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IDProjectCategoryView StatusDate SubmittedLast Update
0002763Zandronum[All Projects] Suggestionpublic2016-06-25 23:452016-07-12 20:19
ReporterAlexMax 
Assigned ToTorr Samaho 
PrioritynormalSeverityfeatureReproducibilityN/A
StatusassignedResolutionopen 
PlatformOSOS Version
Product Version 
Target VersionFixed in Version 
Summary0002763: Allow logging in as part of connection sequence.
DescriptionRight now, you can only log in while you are ingame. It would be really nice if you could log in as part of connecting to the game itself.

This would open the door to things like only allowing logged-in players to connect, login whitelist support, login admin support, and login banlist support. I'm not sure if such features should be in separate tickets or not.
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-  Notes
User avatar (0015114)
Konar6 (reporter)
2016-06-26 00:00

IIRC allowing only logged-in players to connect was declined.
User avatar (0015116)
Fused (reporter)
2016-06-26 08:46

Why would it be declined? I can really understand this being wanted as future mods could have features that really needs players to login.
User avatar (0015119)
Torr Samaho (administrator)
2016-06-26 12:07

Allow logging in as part of the connection sequence is a reasonable thing and I wouldn't mind having it (only allowing logged-in players to connect is a different story though, the current mechanism to prevent unauthenticated clients from joining the game should be sufficient).

A requirement for this to work is a way to feed the login credentials to the client though (I'd prefer if the launcher somehow hands the credentials over). This came up in other tickets in the past, but we never finalized anything. Any suggestions?
User avatar (0015130)
AlexMax (developer)
2016-06-26 16:37

> only allowing logged-in players to connect is a different story though, the current mechanism to prevent unauthenticated clients from joining the game should be sufficient

The particular use-case I was thinking of was for Private CTF. Instead of handing out a password, I could simply ban everybody and whitelist only specific usernames that are allowed to connect.
User avatar (0015250)
Torr Samaho (administrator)
2016-07-10 11:12

Update: I made some experiments with the Windows Data Protection API and now have code that encrypts and decrypts strings under Windows. This should be safe enough to have Zandronum store the password.
User avatar (0015283)
Torr Samaho (administrator)
2016-07-11 19:51

Another update: I scratched the DPAPI approach and instead store the credentials in the Windows Credential Manager. That's hopefully secure enough, at least it's not less secure than the DPAPI approach since all user programs have access to both mechanisms.
User avatar (0015298)
Dusk (developer)
2016-07-12 20:19

The commits were based off the HITTARGET/etc commits for ticket 0002445, so I closed the head, and transplanted the commits to bookmark store-logins-2763.

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Supporters: Fused Juanba unknownna
Opponents: No one explicitly opposes this issue yet.

- Issue History
Date Modified Username Field Change
2016-06-25 23:45 AlexMax New Issue
2016-06-26 00:00 Konar6 Note Added: 0015114
2016-06-26 08:46 Fused Note Added: 0015116
2016-06-26 12:07 Torr Samaho Note Added: 0015119
2016-06-26 12:07 Torr Samaho Assigned To => Torr Samaho
2016-06-26 12:07 Torr Samaho Status new => feedback
2016-06-26 16:37 AlexMax Note Added: 0015130
2016-06-26 16:37 AlexMax Status feedback => assigned
2016-07-10 11:12 Torr Samaho Note Added: 0015250
2016-07-11 19:51 Torr Samaho Note Added: 0015283
2016-07-12 20:19 Dusk Note Added: 0015298






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