Note Deleted: 0000675 | |
2010-12-09 23:48 | Blzut3 | Note Deleted: 0000676 | |
2010-12-09 23:49 | Blzut3 | Note Deleted: 0000677 | |
2010-12-09 23:49 | Blzut3 | Note Deleted: 0000678 | |
2010-12-09 23:49 | Blzut3 | Note Deleted: 0000679 | |
2010-12-09 23:49 | Blzut3 | Note Deleted: 0000680 | |
2010-12-09 23:49 | Blzut3 | Note Deleted: 0000681 | |
2010-12-09 23:49 | Blzut3 | Note Deleted: 0000682 | |
2010-12-09 23:49 | Blzut3 | Note Deleted: 0000683 | |
2010-12-09 23:49 | Blzut3 | Note Deleted: 0000684 | |
2010-12-09 23:49 | Blzut3 | Note Deleted: 0000685 | |
2010-12-09 23:49 | Blzut3 | Note Deleted: 0000686 | |
2010-12-09 23:49 | Blzut3 | Note Deleted: 0000687 | |
2010-12-09 23:49 | Blzut3 | Note Deleted: 0000688 | |
2010-12-09 23:49 | Blzut3 | Note Deleted: 0000689 | |
2010-12-09 23:49 | Blzut3 | Note Deleted: 0000690 | |
2010-12-09 23:50 | Blzut3 | Note Deleted: 0000691 | |
2010-12-09 23:50 | Blzut3 | Note Deleted: 0000692 | |
2010-12-09 23:50 | Blzut3 | Note Deleted: 0000693 | |
2010-12-09 23:50 | Blzut3 | Note Deleted: 0000694 | |
2010-12-09 23:50 | Blzut3 | Note Deleted: 0000695 | |
2010-12-09 23:50 | Blzut3 | Note Deleted: 0000696 | |
2010-12-09 23:50 | Blzut3 | Note Deleted: 0000697 | |
2010-12-09 23:50 | Blzut3 | Note Deleted: 0000698 | |
2010-12-09 23:50 | Blzut3 | Note Deleted: 0000699 | |
2010-12-09 23:50 | Blzut3 | Note Deleted: 0000700 | |
2010-12-09 23:51 | Blzut3 | Note Deleted: 0000701 | |
2010-12-09 23:51 | Blzut3 | Note Deleted: 0000702 | |
2010-12-09 23:51 | Blzut3 | Note Deleted: 0000703 | |
2010-12-09 23:51 | Blzut3 | Note Deleted: 0000704 | |
2010-12-09 23:51 | Blzut3 | Note Deleted: 0000705 | |
2010-12-09 23:51 | Blzut3 | Note Deleted: 0000706 | |
2010-12-09 23:51 | Blzut3 | Note Deleted: 0000707 | |
2010-12-09 23:51 | Blzut3 | Note Deleted: 0000708 | |
2010-12-10 21:36 | Eruanna | Note Added: 0000711 | |
2010-12-10 21:36 | Eruanna | Note Edited: 0000711 | View Revisions |
2010-12-10 21:37 | Eruanna | Note Edited: 0000711 | View Revisions |
2011-03-17 23:07 | Dark-Assassin | Note Added: 0001165 | |
2012-08-30 14:57 | ZzZombo | Note Added: 0004521 | |
2014-06-11 21:51 | Watermelon | Note Added: 0009125 | |
2014-06-11 21:51 | Watermelon | Status | new => acknowledged |
2014-06-11 22:16 | Frits | Note Added: 0009133 | |
2014-06-12 12:37 | Dusk | Assigned To | => Dusk |
2014-06-12 13:58 | Edward-san | Note Added: 0009143 | |
2014-06-12 14:54 | Dusk | Note Added: 0009144 | |
2014-12-04 15:21 | Dusk | Status | acknowledged => assigned |
2014-12-05 01:00 | Dusk | Note Added: 0011036 | |
2014-12-05 01:00 | Dusk | Status | assigned => needs review |
2014-12-28 16:03 | Torr Samaho | Note Added: 0011102 | |
2014-12-28 16:03 | Torr Samaho | Status | needs review => feedback |
2014-12-28 17:46 | ZzZombo | Note Added: 0011105 | |
2016-02-02 12:41 | Dusk | Status | feedback => assigned |
2016-02-03 19:56 | Ru5tK1ng | Note Added: 0014305 | |
2016-09-15 15:27 | Marcaek | Note Added: 0015641 | |
2016-09-15 17:56 | Empyre | Note Added: 0015642 | |
2016-09-25 05:17 | FoxBoy | Note Added: 0015699 | |
2016-09-25 13:09 | Dusk | Note Added: 0015700 | |
2016-09-25 14:58 | FoxBoy | Note Added: 0015701 | |
2016-09-25 14:59 | FoxBoy | Note Edited: 0015701 | View Revisions |
2016-09-25 15:02 | FoxBoy | Note Edited: 0015701 | View Revisions |
2016-09-25 15:03 | FoxBoy | Note Edited: 0015701 | View Revisions |
2016-09-25 15:33 | FoxBoy | Note Edited: 0015701 | View Revisions |
2016-09-26 07:25 | ZzZombo | Note Added: 0015706 | |
2016-10-03 10:17 | Torr Samaho | Note Added: 0015740 | |
2016-10-03 10:17 | Torr Samaho | Assigned To | Dusk => Torr Samaho |
2016-10-03 10:17 | Torr Samaho | Status | assigned => needs testing |
2016-10-03 10:17 | Torr Samaho | Target Version | 98d => 3.0 |
2016-10-10 04:30 | unknownna | Note Added: 0015878 | |
2016-10-10 20:41 | Laggy Blazko | Note Added: 0015887 | |
2016-10-11 19:29 | Torr Samaho | Note Added: 0015903 | |
2016-10-11 19:29 | Torr Samaho | Note Edited: 0015903 | View Revisions |
2016-10-11 19:30 | Torr Samaho | Note Revision Dropped: 15903: 0009671 | |
2016-11-06 12:28 | Torr Samaho | Note Added: 0016150 | |
2016-12-16 21:53 | Ru5tK1ng | Note Added: 0016505 | |
2016-12-16 21:53 | Ru5tK1ng | Status | needs testing => feedback |
2016-12-28 00:45 | Combinebobnt | Note Added: 0016558 | |
2016-12-30 12:24 | Dusk | Status | feedback => assigned |
2017-01-27 20:19 | Ru5tK1ng | Relationship added | has duplicate 0002996 |
2017-01-29 14:47 | Torr Samaho | Note Added: 0016712 | |
2017-01-29 14:48 | Torr Samaho | Status | assigned => needs testing |
2017-02-02 04:31 | Decay | Note Added: 0016749 | |
2017-02-05 22:48 | Ru5tK1ng | Note Added: 0016761 | |
2017-02-05 22:48 | Ru5tK1ng | Status | needs testing => resolved |
2017-02-05 22:48 | Ru5tK1ng | Resolution | open => fixed |
2017-02-05 22:48 | Ru5tK1ng | Fixed in Version | => 3.0 |
2018-09-30 21:50 | Blzut3 | Status | resolved => closed |
2022-10-15 20:41 | WaTaKiD | Relationship added | related to 0001676 |
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