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IDProjectCategoryView StatusDate SubmittedLast Update
0001984Zandronum[All Projects] Suggestionpublic2014-11-03 00:392018-09-30 22:27
Reporteribm5155 
Assigned ToDusk 
PrioritynormalSeverityminorReproducibilityN/A
StatusclosedResolutionfixed 
PlatformX64OSWindows 8OS Version8.1
Product Version2.0-beta 
Target Version3.0Fixed in Version3.0 
Summary0001984: Make a simple login config at multiplayer menu
DescriptionResumed:
 Automatically login on servers when you stored your login data at multiplayer menu.

Complete:
So this is a simple but a nice idea, people would open doom menu, goto multiplayer, and then it would have two options to edit, the login name, and the login password.
 If that information is saved on the ini file (or another player where zandronum store your data), then, when zandronum connect to a server where it has support to login, then it would automatically log you in, if the information stored was wrong, then it would show a message that you failed to log in (or another generic message)...
Attached Files

- Relationships
child of 0002197closedDusk Rebuild Zandronum menus for MENUDEF 

-  Notes
User avatar (0010814)
Leonard (developer)
2014-11-03 17:41

Before anyone says it, putting the login command in autoexec doesn't work.
Perhaps we could also make it a launch option and the server browser used could display a box just like the join/connect passwords so we can still use different accounts/auth servers.
User avatar (0010815)
Torr Samaho (administrator)
2014-11-03 19:48

Yeah, the way the user enters the login credentials definitely has to be improved. Let's collect all suggestions in this ticket and then decide what to do.
User avatar (0010820)
Catastrophe (reporter)
2014-11-03 23:28

Yes please, it is very annoying having to log in every time to test my mod because of how long passwords have to be.
User avatar (0010827)
Hypnotoad (reporter)
2014-11-04 14:47

I think this should be done via the server browser, that way you could have it save different login credentials for different servers that may be using different auth servers.
User avatar (0010838)
Catastrophe (reporter)
2014-11-08 07:07

I would much rather have Zandronum.exe have a customizeable username and password to auto-login for servers as most people just use the same user and pass for different charonauth anyways. No need to over complicate it.
User avatar (0010840)
Leonard (developer)
2014-11-08 11:24

The way join/connect passwords are set up isn't complicated and you could say that some people always use the same.
Simply making a login name and password cvar (exactly like join/connect) should be good.
User avatar (0010991)
Dusk (developer)
2014-11-28 18:30
edited on: 2014-11-28 18:34

I strongly believe this should be something for server browsers to do. Zandronum keeping one username/password for all charon auth servers would be insecure and whoever uses the same password for all charon servers deserves a paddlin'. If someone knows your password on one auth server, they can easily break in to your other accounts too. We shouldn't endorse this through a Zandronum feature.

However, Zandronum could keep the password in mind once input by the launcher (maybe in a non-storing cvar) for in-game login/logout.

User avatar (0010996)
ibm5155 (reporter)
2014-11-29 12:46

Well, tge way join/connect password isn't hard but, yuuck, it's console D:, such old thing ... :p
anyway, I dont think I'll make more than one login/passord for each server, because I would want "everything in a single account"...
but, zandronum could receive an argv with the login/password too, so if there's another server where you made a different account, you could just login from a different wat...
 I just dont know how u guys would make a login for each server, would since they can change their names/ip, what would be the primary key to make each server?
like if you join the server "BE super mod v1" it would login with the lamma/1234 password, then the server change the name to "BE super mod V2", so I would need to enter lamma/1234 login again since it was registered to "BE super mod v1" ...

 I hope u guys got what I tried to write :)
User avatar (0010997)
Watermelon (developer)
2014-11-29 13:38

Quote
Well, tge way join/connect password isn't hard but, yuuck, it's console D:, such old thing ... :p
anyway, I dont think I'll make more than one login/passord for each server, because I would want "everything in a single account"...
but, zandronum could receive an argv with the login/password too, so if there's another server where you made a different account, you could just login from a different wat...
 I just dont know how u guys would make a login for each server, would since they can change their names/ip, what would be the primary key to make each server?
like if you join the server "BE super mod v1" it would login with the lamma/1234 password, then the server change the name to "BE super mod V2", so I would need to enter lamma/1234 login again since it was registered to "BE super mod v1" ...

 I hope u guys got what I tried to write :)


I have no idea what you're trying to say due to broken English and random <enter>'s pressed mid sentence. Sorry.
Can you please fix up your post? Or if English is too hard for you to properly indent/type, can you run your native language through google translate?
User avatar (0010998)
Leonard (developer)
2014-11-29 16:13

That's exactly what I had in mind Dusk, and also exactly how join/connect passwords work.
User avatar (0011001)
ibm5155 (reporter)
2014-11-29 17:31

Neither do I (I was a bit sleepy at the moment :S )

Well doing a resume from what I think...
So, each server would have a special login/password right? so what if the server changed his name, I would need to set a new password for that server?
as example: the server "test" got renamed to "test2" and then I wouldn't login because the login data was registered for "test" and not "test2".
But maybe this method could be a complement from the first one, where you can set a default password/login on zandronum, so it'll always try to login with that data when it connects to a server, you can also connect to a server with a different login too by starting from doomseeker like program and setting the server's name (or ip) a different login/password, so instead the default login data, you would connect with the received logging data from doomseeker.

resume of resume.
how doomseker would store the login/data for each server name/ip? if so, what would happen if the server name/ip changed? I would need to store the older login to this "new" server.
And both cases could be mixed, store login/password on zandronum for as default, and use a login data if doomseker started a server with a different data.

If u still dont get it, just pm or irc :p
User avatar (0011029)
AlexMax (developer)
2014-12-02 23:48
edited on: 2014-12-03 00:09

I have a slightly different story in mind for how users should log in from inside the game. I also think that there should be a way to log in from Doomseeker, but I"ll save that for another post.

To start with the basics, there should be a way to log in from the join game screen. Depending on if you're logged in or not, it will either have "Register" and "Login" as options, or "Logout" as an option.

The Login screen would be a menu that looks something like this:

---

LOGIN SERVER: auth.funcrusher.net (read-only field)

LOGIN: [ ] (text field)
PASSWORD: [ ] (text field)

OK (button, tries to log the player in when pressed)

---

Pressing the "Register" menu item would pop up a Y/N screen:

---

This server claims to use `auth.funcrusher.net` as its authentication server. You should not create an account on a server you do not trust, and please do not use the same password as anyplace else.

Press y or n

--

Maybe the wording should be changed, but you get the picture. Pressing Y at this screen would then open a web browser using the operating-system-specific means of doing so (`sensible-browser` on linux, `open` on OSX, `start` on Windows) with the registration page of that auth server.

I am 100% against saving passwords to your ini, but I am 100% for saving authserver/username pairs to a CVAR automatically and automatically filling in the username field if you're on a game server that uses an auth server you've seen before.

User avatar (0011658)
ibm5155 (reporter)
2015-02-11 18:13

Indeed I see hat storing yor login password is a no way, it's too insecure, and even then people some times just share their .ini files for other peoples (sometimes newbies, just to have all the configs ready to go) and they may not notice that their login was shared with another person...
Maybe store it into a appdata like folder, and just allow one file per user
User avatar (0011662)
Konar6 (reporter)
2015-02-11 22:36

The password should be saved somewhere, maybe a special file, or it should be the job of server browsers to manage it. Not only it would be a disturbance if people had to type their password every time, they would choose simple passwords like 123456.
User avatar (0012336)
Dusk (developer)
2015-05-18 10:57

Added a very simple menu here:'https://bitbucket.org/crimsondusk/zandronum-merge-experiments/commits/26e516646dde [^]'

Unfortunately I cannot test it because joining servers appears to be completely broken in 3.0 currently (and even if I could, I don't know how to use auth servers and how to test features related to them)
User avatar (0012355)
Torr Samaho (administrator)
2015-05-24 11:13

Can you test this in 3.0 now? Joining netgames works fine for me with the current version of 3.0.
User avatar (0012356)
Dusk (developer)
2015-05-24 11:14

WaTaKiD already tested this shortly after I posted that message. He said it worked fine.

Issue Community Support
This issue is already marked as resolved.
If you feel that is not the case, please reopen it and explain why.
Supporters: Leonard Catastrophe AlexMax Hypnotoad DrinkyBird
Opponents: Dusk Combinebobnt

- Issue History
Date Modified Username Field Change
2014-11-03 00:39 ibm5155 New Issue
2014-11-03 17:41 Leonard Note Added: 0010814
2014-11-03 19:48 Torr Samaho Note Added: 0010815
2014-11-03 19:48 Torr Samaho Status new => confirmed
2014-11-03 19:48 Torr Samaho Target Version => 2.0
2014-11-03 23:28 Catastrophe Note Added: 0010820
2014-11-04 14:47 Hypnotoad Note Added: 0010827
2014-11-08 07:07 Catastrophe Note Added: 0010838
2014-11-08 11:24 Leonard Note Added: 0010840
2014-11-28 18:30 Dusk Note Added: 0010991
2014-11-28 18:32 Dusk Note Edited: 0010991 View Revisions
2014-11-28 18:33 Dusk Note Edited: 0010991 View Revisions
2014-11-28 18:34 Dusk Note Edited: 0010991 View Revisions
2014-11-29 12:46 ibm5155 Note Added: 0010996
2014-11-29 13:38 Watermelon Note Added: 0010997
2014-11-29 16:13 Leonard Note Added: 0010998
2014-11-29 17:31 ibm5155 Note Added: 0011001
2014-12-02 23:48 AlexMax Note Added: 0011029
2014-12-03 00:09 AlexMax Note Edited: 0011029 View Revisions
2015-02-08 21:34 Dusk Assigned To => Dusk
2015-02-08 21:34 Dusk Status confirmed => assigned
2015-02-11 18:13 ibm5155 Note Added: 0011658
2015-02-11 22:36 Konar6 Note Added: 0011662
2015-03-29 19:07 Dusk Target Version 2.0 => 3.0
2015-04-20 16:06 Dusk Relationship added child of 0002197
2015-05-18 10:57 Dusk Note Added: 0012336
2015-05-18 10:57 Dusk Status assigned => needs review
2015-05-24 11:13 Torr Samaho Note Added: 0012355
2015-05-24 11:13 Torr Samaho Status needs review => feedback
2015-05-24 11:14 Dusk Note Added: 0012356
2015-05-24 11:14 Dusk Status feedback => resolved
2015-05-24 11:14 Dusk Fixed in Version => 3.0
2015-05-24 11:14 Dusk Resolution open => fixed
2018-09-30 22:27 Blzut3 Status resolved => closed






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